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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Quest for Pure Flame
Whenever a source you control deals damage to an opponent, you may put a quest counter on Quest for Pure Flame.
Remove four quest counters from Quest for Pure Flame and sacrifice it: If any source you control would deal damage to a creature or player this turn, it deals double that damage to that creature or player instead.
1 month ago
1 month ago
I like the idea - this looks mostly like a jeskai control list to my eyes, and could reasonably be built to one of their slow win setups. All told, if you just look for flat upgrades you can take this a long way, especially if you tweak the focus a little.
I reccomend focusing budget on land upgrades - there are incredible budget spell options, but budget land options are far, far rarer. Grab whatever good lands rotate out of standard, replacing the taplands.
Dodging Path to Exile and Blood Moon type effects matter a lot, as do untapped lands in making decks run reliably - going to 5 basic lands instead of the guildgate isn't going to hurt more than the taplands and will help make sure you can counterspell on turn two. If you must stick with a tapland, Prairie Stream is cheap and can come in untapped, Irrigated Farmland has card draw and land types that matter, while Jwari Disruption Flip can catch someone out turn two in a land heavy hand.
Once you have an idea of how much budget you want to sink into lands the rest becomes easier to plot.
I'd look at Myth Realized instead of ugin's, as its a lot harder to kill, gives a turn 1 play, and likes all the noncreature spells in the list. I feel its the simplest 'flat upgrade' to the list.
Counterspell is a format staple, and does almost everything that mana leak does in this list.
If you want to use ionize and mindswipe, you want to run effects that care about damage dealt, or force your opponent to a low life total first. Paying an extra mana or two for their effects is a serious cost that needs payoff.
The aggressive version would be Delver of Secrets Flip style, a 'combo' version where you tick up Quest for Pure Flame is an option, as is an Aria of Flame type 'slow' wincon (which would also serve as backup creature removal).
On the note of creature removal, you are a little light. Jeskai control often ran Lightning Helix just so it doesn't die to people playing Goblin Guide on turn one. You might not want it maindeck, but planning out a 15 card sideboard should give you space to grab answers like that - with your maindeck answering combo with rule of law and control with a mirror match, you have a lot of space in the side for aggro answers.
2 months ago
Hi nathanielhebert,thanks for your comment i understand for this deck it's more sensible transform this in a pioneer or historic deck. For pioneer only change Quest for Pure Flame but i would like to trasform this deck in my first historic deck pezzent for novice players ^^. If you have any suggestions are welcome,i don't know much about the format
2 months ago
I had assembled this deck, and love playing it in paper. Just started up Arena, and I've built a digital version as my first deck, and already 3 days in, I'm bulldozing my way up to Gold in the Historic format.
I had to make a few substitutions, since they don't have Quest for Pure Flame, so my deck includes, Insult / Injury (which in practice I'm liking better, since it triggers all the damage-creatures), and Dual Strike, which is making for some explosive rounds with the Foretell cost of 1 mana.
3 months ago
Deck looks pretty solid - I like the concept! Using small amounts of damage to fuel large amounts of damage should run a foe out of life in short order.
That said, I can think of a few suggestions that could potentially help the deck out while still staying within budget! Goblin Fireslinger is probably a bitter fit than the Magmutt - I assume you won't really care about his 2/2 body since you'll mostly be using him to ping your opponent. This gives you something to do as early as turn one, something I noticed you're lacking!
I think a good substitute for Kyren Sniper would likewise be Cinder Pyromancer. He's also three mana and pokes your opponent for at least 1 damage each turn, but can also get multiple pokes on any turn you play something. The added boost to your Spitfires and Pyrelings could be huge!
Arcane Teachings feels like an odd inclusion. A good chunk of your creatures already have the pinging ability, and if anyone makes use of it, that +2/+2 bonus is probably wasted for the turn. In its place you might like something like Flame Jab - once you have enough mana, it turns all extra lands you draw into another way to poke your foe for damage or take out annoying critters. Another creative option is Quest for Pure Flame - all the little pinging effects you have should build counters on it quickly, then you can cash it in to double the damage from a Chandra's Spitfire and/or Fling. Deadly!
Lastly, I assume you're more often than not playing Fling after combat - if that's the case, it might take the pressure off your lands to swap it out for Thud. You lose some possibly trickery when it's downgraded to a Sorcery, but it's good to get some one-drops in there!
6 months ago
11 months ago
11 months ago
Quite an efficient deck — damage compounds really quickly, and once Quest for Pure Flame gets activated, things come to an abrupt end!