Inferno Titan

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Legality

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

Inferno Titan

Creature — Giant

: This gets +1/+0 until end of turn.

Whenever this enters the battlefield or attacks, this deals 3 damage divided as you choose among one, two, or three targets (creatures, players and/or planeswalkers).

wallisface on Elder Dragon Conduit

2 weeks ago

Some thoughts:

  • Borborygmos Enraged and Inferno Titan both feel like really suboptimal creatures to cheat out when stuff like Emrakul, the Aeons Torn and Archon of Cruelty exist. In and case, you still have ~50% odds of just finding another Arbor Elf, which is pretty disastrous odds.

  • Any deck running Power Conduit really wants to be playing Urza's Saga. It’s super hard to justify Conduit without it.

  • Your deck feels like its trying to do too many things at once, and this will likely water down both your plans to be a lot weaker than they need to be. I’d suggest picking one strategy and sticking to it, instead of trying to fit two distinctly-different (and non-complementary) archetypes into one deck.

DreadKhan on Ghyrson Starn, Kelermorph [Gunslinger]

1 month ago

Not sure if they're worth bothering with due to their slowness, but you can get a ton of damage out of Arc Mage and Inferno Titan if you're adding 2 to each ping for 1. Electrickery is pretty good value with your Commander in metas where people run smaller creatures, not sure how common that is, Electrickery also removes bigger stuff if you've got Deathtouch. For Arc and Electrickery I would replace a variation of Prodigal Sorcerer, and for the Titan I would think about switching out the Frostwielder. Inferno Titan is a crazy card with your Commander, 9 extra damage whenever you swing is pretty silly for one card and your Commander.

It's also slow and clunky (and you can't cast it atm), but Endbringer's ability to untap itself is pretty sick even if you don't have much colourless, the ability to ping on each turn is not nothing. This would be a card to look at if you decide to run a bunch of utility lands that make colourless, a good first one to consider that makes colourless is Shivan Gorge, which can ping each opponent. Tower of the Magistrate can do weird things, you can target an opponent's creature too fwiw, removing equipment and messing with targeted effects. There is also the odd dual that can make colourless you could sneak in, Shivan Reef or Cascade Bluffs are good examples that enter untapped. There are also some good colourless mana rocks, Talisman of Creativity or Mind Stone or Thought Vessel, but I do appreciate that your deck is designed atm to play low MV spells (which don't need ramp as much), but ramp can be very good. The lands and ramp you could probably remove basics for, though I wouldn't lower your land count very much, I feel like 36 is a bit high for a deck with an average MV well under 3 but hardly absurd for a deck without much ramp. I'm still a bit blown away that I actually suggested Shivan Gorge. If you decide to run a bunch of colourless stuff, I could probably figure out something to pull for Endbringer.

Love this deck idea, hope some of ithese were helpful!

jarncards on destroy build destroy

2 months ago

id probably start with cutting Glorious Anthem, Duelist's Heritage, Strionic Resonator, Sunforger, Navigation Orb, Defiant Strike, Deflecting Palm, Night's Whisper, Rakshasa Debaser, Shakedown Heavy, Hoarding Ogre, Imperial Recruiter, Inferno Titan, Wingmate Roc,

Combat Calligrapher will get you killed ,

Tori D'Avenant, Fury Rider is fair if you go the exalted route, idk about tokens,

maybe Tuktuk Rubblefort, you could always useUrabrask the Hidden instead

Throw in a random Tainted Strike. It probably wont be too hard to kill hit for 9 with a single creature.

Wickked on Gangsta's Paradise - Henzie "Toolbox" Torre

2 months ago

coinfliplarry Thanks for stopping by. I did have Inferno Titan in the list originally. I found that his 3 dmg x 2 was a bit underwhelming and I usually wouldn't have any mana for his fire breathing. I also playtested Drakuseth, Maw of Flames as an upgrade for it. I found Drakuseth's evasion and more burn Damage to b much better then inferno. I eventually cut him to test out other cards, but I've been thinking of finding a spot for Drakuseth. Far as Grave Titan goes I find his ability to create tokens very useful. When blitzed Grave is 5 mana for 4 2/2 zombies, attack with a 6/6 deathtouch, and draw a card. The tokens do a great job of creating a board presence of chump blockers. I found when first playing Henzie that lack of board presence could be an issue, due to blitzed creatures being sac'd. All the tokens in the deck can also have a big payoff with Pathbreaker Ibex which has won me a ton of games in the deck. Or can be great for drawing with Toski, Bearer of Secrets. Dusk Mangler does look like it could do some work, making each opponent sac, discard and take dmg looks like a very good ability, I'm surprised that I've never seen it before. I'll have to playtest it and see how it performs. I'm starting to come around on Sneak Attack as a wincon. I'm going to find a spot for it in the deck and see how it does.

