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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Risk Factor
Instant
Target opponent may have Risk Factor deal 4 damage to them. If that player doesn't, you draw three cards.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)






VladMarkov on
First
4 days ago
I reckon, what the deck really needs, is lots of cheap spells that can be cast on every player's turn, to get the most value out of the flurry
mechanic. The game plan should be to cast Shiko and Narset, Unified on turn 4, prepare the board beforehand, and then spam small, damage-dealing spells that can easily be brought back with tricks like Underworld Breach, Lier, Disciple of the Drowned, or by recasting copies with Narset, Enlightened Exile.
You could then replace draw-discard effects with more "pure" card draw options like Treasure Cruise (if you have a lot of cards in your graveyard), Quick Study or flexible draw like Flame of Anor.
The main gameplay should revolve around cheap, repeatable spells, but there can also be some utility from the Magecraft
mechanic. Most importantly, the deck should keep continuous pressure on opponents by dealing large amounts of damage through copying small spells.
Must have: Path to Exile, Cyclonic Rift
Useful: Cori Mountain Stalwart, Devoted Duelist, Monk of the Open Hand, Ashling, Flame Dancer, Jori En, Ruin Diver, Ledger Shredder, Smoldering Egg Flip, Burst Lightning, Electrolyze, Virtue of Courage, Fire / Ice, Galvanic Blast, Heartflame Duelist, Ionize, Lightning Bolt, Lightning Helix, Lightning Strike, Magma Jet, Parch, Play with Fire, Punishing Fire, Risk Factor, Sacred Fire, Searing Spear, Shock, Skullcrack, Thunderbolt, Wild Slash
Possible: Taigam, Master Opportunist, Breeches, the Blastmaker, Gale, Waterdeep Prodigy, Rammas Echor, Ancient Shield, Storm of Saruman, Turn / Burn, Price of Progress, Finale of Promise, Increasing Vengeance, Frolicking Familiar, Molten Influence, Slaying Fire, Wizard's Lightning,
Bookrook on
Valeyard voting
6 months ago
GoldberserkerdragonTouché. I play it just because it goes towards the whole opponents making choices theme. Risk Factor would probably be a better choice.
9-lives on burn deck help to refurbish
1 year ago
I replaced Boros Charm, Lightning Helix, and Deflecting Palm. Switched them out with Atarka's Command, and Play with Fire. Removed Risk Factor and Light Up the Stage. Put into play Yavimaya Iconoclast and Black Market Tycoon. Got rid of Satyr Firedancer. I'm not asking if it looks fun, haha. I'm wondering if it's so-called competitive.
wallisface on burn deck help to refurbish
1 year ago
9-lives modern is a format with fetchlands - your opponent will be effectively starting on 17-18 life even if they're trying to be conservative as possible with how they fetch lands.
I know very well how burn works, I've played it many times before, and played against it incredibly frequently. I've won a bunch of tournaments so have a pretty-good idea of what i'm talking about here.
There is a reason that no competitive burn deck is playing either Risk Factor or Light Up the Stage - and it's not because every-other burn player has been lobotomized. You're suggesting that your barely-played homebrew is more justified than the collective efforts of every-other competitive burn player on the planet - and that is an absurd call to make.
9-lives on burn deck help to refurbish
1 year ago
Wow. wallisface You are not familiar with the playstyle of burn decks, then. Usually it goes like this:
draw lands, draw burn spells, play burn spell #1 taking 3 damage to the opponent. Your opponent does something on his turn. Do the same thing again, playing 2 burn spells. Opponent has at least 9 life missing. Repeat. Play at most 3 burn spells. 18 life missing. Run out of cards. Wonder why you aren't drawing burn spells. Need burn spells! NEED BURN SPELLS!
This is why Risk Factor and Light Up the Stage are so useful. There's no doubt that, logically, you're going to run out of cards in hand faster than your ability to keep them at-hand. There's no way anyone is going faster than this, unless there is ramping or something.
9-lives on burn deck help to refurbish
1 year ago
The point of going over 60 is that I can afford to have more space in my deck so long as I keep the number of burn spells a certain ratio. This is one of the few decks that actually benefit from having a large number of cards, so long as I keep the same ratios. For instance, I have 32 burn cards, and the deck you showed me had 28, where 32/70 is similar to 28/60, the former being 0.457 and the latter being 0.466. I've tried games with Monastery Swiftspear. It's really not that great of a card, and completely depends on drawing it in the first turn. Satyr Firedancer is really a great card, and helps me keep the opponent from casting any creatures too damaging throughout the game. I really don't know what you mean by 'too midrange and not enough aggro'; the most expensive spell mana-wise is Risk Factor which is 3 mana total, really being an outlier in my deck with regard to mana value. Like I said, I usually run out of cards in hand whenever the opponent is around 12-7 life.
DarkKiridon on
Imodangggg that *** SPICY!
1 year ago
Risk Factor maybe? Urabrask Flip, Electrostatic Infantry, Smoldering Egg Flip for more creature options maybe. I don't play EDH nor do I have a deck for it so I don't know what type of cards work better in this format so you can ignore me if you want lol. My playgroup has been thinking about it but we just play Modern.
Valengeta on
Xenomorphic Expanse
1 year ago
TheMeadiator I like Browbeat and Risk Factor, used both in other decks. I've decided to mainboard 2x Lead the Stampede as it can draw me more cards than Browbeat.
Colossal Majesty is a bit too slow for me, and Dawn of Hope doesn't make much sense here since I dont use Lifelink
I agree that more craw draw is necessary, but it's hard to find good one in these colors for a tribal deck
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