Rite of Flame

Rite of Flame

Sorcery

Gain and then gain for each card named Rite of Flame in each graveyard.

Latest Decks as Commander

Rite of Flame Discussion

jaymc1130 on cEDH is going to have …

1 month ago

It is a degenerate combo card, that's for sure. Lol. Fast mana and rituals have historically always been difficult to balance, but Summer Bloom presents a bit of a unique challenge in that each new set release has a significant potential to add more utility to lines of play utilizing Summer Bloom while the enhancement of other forms of fast mana are generally printed less frequently than lands and land enhancers will be. The utility flexibility that's built into the "fast mana" that is Summer Bloom is where the issues are going to crop up for the most part.

Krark, for example, revolutionized the ways in which it's possible to play cards like Rite of Flame, but when was the last time a card got printed prior to Krark that revolutionized the way ritual spells got played? Isochron Scepter maybe? Hard to say, but when it comes to upgrading the functionality of Summer Bloom we get new tools almost every single set release.

multimedia on Chainer Nightmare Reanimator

3 months ago

Hey, if you're wanting to take your deck into 8 or more power level (PL) then you really need to decide how you want to win the game? At 8 PL or higher to win infinite combos are the way to go. Chainer doesn't need to be a piece of the combo, his discard can be an enabler. Since Chainer cares about creatures then using combos that involve creatures is best.

Some creatures to play for combos: Worldgorger Dragon, Mikaeus, the Unhallowed, Kiki-Jiki, Mirror Breaker, Gravecrawler, Blood Artist, Zulaport Cutthroat, Walking Ballista, Murderous Redcap, Pitiless Plunderer, Dualcaster Mage, Reassembling Skeleton.

Some enablers for combos to play: Viscera Seer, Carrion Feeder, Goblin Bombardment, Altar of Dementia, Phyrexian Altar, Ashnod's Altar, Animate Dead, Dance of the Dead, Necromancy, Twinflame or Heat Shimmer.

Some win conditions for the combos: Blood Artist, Zulaport Cutthroat, Walking Ballista, Murderous Redcap, Zealous Conscripts, Gray Merchant of Asphodel, Dualcaster Mage, Purphoros, God of the Forge, Mayhem Devil, Goblin Bombardment, Bontu's Monument, Aetherflux Reservoir, Sunscorched Desert, Impact Tremors, Cut / Ribbons(Ribbions), Torment of Hailfire.

Some cards to play to protect combo: Deflecting Swat, Tibalt's Trickery, Pyroblast, Red Elemental Blast, Dualcaster Mage, Reverberate.


Beyond combos some other good creatures to play: Dockside Extortionist, Magus of the Wheel, K'rrik, Son of Yawgmoth, Crypt Ghast, Plaguecrafter, Dualcaster Mage.

Expanding on loot can help to draw and get creatures faster into your graveyard: Buried Alive, Magus of the Wheel, Cathartic Reunion, Thrill of Possibility, Tormenting Voice, Azra Oddsmaker, Sire Of Insanity, Seize the Spoils.

Expanding on fast mana and/or big mana producers helps to have more mana to cast more spells which can assemble combos faster: Dockside Extortionist, K'rrik, Son of Yawgmoth, Crypt Ghast, Mana Crypt, Dark Ritual, Rite of Flame, Cabal Ritual, Burnt Offering, Sacrifice.

If you're interested in any of these suggestions then I offer more advice in another comment that includes further explaining the combos, more card advice as well as cuts to consider.

Good luck with your deck.

Grubbernaut on New Format: Supplemental?

4 months ago

I can safely say we're going to need a banlist.

UB Necro - Supplemental Format

Twin - Supplemental Format

Turns - Supplemental

Other archetypes that jumped out at me: Najeela/Derevi, stax, MLD, lands (dark depths/vesua/thespian's stage/crop rot), burn, delver, grixis control. Likely bans off the top of my head: Lotus Petal, Rite of Flame, Ancient Tomb, Tinker, Necropotence, Mystical Tutor, Vampiric Tutor, Imperial Seal, Demonic Tutor, Mox Diamond, Dark Ritual, Sol Ring, Mana Drain, probably more.

I'd be down for some of this degeneracy on spelltable if someone wants to play this week.

TriusMalarky on Momo: Twice the horns, twice the fun

5 months ago

Some interesting tech: Ghost Quarter and Field of Ruin are Cleansing Wildfire on lands. I'd definitely run them.

If you can afford them, Arid Mesa and Scalding Tarn are at all-time lows, I'd snap one of each up as soon as possible if it's in your budget.

The big thing Moraug wants is to make several land drops in one turn, so maximizing the number of fetch effects in the deck is key.

One thing you also want is to cast Moraug as fast as possible. He is six mana and that can be clunky, to say the least. I'd consider rituals, at the very least Irencrag Feat and Seething Song, but optimally those plus Pyretic Ritual, Desperate Ritual, Rite of Flame and Simian Spirit Guide. Those can help you get Moraug out quickly or just let you slam your other big things like Etali as soon as possible. Consider cutting some of the less powerful things like Glint-Horn, Feldon and Magus.

I was gonna say "cut Felhide Spiritbinder" but with him and something like Terror, Fanatic or Combat Celebrant you can do some busted stuff. Neheb + Celebrant + Spiritbinder is pseudo infinite, by the way, and it just gets super busted with Moraug's "+1/+0 for each attack" clause.

EVEN-ELITE on A Better Rograkh & Tevesh

7 months ago

Turn 1 win hand (probably): Badlands, Lotus Petal, Culling the Weak, Rite of Flame, Pyretic Ritual, Peer into the Abyss, and something else.

Lhurgyof on A monk deck (a little help needed)

7 months ago

Maybe to help trigger Prowess multiple times per turn, you could run some ramp cards? Rite of Flame might be decent in here specifically.

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