nbarry223 on Viga-BOOM! (Turn 2)

3 months ago

Finally went through and updated the description after all the swaps with the new tech. I think my 75 is pretty stable now and covers the weaknesses and matches I want it to cover. I found Inferno of the Star Mounts and Inferno Titan as some spicy options that help with the Blood Moon / Magus of the Moon matches, allowing me to play around the card, instead of trying to deal with it.

If I'm being honest, Inferno Titan is probably the weakest of my sideboard cards currently, but I can honestly get by without:

Chalice of the Void
Inferno of the Star Mounts
Inferno Titan

with Turntimber Symbiosis  Flip and Worship being next in line, although I really like what they do for the deck, so I'll probably be keeping these 2 options for the foreseeable future.

More than open to any suggestions anyone may have.

shwanerz88 on Calamity upon our Gates! (RGWU Giant Tribal)

4 months ago

Giant tribal seems like quite a fun deck to run. First thing I would probably cut for you is wild pair. Though it can be an amazing card, to really get the utility out of it you want to build your deck in such a way that you have choices of what to pull when you need it. As it stands right now most of the combined power and toughness will only give you one or two choices. Not saying that it couldn't be a good card I love it in my Aracdes wall tribal where anything I can play will get me a variety of choices. You just may have to build your deck in a more specific way with it. I would say you could probably cut both ghostly prison and propoganda. Your big giants will be what deter people from attacking you, not 2 mana.

For some additional suggestions, Firbolg Flutist seems like a great new addition to the tribe. You also don't seem to be running any of the titan cycle. Frost Titan, and Inferno Titan would be great, Sun Titan is amazing too but not sure if it would put in as much work in your particular deck.

Also not entirely sure of your budget but Uro, Titan of Nature's Wrath would be a solid ramp piece you could possibly play over cultivate. Hope this helped!

ManiacalPotato on Night of the Living Robots v2 | Feldon EDH

5 months ago

Profet93

Thanks for the recs!

Hanweir Battlements  Meld is a very solid option, will definitely seek one out. c: Also, Darksteel Citadel is mostly in the deck for Prototype Portal shenanigans, but it also has the niche benefit of sticking around in case I end up nuking my own stuff, I miiiight take out another mountain and keep both cards.

Homeward Path would be a very strong inclusion, I love the utility for sure, and getting a humble defector tap every turn sounds spicy! It's a bit out of my price range, but for sure going in the acquireboard.

Wheel of Misfortune seems fun and potentially very strong, but I don't like the uncertainty around the effect, and giving my opponents the ability to opt-out of wheeling their hand removes the combo-breaker utility. Wheel of Fortune would be very good but also is very, very expensive

Inferno Titan has been in a couple of iterations of this deck, I have a tendency to underestimate the power of dealing damage with no strings attached, I'll think about what I can sub out for it!

Flametongue Kavu same as above, although I'm leaning towards inferno titan for the reuseable damage and more flexible targeting.

Curse of Opulence was like $15 before its reprint, now that it's cheaper I'll see if I can find a copy!

Profet93 on Night of the Living Robots v2 | Feldon EDH

5 months ago

ManiacalPotato

Hanweir Battlements  Meld - Not necessary but nice to have. I would cut darksteel citadel for it as I think haste for commander > artifact to scrap for goblin welder

Homeward Path - Meta depedent, given your deck is commander based and you toss powerful creatures in the yard, this helps mitigate GY focused and creature stealing decks. Synergy with humble defector.

Wheel of Misfortune/Wheel of Fortune - Both help you with draw which you need, filling your GY and potentially ruining opponents carefully tutored combos.

Inferno Titan - Powercard

Flametongue Kavu - Simple damage

Curse of Opulence - Ramp, politics, potential T2 feldon

Let me know what you think of each suggestion

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