Ignite the Future

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Ignite the Future

Sorcery

Exile the top three cards of your library. Until the end of your next turn, you may play those cards. If this spell was cast from a graveyard, you may play cards this way without paying their mana costs.

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

pyyraus on Magar of the Magic String Cheese

11 months ago

General:

-More mana ramp

-For an instant/sorcery deck, there are too many cards that synergize with creatures

-Getting this deck to a really good point is going to take a lot of testing and thinking to figure out the balance of several details; off the top of my head, effects that make your tokens attack better (deal damage, stay alive, gain double strike, etc.), effects that put such cards into your graveyard, mana ramp to activate Magar's ability consistently, protection for Magar, and actual 'payoff' cards

Cards I would immediately drop:

-Professor Onyx- has decent synergy with her static ability and +1 but apart from that doesn't do much; it's also 6 mana in a list that already needs a lower curve

-Waste Not: an awesome card in general but you play almost no effects that make your opponents discard cards

-Footfall Crater: synergies pretty much only with Anje Falkenrath and just has very bad rates

-Lightning Bolt: iconic Magic card but I am on the side that believes it is straight up not good in Commander

-Temple of the False God: I don't play this card anymore; it's a dead draw until usually turn five or six and at that point, it does so little especially in a deck like this where you don't desperately need a mana source producing two colorless

-Ignite the Future: a decent card in a deck where you cast it from the graveyard but you will rarely do that here; Magar's ability does not make you cast it from your yard and it just does not have a good rate

-Bone Shards: I see why you're playing it here (its extra cost can easily be paid with a face-down instant/sorcery you're done with) but in this deck you do NOT want your face-down instants/sorceries dying because you can repeatedly cast them when they deal damage; there are so many better removal spells in red and black that do not require such an akward cost

Cards that Can be Replaced with Better Ones:

-Chainer, Nightmare Adept: the free, instant-speed discard ability is amazing, don't get me wrong, but the ability its activating does almost nothing for your deck; there are better (sometimes cheaper) free, instant-spped discard abilities like Zombie Infestation or Skirge Familiar

-Dark Ritual: I personally don't like Dark Ritual except in mono-black decks that really need it and here; it's an amazing card turns one through maybe four but after that, it is probably going to be a dead draw; a mana rock would be much better in its place

-Seething Song: same argument as Dark Ritual but this spell is best on a different range of turns

-Blood Money: this is a pretty cool card to get for free from Magar but I am not too sure how much benefit the tapped treasure give you; I am mainly saying this because I would run Blasphemous Act first but this is all pretty subjective

-Tuktuk Rubblefort/Fervor: these are two of your current three cards that give all your creatures haste; I think three may be a bit much and Urabrask the Hidden is definitely the best of them

Profet93 on Mines of Moria

2 years 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

2 years 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

Omniscience_is_life on Weakest Mono Color

2 years ago

The main issue with your argument about Red's removal, as I see it, is that you really only need a few ways to deal with enchantments/indestructible creatures anyways. I can run Chaos Warp, Introduction to Annihilation, and Liquimetal Torque and be pretty much set to deal with whatever comes at me. Even in a green or white deck, are you playing more than 3 sources of enchantment hate?

Past that, ritual-type mana and impulsive-style draws are actually very strong--the burst of mana I can get from a Dockside Extortionist, Storm-Kiln Artist, or Birgi, God of Storytelling  Flip is generally all I'd need to pop off, and the access to cards from things like Jeska's Will, Light Up the Stage, or Ignite the Future is enough to hit land drops and answers.

White just can't draw enough cards to stay in the running with the value engines of the other colors, and usually has to pivot to control to keep things balanced. Control is certainly viable, but tends to get hated-targeted off the table or just outpaced. Plus, white has little access to strong mana acceleration, usually putting it just a turn behind the others. Again, its main technique for balancing this is control, but that comes with the above issues.

OnTheCurve on Norin Nonsense (Optimized)

2 years ago

Hi Profet93 and thank you so much for your valuable input on my Norin deck! He is by far one of my favorite commanders. I get t he impression you have been running Norin for some time considering all of the recommendations you have provided me.

I will do my best to address each item:

Yes the Hero's Blade was in there just for that reason but in recent play I have found that it has not provided me with enough value to warrant it remaining in the deck. I also was running equipment protection with Lightning Greaves and Swiftfoot Boots, but again the value was not there. Sure they would protect the extra creatures in the deck but did not provide a step forward in the game. I have since removed these and have added one of your recommendations. Heat Shimmer and Dualcaster Mage. These two plus Imperial Recruiter seemed like the right changes considering the Recruiter can fetch virtually half of the creatures in the deck . The additional win con is a nice touch as well.

I find with such a low mana curve I have not run into mana issues. I will also be removing Shadowspear as well adding in Smoke as well as Gauntlet of Power. the mana ramp will assist with the low mana rate as well.

So far out of 18 games I have played Norin as won a Whopping 14! This has come from a variety of ways with ETB Purphoros, God of the Forge, Genesis Chamber, Repercussion + Blasphemous Act or mass creature damage with Glacial Chasm on board. nominal creature damage and of course politics. Norin never really feels like a threat to anyone until he goes off. Evenly depleting everyone for damage without being the aggressor.

some of the items you recommended like Lightning Bolt / Outpost Siege do not tickle my fancy due to the singular damage. I prefer equal damage for political reasons and the simple fact that 1 damage per ETB is not enough for my liking.

Now Terror of the Peaks is on order for me already and Ruby Medallion and Sensei's Divining Top are both great suggestions that I will be scouting out additional copies to add to Norin. Very valuable recommendations!

