Flameshadow Conjuring

Combos Browse all Suggest

Tokens

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Flameshadow Conjuring

Enchantment

Whenever a nontoken creature enters the battlefield under your control, you may pay . If you do, put a token onto the battlefield that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.

StopShot on What exactly is the hard …

7 months ago

Disclaimer: (This is not a "who-is-the-antagonist" post. This matter has already long been resolved respectfully with an in-game vote. This example is given to point out potential gray-areas over what defines a 2-card combo with the intent to invite thought and discussion on what the nitty-gritty details and restrictions should entail when deck-building combos under the bracket system.)

The other day my playgroup had a bracket 3 match that caused an argument over what constitutes a 2-card combo over a play one of my opponents made. Bracket 3 officially states that there are:

No 2-card combos (before turn 6)

[Combos are] game-enders, lockouts, or infinites

In the game my opponent played a turn 1 Enlightened Tutor to fetch a Sol Ring, turn 2 played the Sol Ring, and on turn 3 played a Volcano Hellion having it deal 1 trillion damage to itself, but with its ETB ability on the stack they casted Archon's Glory bargaining the Sol Ring to give the Volcano Hellion lifelink which would result in my opponent gaining 1 trillion life by turn 3.

The playgroup insists the play is a 2-card combo that violates the spirit of bracket 3, because:

  • The combo was pulled off by turn 3 and not turn 6 or later.
  • The combo is a 2-card combo and not a 3-card combo as any sacrificed permanent required to bargain Archon's Glory shouldn't count in a mana-rock heavy format.
  • The infinite life gain counts as a lockout since some decks would be unable to realistically break the lock via commander damage.

My opponent and a bystander watching the game argue the play fits within the confines of bracket 3, but for different reasons from each other:

  • Ramp and Sol Ring shouldn't be factored in on how early a 2-card combo can occur when deck-building combos, otherwise ramp should count as an extra card in the combo making it a 3-card combo as the ramp was necessary for pulling off the combo early.
  • If there had not been any ramping the combo would have occurred by turn 5 at the earliest with no means to win until turn 6 or after.
  • The card bargained with Archon's Glory should count as card 3 as it was necessary to pull off the combo which is why they're running Archon's Glory over a card like Swift Justice.
  • It doesn't fit the bracket definition of a combo as it's not a game-ender because it doesn't end the game, it's not an infinite because it's a one-time effect that is not loopable by itself, and it's not a lockout because it doesn't impede the functions of anyone's deck and players can still cast spells and attack no differently than before.

There was also discussion if bargaining a token for Archon's Glory would have still made it a 3-card combo if they had sacrificed a treasure token instead of a mana-rock. This further begged the question if and when any card should be counted as being a part of a combo like in the combo Flameshadow Conjuring + Felidar Guardian + Mountain. (The Felidar Guardian always blinks the Mountain effectively untapping it so you can always pay the Flameshadow Conjuring's triggered ability while the hasty token blinks the original Felidar Guardian to restart the loop.) Since the basic land is necessary for the combo, would a basic Mountain count as card 3 of the combo or does it go against the spirit of the 2-card combo rule? Molten Echoes + Felidar Guardian isn't allowed in comparison as it's a 2-card combo that doesn't require blinking a mana source to generate infinite hasty tokens, yet that combo is no less difficult to pull off than the Flameshadow Conjuring variation.

How would you best define what is or is not a 2-card combo before turn 6?

SinAffliction on Be'lakor, Blade of the Seraph

9 months ago

If I had suggestions as far as demons go. Gyruda, Doom of Depths and Vilis, Broker of Blood. Enchantments Reflections of Littjara and Molten Echoes. I see you haveFlameshadow Conjuring but you wont have to try to keep a red open for Molten Echoes. =]

Master_J on Laser Beams

2 years ago

OUT: Flameshadow Conjuring

IN: Invigorating Hot Spring

One last change before group testing.

Crow_Umbra on Favorite mtg art

3 years ago

So many cards have "pet card" status for their art, but I'm always glad to see them in my binders. I'd say I'm definitely a sucker for foil versions of Red cards; I just love how the flames pop. A few favorites off the top of my head in no particular order:

Cmi1103 on [Primer] Casting the Mythal

3 years ago

Hey there! What are your thoughts on cards such as Sundial of the Infinite and Teferi's Veil. Both allow you to keep your tokens made by Inalla. Also curious if you've ever thought about including cards like Anathemancer and Ghitu Journeymage. While they don't do much on their own I love trying to go as wide as possible with them through Inalla and other's such as Naban, Dean of Iteration which you already run, and Flameshadow Conjuring, or Mirror March. Interested to see your thoughts on both of these types of cards mentioned.

yggup on Kir 'em With Fire

3 years ago

Well I have it to keep the tokens made from cards like Flameshadow Conjuring and Molten Echoes like I do in my Jaxis, the Troublemaker deck, but I don't get them often enough. I'll likely sub it for something else.

AWebb on Hunting and Brawling

3 years ago

Also, this might not be my place to say, but I think you could replace Flameshadow Conjuring with Molten Echoes just so you don't have to pay one mana every time you want to copy.

Crow_Umbra on A Match Made in Hell EDH

3 years ago

Your deck concept is really cool. I've seen Jeska put in plenty of work when paired with Ishai, Ojutai Dragonspeaker, via a deck one of my friends plays. Jeska makes things scary pretty fast.

Idk if you've played this deck irl yet, but do you feel like you have enough Ball Lightning-like creatures? I'm counting about 9 of your 18 so far. I think getting in some more Copying and Reanimation effects could help you a bit. I get that Jeska makes 1 target creature scary, but I figured some copy effects could let you attack multiple opponents, or really laser one person down. A few things for you to consider:

  • Animate Dead/ Necromancy - Animate Dead is your cheapest option of the 2, but Necromancy can be cast at instant speed if needed.

  • Phyrexian Reclamation - Fairly cheap and low to the ground for hand recursion.

  • Twinflame/ Heat Shimmer

  • Kolaghan's Command - Modal options, including some recursion to hand.

  • Athreos, God of Passage - More Ramos redundancy. Not super budget, but could be helpful in a deck like this.

  • Flameshadow Conjuring

  • Delina, Wild Mage - She's something I've played in my Isshin deck, and has a bit of a higher ceiling there, but the potential to make many Ball Lightning creatures off some lucky rolls is pretty silly.

  • Ogre Battledriver - Another Haste anthem with additional upside to beef up creatures on ETB.

  • Living Death - Redundancy with Ramos. Has finisher potential with a graveyard full of Ball Lightnings, also helpful since Jeska will dodge it.

I hope these suggestions are helpful.

Load more
Have (1) metalmagic
Want (1) qao50