Rite of Flame

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Rite of Flame

Sorcery

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

wallisface on Legacy Izzet Phoenix

3 months ago

Neither Lightning Phoenix or Rite of Flame are Modern-legal.

Outside of that, your mana curve feels a bit low considering how much you’ll need to start doing things.

king-saproling on Count the Bells, Heed the Chimes

3 months ago

Yep LED works nicely here since you can sack it after casting a wheel but before the wheel resolves, or before a string of Sphinx activations resolve. (you probs already knew that but LED is so weird, figured i'd explain just in case)

Mastery could potentially replace Thoracle + Ephemerate. That'd prevent you from hitting Thoracle off The Bridge first which could speed up your game plan by a turn. Since Mastery is red you could run red rituals (Seething Song, Jeska's Will, Mana Geyser, Rite of Flame, Desperate Ritual, Pyretic Ritual) to pay for it, and having just 1 creature in the deck means you could swap out your creature tutors for more mana fixing or rituals.

Delphen7 on Casting Worldfire Turn 1

5 months ago

Neat deck! Rite of Flame is also an option in addition to Simian Spirit Guide for the turn one win.

TheOfficialCreator on Krenko army

8 months ago

Fervor -> Mass Hysteria?

Also, Rite of Flame, Pyretic Ritual, Desperate Ritual, Mana Echoes, and Simian Spirit Guide can help you ramp. Mana Echoes is really only great with X-burn spells and such, though, so it's not for every Krenko deck. It would be fire with Staff of Domination, though ^^

jaymc1130 on cEDH is going to have …

1 year 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

1 year 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.

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