Heat Shimmer

Heat Shimmer

Sorcery

Create a token that's a copy of target creature except it has haste and "At the beginning of the end step, exile this permanent."

Latest Decks as Commander

Heat Shimmer Discussion

Profet93 on Mines of Moria

1 month ago

I got a lot of ideas....

Solemn Simulacrum - Ramp and draw which you need both of

Magus of the Wheel/Wheel of Misfortune - Wheel

Inferno Titan/Flametongue Kavu - Damage

Humble Defector - Draw + Politics

Dualcaster Mage + Heat Shimmer = GG - Both are good on their own as well

Myriad Landscape - Ramp

Chaos Warp - Your only form of enchantment removal in mono red

Lightning Bolt - Damage

Vandalblast/Chain Reaction/Blasphemous Act/Pyrohemia - Wipe

Light Up the Stage/Ignite the Future - Draw, light up the stage works particularly well in your deck

Endless Atlas - Draw

Sol Ring - How is this not in here already?

Nevinyrral's Disk - Wipe for enchantments as well

Mind Stone - Ramp for commander when you need it, draw when you dont

Profet93 on Mono-Red

1 month ago

Two infinite combos of importance below: Do note that each piece is good on it's own outside of the combo

Dualcaster Mage + Twinflame/Heat Shimmer

Zealous Conscripts + Kiki-Jiki, Mirror Breaker

You already run the managyser + reiterate combo for infinite mana.

Other cards to consider are....

Curse of Opulence - Draw and politics

Mind's Eye - Draw, works nice with wheels.

War Room/Wheel of Misfortune/ Skullclamp/Light Up the Stage/ - Draw

Ignite the Future - Draw, light up the stage older brother. While it works best in more higher cmc builds given the flashback, having a low cmc build allows you to more likely to be able to cast them this turn. That being said, both light up the stage and ignite allow you to play them on your following turn as well.

Jeska's Will - Draw and ramp

Chain Reaction/Blasphemous Act - For when This shit is bannana's

be sure to let me know what you think of each suggestion

DJ-Ango on Mono Red infinite combos???

1 month ago

I’m building a Zada, Hedron Grinderdeck, because I love aggro with all my heart, but the truth of the matter is, it won’t compete with the Narset, Enlightened Master and Rashmi, Eternities Crafter decks at my table. So, I need a few quick wins such as Heat Shimmer and Dualcaster Mage. So, what’re some good ideas for infinite combos in red? Preferably try to keep things pretty budget, but I’m open to ideas.

plakjekaas on Flamebound Conjuration

2 months ago

I mean... Flameshadow Conjuring is a strong, but far from problematic card already, and this is eerily reminiscent of that. Same goes for Mirror March. Specifying creature tokens is a solid choice. Doubling treasures would make this card a lot more annoying.

I forsee cool Heat Shimmer shenanigans with this! It seems specifically designed for Rionya, Fire Dancer.

multimedia on Feather, Tactician and Savior (Budget)

3 months ago

Hey, well done budget version of Feather that's less than $50 and nice WIP primer.

Consider adding some budget stables of Commander?

Adding a few other mana rocks can help with color fixing since 30x basic lands is a lot, you're not getting much color fixing from lands. More repeatable treasure sources are another way to ramp/color fix.


Dreadhorde Arcanist and Mavinda, Students' Advocate are excellent if you're having to discard instants/sorceries due to hand size. These budget creatures let you cast instants/sorceries from your graveyard and if you control Feather then you get to exile the spell before it goes back to the graveyard. Out of the three options to have no max hand size only Reliquary Tower is good because it's a land. The other two are not worth a card spot just for no max hand size.

With such a low budget dual lands are most difficult to fit in, but there's some other options to consider to cut some basic lands.

If you're playing Sunforger then Mistveil Plains is a land to consider since it lets you keep casting the same instants with Sunforger.


If you want to add budget infinite win condition combos then Birgi, God of Storytelling  Flip can be an enabler for many and I only suggest these because you already have Birgi. Dualcaster Mage can also be an enabler.

Grinning Ignus can also infinite combo without Birgi. Ignus + Runaway + Liege or Tremors = infinite damage to each opponent.

Dualcaster Mage combos with Heat Shimmer or Twinflame to create infinite hasty attacking Dualcasters. Dualcaster + Shimmer + Liege or Tremors = infinite damage to each opponent.

Out of all of these cards Balefire Liege is powerful with the Feather strategy: +2/+2 for Feather, source of repeatable burn at opponents, source of repeatable life gain and can be an infinite combo piece.