I Prefer the Curse over the Sword due to the low CMC and lack of equip cost. The Wheel of Misfortune is also a quality suggestion and an extra wheel effect that could prove valuable mid to late game. Light Up the Stage and Ignite the Future do seem good. I did consider them during my initial build but leaned towards Stolen Strategy for the repeat effect. Most games I hold onto Warstorm Surge and Confusion in the Ranks for both their high CMC and lack of board utility. I might give your two suggestions another kick at the can!

I do have an extra Crucible of Worlds on tap that I could use and that coupled with fetches could trim down the deck thoughout the game. I like your idea on this.

I have no budget for this deck so i am also considering the better more powerful Gauntlet of Might but having trouble locating one! My playgroup is ULTRA aggressive hence the style of this build.

All in all I am having loads of fun with Norin. He is slowly becoming my most played deck and with some of these suggestions I am looking forward to seeing how they fair in battle!

I thank you for your beefy comment and time you took with the recommendations my friend. When I have some free time I will check out your profile and decks. Return the favor you gave me :) Cheers!

Profet93 on Norin Nonsense (Optimized)

2 years ago

+1

  1. What is the point of Hero's Blade? Attach it to Norin while you have warstorm surge for extra damage?
  2. Extraplanar Lens doesn't seem too impactful in this build, with only 16 (15 after exile) mountains, I can't see how it's potential benefit outweighs it's vast cost of putting you down one land and benefiting your opponents
  3. You have such a low land count, even counting your artifact ramp, do you feel yourself struggling for lands if you can't get one of your draw engines such as skullclamp and tome of legends?
  4. How do you win, are your options either Insurrection hoping they have bombs on the field or MLD while hoping to have one of 3 enchantments that deal damage upon ETB, am I missing something? I also see the reiterate + mana gyser combo, what mana dump do you use, or do you just dump your hand?
  5. Terror of the Peaks - You're running warstorm surge which is more expensive, albeit, harder to remove. I feel the redundancy is needed in Norin.
  6. Sensei's Divining Top - Helpful to smooth out draws and overall utility.
  7. Ruby Medallion - Seems helpful in a build like this, even with 20% of your cards being artifacts
  8. Sword of the Animist - Potentially a bit slow for your tastes, but ensuring land drops is nice. Best part is, Norin exiles himself from combat after swinging (yes, he gets scared of his own shadow) so the only downside is the re-equip cost. Might be worth considering
  9. Curse of Opulence - Ramp and politics, what's not to like?
  10. Outpost Siege - Draw when you need or damage when your hand is full. I think this should take over dingus egg, but I suppose thats meta dependent as you do have a lot of wipes
  11. Light Up the Stage/Ignite the Future - Both are worth considering as the cards can be played on the following turn as opposed to the same turn. I think light up the stage is better in a build like yours
  12. Wheel of Misfortune - Draw and politics
  13. Lightning Bolt - Always bluff removal for cheap
  14. Deflecting Swat - While we will rarely have our commander on board, I find it's potential to be worth taking a look at ..... Counter counterspells, redirect targetted draw, extra turns, removal, etc... very versatile and potentially for free.
  15. Dualcaster Mage + Heat Shimmer - Classic combo, both pieces valuable on their own and provides another win condition.
  16. Not a serious suggestion at all, but myconsith lattice is really fun with your artifact removal, goblin welder, dockside, etc...
  17. Do you have enough basics to warrant ruination, or is that meta dependent?
  18. A note regarding confusion in the ranks, just wanna make sure you're aware that it triggers on itself, meaning, if an opponent has an enchantment, you switch control upon ETB. Many people miss that, it has saved me from many games (nice omniscience you got there)
  19. On it's best and worst days, how does this deck play? With such little lands, some of which don't produce mana (unless you have blood moon effects). With all of your MLD, I'm surprised you don't run Crucible of Worlds, given that it synergizes with buried ruin as well. Moreover, if you added fetchlands and sensei's top (not suggesting, just noting), you can use crucible for guaranteed land drops and top with fetches to manipulate your top deck.
  20. Meta? Budget per card?

I know it's a wall of text but I love Norin and enjoy playing him, albeit, differently than an optimized player like yourself. Please do let me know what you think of each suggestion as I would like to pick your brain about the most brave commander in all of MTG!

Hi_diddly_ho_neighbor on Ragavan, Boatswain of the Dragon's Smile

2 years ago

So what is the goal of this deck? Is this sort of a chaos/token deck? I can see the skeleton of the strategy, but I also see theft, pirates, and burn. My main suggestion would be try to trim some of the out of place cards. Thoughts on things to include/remove regarding the token/chaos strategy:

Possible additions:

Trailblazer's Boots or Prowler's Helm - low mana investments that let Ragavan be nearly unblockable. I currently don't see that many ways that allow Ragavan to get through late game.

You run enough pirates that Breeches, Brazen Plunderer might be worth it

Ardent Elementalist is a new card that is the red version of Archaeomancer

Curse of Opulence - easy tokens and mana

There are a fair number of goblins that come with tokens so I would look into some of those

Rionya, Fire Dancer for temporary token copies for your best creatures

I see very little in the form of card advantage so you might consider things like Light Up the Stage, Ignite the Future, Faithless Looting, Mask of Memory, etc.

Some utility lands like: Treasure Vault, Geier Reach Sanitarium, Myriad Landscape, Kher Keep, Buried Ruin, Dormant Volcano, and Maze of Ith or Thaumatic Compass  Flip/Spires of Orazca

Possible cuts (most of these are odd fits or just inefficient cards that have better alternatives):

Pillardrop Warden, Cogwork Archivist, Witch's Oven, Tavern Scoundrel, Mishra's Self-Replicator, Delina, Wild Mage, Avarice Totem, Chandra's Ignition (great card, but not at it's best in this deck).

Overall I like the deck idea, I just feel it needs a little more focus. +1 from me.

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