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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Flame Slash
Sorcery
Flame Slash deals 4 damage to target creature.
SteelSentry on Which is More Important: Total …
4 months ago
Some of those are also relative because sometimes being one bigger than the other is a much bigger deal than just one. I can tell you from Standard that I can remember way more Lightning Strikes being cast than Shocks ever were unless you were in specifically a Prowess-style deck; thrown at a player, 2 and 3 damage is the difference between a playset doing 8 and 12, and 2 toughness and 3 toughness are important breakpoints in creature design for many reasons, the Bolt test being one of them.
Shared Summons is certainly a powerful card, especially in combo decks, but Eladamri's Call letting you find the right creature and casting it the same turn makes it better in most cases than getting two creatures and then dying to some artifact or enchantment you didn't have the mana to remove with Reclamation Sage which means I prefer it in most cases.
Lightning Angel is actually a good example of 3 vs 4. Mantis Rider is good, and also, relevantly, a Human, but it dies to Bolt or a 1/1 plus a Shock, and anything it kills it trades with. In a mirror match, the Angel can block other Angels all day, dodges Bolt, and unless you're playing a cube (Flame Slash and Flametongue Kavu are popular includes) or a format that has playable expensive red removal like Witchstalker Frenzy, a red deck may struggle to kill it 1-for-1.
With the draw spells, this is a very common theory in Yu-Gi-Oh actually, but a card going +1 like Quick Study is very powerful. More cards is always better, as is mana-to-card ratio, but little burst draw or cantrips usually live and die on their efficiency, and Quick Study being the cheapest unconditional way outside power to go card positive makes it incredibly noteworthy. Like the tutor argument, you might prefer card filtering cantrips that leave you neutral because the right card is more important than more cards, but it depends on why you're putting the spell there in the first place.
It's a very interesting topic that is often ignored in Commander due to the nature of the format, but the idea that "1 isn't always 1" is what really makes card analysis for 60 and 40 card formats special to me.
vic on How does priority work with …
9 months ago
Rhadamanthus Sorry, I just had a really busy period there.
So my main point is just the A or B question and I don't think that was answered. If it was, I missed it. Though some other neat stuff did come out of it.
Let's throw out Prey Upon or any fight-type cards. Let's just say it's Flame Slash.
A. Do all of my creatures get for 4 damage and THEN all of my opponent's creatures get hit for four?
B. Or it is one of mine, then one of his, then one of mine, then one of his, etc.?
Something in one of the responses lead me to believe it's A. But I'm not certain.
wallisface on
Jurassic Park deck
10 months ago
Some general thoughts:
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Your mana curve is very high. I would suggest either work towards lowering the mana curve a bunch, or adding in a bunch of ramp effects to allow you to play those bigger cards quicker. Ideally you'd do a bit of both. If your intention is to keep playing Ravenous Tyrannosaurus then it probably makes sense to run a bunch of mana-dorks so you actually have something weak to have it devour (i'm sure Llanowar Elves and its kind tastes delicious).
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The other option to the above, is to not run ramp, but instead run a bunch of interaction to slow your opponent down. Basically tons of Flame Slash and Lightning Bolt to keep the board clean and give your Hunting Velociraptors Prowl ability an actual chance of being useful.
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currently with the amount of high-mana cards in the deck, you're almost never gaining any benefit from Amped Raptors enter-the-battlefield trigger. I would suggest either lowering your curve enough to be able to profit-from this card at least 2/3rds of the time, or else remove it from the deck.
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Life Finds a Way is an entirely pointless card to run when the only card you have that makes tokens is the second activation of Welcome to ... Flip
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I don't think Rhythm of the Wild is useful enough to do anything here, even for a super-casual environment. I feel like Welcome to ... Flip is pretty similar to this (it is more useful, but just sooo slow).
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I would remove Savage Order, you have very few dinosaurs with 4 power, and if any of these are out then you're already in a good spot (and swapping one for another seems largely pointless considering its costing you a card)
wallisface on
Red Black ingest (all bfz) V2
1 year ago
With only 16 lands in your deck, you won’t have the mana to cast Desolation Twin until you’ve drawn around 38 cards… there is no way a game is going that long regardless of format/playstyle.
If I were making changes, I would ditch all of Hedron Blade (too weak, too niche), Slab Hammer (really bad card), Desolation Twin (the game’s never going long enough to cast it), and both Retreat to Hagra and Retreat to Valakut (neither really do anything).
In their place I would add 6 more lands, 4x Lightning Bolt, and 4x Flame Slash
wallisface on
1 year ago
AxonsReplete what kind if budget are you wanting? Good 1-mana options could include some interaction which you’re sorely lacking - stuff like Lightning Bolt, Flame Slash, Fatal Push. With the various sacrificing going on Stalactite Stalker might be a good option too, just for being a 1-mana creature that gets big
nuperokaso on
Demons
1 year ago
Flame Slash is a good cheap removal.
Infernal Grasp only fast decks can afford to pay life. Consider another removal, such as Power Word Kill.
Maskwood Nexus is horribly slow card. You don't have any good reason to play it.
Brutal Hordechief this card is best in a token deck, which is not your case.
wallisface on
Deadly big bulls!
1 year ago
Your 1-drops don't have to be creatures. Your deck would benefit a LOT from a bunch of cards like Lightning Bolt, Fatal Push, and Flame Slash. Interaction is always good, and by running a lot of these effects you give yourself much better odds of the game going long and you being able to make use of your cow-army.
I would say to cut down your creature count to about 18-20, so that you're just running the most board-impactful minotaurs, and then playing a lot more of these killspell effects. That will probably lead to the best outcome for this brew imo.
nuperokaso on
Jupiiii
2 years ago
Cards to think about: Zalto, Fire Giant Duke, Marauding Raptor, Into the Maw of Hell, Mana Tithe, Flame Slash, Sin Prodder, Pyrohemia, Solphim, Mayhem Dominus, Golden Guardian Flip, Goblin Matron
Bad cards to remove: Wild Magic Surge, Intimidation Bolt, Guardian Idol, Prismatic Lens, Everflowing Chalice, Thought Vessel, Worn Powerstone, Maskwood Nexus, Angelfire Ignition