Heat Shimmer has interaction with Feather to come back to your hand if you copy your own creature. Shimmer can also copy an opponent's creature which can be helpful in multiplayer Commander and it has nice interaction with Mavinda, Students' Advocate who can get it back for Feather to exile. Grapeshot also has interaction with Feather because you can change the target of the storm copies. For this interaction to work however you must target a creature you control with the original Grapeshot for 1 damage then change the target for each storm copy.

Good luck with your deck.

Profet93 on Norin Chaos

3 months ago

I like your low avg cmc, very good.

Also, are you a fan of infinite combos where each piece isn't useless on it's own? Then I would add... Mana Geyser to go with Reiterate. Dualcaster Mage to go with Heat Shimmer. Potentially even Kiki-Jiki, Mirror Breaker and Zealous Conscripts.

I'm trying to understand why Myconsith Lattice is here. If it's go with vandablast/artifact removal/karn, then I'm not sure it's best used here. Without artifact removal in hand and lattice in field, lattice becomes less useful. Potentially, even anti-synergistic with blood moon/magus.

I would remove Chance Encounter and Krark's Thumb as you do not have enough coin flip synergy to make either worthwhile. In their place, I would definitely add more card draw such as...

Endless Atlas/Tome of Legends - Tome is ESPECIALLY good. Don't sleep on either

Humble Defector - Draw + Politics

Jeska's Will - Ramp and draw

Outpost Siege - Draw or removal

Skullclamp - Draw with your tokens, or clamp norin

Terror of the Peaks - Draw.....'s you hate :P Definitely a powerhouse in Norin

Ridodirado on Bubblegum Crisis [PRIMER]

3 months ago

Naru Meha, Master Wizard is legendary. Are you sure that the combo n. 2 with Twinflame/Heat Shimmer works?

About combo n.4: Isochron Scepter needs 2 mana for activate, maybe you need a sol ring or two mana rocks to works. And why you need Kaza, Roil Chaser + Aphetto Alchemist for that combo?

multimedia on Chainer Nightmare Reanimator

3 months ago

Hey, if you're wanting to take your deck into 8 or more power level (PL) then you really need to decide how you want to win the game? At 8 PL or higher to win infinite combos are the way to go. Chainer doesn't need to be a piece of the combo, his discard can be an enabler. Since Chainer cares about creatures then using combos that involve creatures is best.

Some creatures to play for combos: Worldgorger Dragon, Mikaeus, the Unhallowed, Kiki-Jiki, Mirror Breaker, Gravecrawler, Blood Artist, Zulaport Cutthroat, Walking Ballista, Murderous Redcap, Pitiless Plunderer, Dualcaster Mage, Reassembling Skeleton.

Some enablers for combos to play: Viscera Seer, Carrion Feeder, Goblin Bombardment, Altar of Dementia, Phyrexian Altar, Ashnod's Altar, Animate Dead, Dance of the Dead, Necromancy, Twinflame or Heat Shimmer.

Some win conditions for the combos: Blood Artist, Zulaport Cutthroat, Walking Ballista, Murderous Redcap, Zealous Conscripts, Gray Merchant of Asphodel, Dualcaster Mage, Purphoros, God of the Forge, Mayhem Devil, Goblin Bombardment, Bontu's Monument, Aetherflux Reservoir, Sunscorched Desert, Impact Tremors, Cut / Ribbons(Ribbions), Torment of Hailfire.

Some cards to play to protect combo: Deflecting Swat, Tibalt's Trickery, Pyroblast, Red Elemental Blast, Dualcaster Mage, Reverberate.


Beyond combos some other good creatures to play: Dockside Extortionist, Magus of the Wheel, K'rrik, Son of Yawgmoth, Crypt Ghast, Plaguecrafter, Dualcaster Mage.

Expanding on loot can help to draw and get creatures faster into your graveyard: Buried Alive, Magus of the Wheel, Cathartic Reunion, Thrill of Possibility, Tormenting Voice, Azra Oddsmaker, Sire Of Insanity, Seize the Spoils.

Expanding on fast mana and/or big mana producers helps to have more mana to cast more spells which can assemble combos faster: Dockside Extortionist, K'rrik, Son of Yawgmoth, Crypt Ghast, Mana Crypt, Dark Ritual, Rite of Flame, Cabal Ritual, Burnt Offering, Sacrifice.

If you're interested in any of these suggestions then I offer more advice in another comment that includes further explaining the combos, more card advice as well as cuts to consider.

Good luck with your deck.

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