Geistflame

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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
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl 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

Geistflame

Instant

Geistflame deals 1 damage to target creature or player.

Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Tsukimi on Card creation challenge

1 year ago

Hallar, Candlespirit Kindler

Legendary Planeswalker - Hallar

If a source you control would deal noncombat damage, it deals that much damage plus one.

+1 Create a 1/1 Red Spirit Creature Token with "When this creature dies, it deals 1 damage to any target."

-4 Deal 3 damage to any target.

2


I don't play modern, so I had to look up some mardu decks and they all seemed to use seasoned pyromancer and a lot of burn, so here is Hallar! He is from Innistrad and is a fury channeler and a medium, using Geistflame and spirit magic he can burn anything, alive or dead, to nothing.

Nissa showed up in Dominaria's story and was incredibly powerful. (And had Wren and Seven fling her into the air so she could stab a phyrexian angel in the neck, which is beside the point) Make a planeswalker card for that Nissa, or if you didn't read the story you can do a wildcard.

Noremac815 on Burning Vengeance

6 years ago

You have 6 copies of Devil's Play.

And 8 copies of Geistflame.

Maybe replace some of your removal and the extra copies you can't have with cheaper mana cost removal, and cantrips.

Nitropotent on Watch the World Burn

6 years ago

A playset of Lightning Bolts are always good in a burn deck. Monastery Swiftspear is another card I think is a good include. In this deck, I would take out 2 copies of Geistflames, a playset of Furnace Scamps, and 2 copies of Goblin Arsonists.

xyr0s on Righteous Fling (WR Righteousness)

6 years ago

Drop white and use green instead, or splash green. Play full sets of Faithless Looting, Cathartic Reunion, and Lightning Bolt (instead of Geistflame), to fuel delve. Then add Become Immense.

As for the main part of the plan - and I'm going to say some really boring things now - it consists of 3 cards: creature + Righteousness + Fling. Generously speaking, this yields 9 damage, costs 4 mana (but you can play the creature a turn before the rest of the combo), and eats up 3 cards, as well as requires your opponent to attack with something that can be blocked. It is also heavily relying on having all 3 components. By comparison 3 Lightning Bolt/Lava Spike/Bump in the Night cost 3 mana, is partially at instant speed, does not require you to block, and is immune to removal - and deals 9 damage. And this combo of yours will easily leave you out of cards after it has been played. New combos are awesome, but it has to be better than just throwing 3-to-the-face (which also doesn't kill anyone - it's a hard hit, but 9 damage is not lethal).

You could improve it by using better creatures (Kiln Fiend could do, perhaps, especially if you get to attack with it before flinging it), or by looking for redundant cards for the most crucial combo pieces (black has its own fling - Rite of Consumption).

DudeManBro66 on Red Ping Burn

7 years ago

Thank you for taking the time to give feedback! This is the first time I have built a pauper deck, and I didn't know how it would go. The idea of the deck is to cast and recast small burn spells(Geistflame, Firebolt), which are bolstered by my creatures(Thermo-Alchemist, Firebrand Archer). The deck is mostly a proof of concept, and any ideas would be appreciated.

Xica on Vampire's stay midrange

7 years ago

What the guy said...
You need some way to fight decks that can run you over, Stromkirk Captain is a prime tool for that (First strike chump blockers are a nightmare, not to mention first strike + deathtouch)
Playing more cards every turn with the 8 bobs (in the person of 4x Asylum Visitor + 2-4x Blood Scrivener) also does the trick.

Vampires have Cavern of Souls over other midrange builds. They can have Lord of Lineage  Flip over other midrange decks - if that card flips it runs away with the game right there (i have yet to see midrange decks in the format that can deal with a constant stream of 4/4 flyers - hell legacy miracles uses/used such things as win condition via Entreat the Angels.
I would like to add here that Vampire Nocturnus is a finisher for aggro, and Bloodline Keeper  Flip is a win con (sadly its only 4 mana, if it would cost 1 more it would be a lot stronger)

Vampire Hexmage + Phyrexian Etchings are pretty nice too - i would like to see which other tribe has such thing!


I see vampire aggro as weak because the tribe lack quality 1 and 2 cmc creatures, so lets make a list:
Shadow Alley Denizen (Best!)
Vampire Cutthroat (its okay, perfect in some matchups, and help to drag out against other aggro decks)
Stromkirk Noble (its either terrible, or ridiclously overpowered)
And then the rest....
Guul Draz Vampire - its a vanilla 1/1 when it would matter. The tribe completely lack ways to shoot face (specially in mono black)
Vampire Lacerator - a Goblin Guide that comes down a turn later, and makes you lose life each turn (abysmal) - Goblin Guide is a waeker Monastery Swiftspear...
Pulse Tracker - how will this thing swing more than once? (Its Geistflame - that is hwy it doesn't see play)
Lets take a look at 2 cmc!
Gifted Aetherborn - great, but its not particularly aggressive
Gatekeeper of Malakir - !that is 3 mana for all intents and purposes!
Ruthless Cullblade - wait what? i am outta here...

How does an aggro deck win that is slower than others, lacks evasion, and its creatures are actively worse (when the opponent is above 10) always, since they can't get in as the enemy just plays bigger ones?



I would suggest to not use narrow hate cards that are really strong against only 1 deck (like damping matrix - which is also very slow). Using stuff that is weaker but that hates on multiple archetypes is way better, because the overlaps you will have more hate for any archetype. And drawing a slightly weaker hate cards is a lot better than not drawing the 1-2 of "game over" hate card.

Add some secondary color, it would allow you to play stuff like Engineered Explosives, Painful Truths - if you go black/red it gives Kolaghan's Command which is good against everything, and Stromkirk Captain - which solves the "they will run ya over with their bigger creatures!" problem.
And splashing a second color can easily be done on budget, you need only 1 red mana on the 3rd turn, instead having all of your mana source being dual colored.

miracleHat on Commander 2017 - Spoilers

7 years ago

I was not going for the extreme "dragon can kill on turn 1 cats can't".

I was going to go for kitty pouncer and infect kitty are weak cards in edh. 1/1 double strike that offers no protection from combat or other spells (and i'll be damned if you beef it up when you have cards such as kitty that takes all equipment). 1/1 infect that... well... dies to everything because everybody hates infect? And since we are playing such cards as the ones you mentioned, let's just say that I (shall i dare say it?) Geistflame it.

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