Flare of Fortitude

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planar Constructed Legal
Vintage Legal

Flare of Fortitude

Instant

You may sacrifice a nontoken white creature rather than pay this spell's mana cost.

Until end of turn, your life total can't change, and permanents you control gain hexproof and indestructible.

Craeter on Unicorns are magical

4 days ago

Magical indeed, looks pretty sparkly! My only suggestion would be some staple mass protection: Flawless Maneuver, Flare of Fortitude, Heroic Intervention if you're got room to cut a couple weaker cards. Dual facing lands could also enhance the power quite a bit, but sounds like you're already aware of that.

Craeter on Avacyn Angels - field wipe

1 month ago

Good stuff here. Some other recommendations to consider: Urza's Incubator, Herald's Horn, Flawless Maneuver, Flare of Fortitude, Clever Concealment

gzusvictory on Halvar, Divine Voltron

2 months ago

Flare of Fortitude > Dawn's Truce

Flare has an extra fog effect, can cost zero mana, and gives opponents no cards. It will cost you a white non token creature.

Dawn does cost 2 less mana, but never zero. No extra fog effect, gives an opponent a card, and can give the player hexproof. Hexproof feels less relevant compared to life total not changing.

gzusvictory on Halvar, Divine Voltron

3 months ago

Spyrechild

I do like the Excalibur a lot! It alone can be lethal with our commander. The challenge comes down to finding a way to cheat it into play. Cheating casting costs of our equipments seems more difficult than cheating equip costs. It helps a lot that our equipments are artifacts, which fits the historic category.

Haystack is nice. Reminds me of Mother of Runes, but cannot protect itself or provide evasion. Keep in mind that it cannot target our creatures that have protection from white since it’s considered a white artifact, and with it not being a creature, it cannot be equipped. There is the advantage of having the ability to use it the same turn it comes out. I can see a common play pattern of playing Haystack prior to playing the threat, and leaving up the additional two mana of course. I know we were also trying to keep our artifact count down and I am curious what we would take out for it. I do like that it can make one of our creatures dodge practically any board wipe. Phasing has some advantages over hexproof, indestructible, and color protection. Timing can be a bit of a challenge not having our threat return to defend us until our next untap rather than the end of the turn we use the Haystack. Not a fan of having to keep up mana up when there’s things like Giver of Runes, which can activate for free (and also did not currently make the deck). I would probably recommend adding Haystack if your playgroup is removal heavy, otherwise it’s a bit too defensive to speed up our game plan of taking out our opponents. I am personally more of a fan of spells/abilities that I can use that can protect our commander without interrupting a lethal attack, like a new card I pulled yesterday Flare of Fortitude

SufferFromEDHD on Enchanté

3 months ago

You might not be a Legacy player but you sure do like utilizing Legacy deck building strategies in EDH.

Eviscerator's Insight > Deadly Dispute

Flare of Fortitude and/or Flare of Malice

DMFF on Black and White Soul Sisters - MODERN

4 months ago

Firstly, welcome to the MTG community! Modern is definitely a more hostile format, but Soul Sisters can hold their own, especially in Orzhov. One of my close friends in my "close friends playgroup" built his own rendition of Orzhov Soul Sisters as well and it can certainly give any aggro deck a run for its money. Since Lifegain is more of a Control-esque strategy, I do have a few suggestions for your main and side:

Main: - Fatal Push, Solitude (ik a little more expensive, but so so good), or Path to Exile for cheap/"free" removal of onboard threats. I would cut 2-3 copies of March of Otherworldly Light since it requires more resources, but can be great in the mid/late game.

  • Guide of Souls, the new Soul Brother! (It could be called Soul Siblings!) This card is a more powerful version of the Soul Sisters, so I definitely recommend running 4x of this card once it drops in MH3. I would drop the 4x Auriok Champion for this due to the lower mana cost and higher power level.

  • Thoughtseize is a great handrip card and the -2 life is barely noticeable in your build. Until you pick up any copies, I would move Inquisition of Kozilek into your main board for better control and knowledge of your opponent's gameplan right from game 1. I would also suggest a combination of both of these cards in your mainboard to equal 6 total. My wife runs 3 of each in her own rendition of the meta Yawgmoth deck.

  • I would cut the Ghost Quarters for Field of Ruin, reduce them to 2 or 3 copies and move them to your mainboard, cutting some basic lands. My wife actually runs this in her mainboard to mess with greedy manabases to great success.

Side: - Having both Sanctifier en-Vec & Rest in Peace is a bit redundant. I would personally cut them both and replace with 3 or 4 Leyline of the Void to have a good chance of hurting Graveyard strategies before turn 1 even starts. Keep all the Surgical Extractions in though because it is great targeted GY removal that can outright cripple decks.

Hopefully this will be helpful for you, let me know if you have any questions!

DemonDragonJ on Why Have There Been So …

4 months ago

Defensive cards have always been a part of the game, but I have noticed that recent defensive cards have been instants and sorceries, rather than permanents; of course, Teferi's Protection, Flawless Maneuver, and Flare of Fortitude are all excellent cards, but the fact that they are instants requires a player to spend additional resources to reuse them, which I dislike; when was the last time that there was a card such as Story Circle, Righteous Aura, or Martyr's Cause, which are all permanents, so players can easily reuse their abilities; recently, WotC did print Avacyn, Angel of Hope, Avacyn, Guardian Angel, Gisela, Blade of Goldnight, or any version of Sigarda, but they are the exception, rather than the norm, for defensive cards, so I very much would like to see a greater frequency of permanents that protect players and prevent damage.

What does everyone else say about this? Why have there been so few defensive permanents, recently, or am I simply complaining and seeing only what I wish to see?

wallisface on Black and White Soul Sisters - MODERN

4 months ago

With the upcoming Mh3, there’s two cards you may want to consider fitting into this brew: Sorin of House Markov  Flip, and Guide of Souls.

I really strongly feel like your mainboard needs 22 (maybe even 23?) lands instead of 21.

As far as your sideboard goes, it feels like you are particularly weak to the opponents interaction and/or combo strategies. In that vein i’d run something like:

————————————

In relation to some of the cards already in your sideboard selection, i’d suggest against them for the following reasons:

  • Stony Silence doesn’t do enough to artifacts decks, as many don’t use activated abilities too often - namely this hurts Scales, but not-really Affinity.

  • Inquisition of Kozilek is good against control and some kinds of combo. But only being able to hit 3-or-less mana makes this awkward against both. Combo decks you should already have answers for with my above suggestions. I don’t see this deck beating control whatever it does, so i don’t think there’s point trying to fight it with this card.

  • Kor Firewalker is only useful versus burn. Your deck should have absolutely no problem beating burn naturally, so this isn’t needed.

  • Sanctifier en-Vec feels like overkill if you’re already running Rest in Peace. Furthermore, it’s more red-hate in a deck already generally positioned well against a lot if red gameplans

  • Ghost Quarter i’m not sure why you’re running this? I assume for tron, but this really won’t slow them down enough to matter, and is more likely to mess with your own tempo.

  • Surgical Extraction is generally only good versus combo, but requires being in a deck with a LOT if ways to force discard/mill so you can reliably exile what you need to.

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