Incinerate deals 3 damage to target creature, player or planeswalker. A creature dealt damage this way can't be regenerated this turn.
|Have (2)||CompleteWaste , gildan_bladeborn|
Printings View all
|Duel Decks Anthology (DD3)||Common|
|Coldsnap Theme Deck (CTD)||Common|
|2012 Core Set (M12)||Common|
|Duels of the Planeswalkers (DPA)||Common|
|Duel Decks: Jace vs. Chandra (DD2)||Common|
|Masters Edition II (ME2)||Common|
|Tenth Edition (10E)||Common|
|Deckmasters: Garfield vs. Finkel (DKM)||Common|
|Fifth Edition (5ED)||Common|
|Ice Age (ICE)||Common|
|Promo Set (000)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
1 week ago
Cavern of Souls Protects against counters from blue. With the number of creatures in this deck, this should be a high priority!
Lastly, being creature heavy, I understand Mogg War Marshal, but Dragon Fodder or Krenko's Command offer the same number of creatures, and power, but you get to keep both creatures without ever having to pay additional mana.
1 month ago
Well, if you lack consistency, adding more card draw would likely help. Being limited to a single playset of Serum Visions is very much not acceptable outside all in aggro and burn.
Isochron Scepter is best when you can combine it with multiple playset of cards that are as good with it as Silence.
Imprinting Lightning Bolt on it, gives you Lightning Strike, which is not only unplayable, but strictly better variants like Incendiary Flow or Incinerate are also unplayable.
For this reason i would either suggest dropping red all together, or doing a large search for effects worth imprinting. You need to look for unique stuff.
As very often this reduces consistency, and bars power cards from seeing play, and getting recognition.
Effects like Silence that have been only printed in a single card, to ensure a deck can't abuse mutliple playsets.
5 months ago
6 months ago
The Incinerate in your description is the wrong edition- you want the m12 version.
1 year ago
1 year ago
Thanks for the input xander11, so far im liking the prospects of keeping Snap because it works well to activate Guttersnipe for free and leave room for other spells. I also like Ionize because it is a hard counter that also does some burn, though i suppose i could cut one of them. Mizzium Mortars makes for a good copy, and is a cheap way to eliminate creatures so i think thats probably a good one to keep.
I hear you loud and clear on adding more burn spells to make the deck more aggressive. Wondering if maybe i should drop one of my Niv-Mizzet, Parun since its pretty costly, and add two Incinerate or Skullcrack .
Definitely want to keep burn going, but i also want to keep the element of control, however i can trigger Guttersnipe or others like it and for as long as i can with removal or burn is going to stack that passive damage. Trying to find a good balance between control and burn rather than just go straight burn.
1 year ago
@BMHKain: Ah damn I thought I posted a reply. Anyway, by "metric fucktons" I meant you need cards that either do damage each turn or generally do X damage. If you're playing against 2 other people, you need to deal 80 damage in order to win the game. That means Incinerate is dealing 3/80ths. of the damage needed to win, or 3.75% of the total damage needed (vs. the 15% of 20 life in normal games).
The equivalent of Lightning Bolt in EDH vs. 2 players is to do at least 12 damage. That jumps to 18 damage vs. 3 players. You have the right idea to play lots of mana ramp, X damage spells, and spells that copy other spells.
Basically, you need to cut the 1 time use burn spells for things that provide consistent damage or that take huge chunks out of your opponents' life totals.