
Combos Browse all Suggest
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 |
Freeform | 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 |
Sacred Fire
Instant
This deals 2 damage to target creature, player or planeswalker and you gain 2 life.
Flashback (You may cast this from your graveyard for this card's flashback cost, then exile this.)






VladMarkov on
First
5 months 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,
nuperokaso on
Boros Impact
1 year ago
- Replace 3 Krenko's Command and 1 Dragon Fodder with 4 Rally at the Hornburg. Those tokens have haste, unlike the original, making them a superior choice.
- Replace the 3 Goblin Instigator with 3 Forbidden Friendship. One of those tokens has haste, making them a superior choice. Also you prefer 2 tokens rather than a create plus token, since you play an Intangible Virtue.
- Replace 1 Resolute Reinforcements with the 4th Raise the Alarm. As mentioned, since you play Intangible Virtue, you prefer tokens.
- Your deck plays no 3 drops. That's a mistake - 3 drops are more powerful than 2 drops, and since you have nothing better to play on your third turn, you want to convert a few 2 drops to a 3 drop. Otherwise you just waste 1 mana and play a lower-power spell. Remove the last 2 Resolute Reinforcements and the last 2 Dragon Fodder and add 4 Hordeling Outburst.
- Sacred Fire is not that good. Remove them and just play 4 Lightning Helix.
- Firemane Angel is way too expensive and you can ignore the abilities that work only in the graveyard. Replace it with a Nobilis of War.
SufferFromEDHD on
Burn Heal
2 years ago
Talisman of Conviction good mana rock.
Sacred Fire mini Lightning Helix
Cave-In free board wipe that gains life now.
Aurelia's Fury best of both worlds. So much value.
Heartwarming Redemption card draw in Boros is rare. Every opportunity must be seized. This is Windfall that triggers the 3 damage.
Lorehold Command swiss army knives are cool. Being an instant is a plus. 5 mana is very awkward but 6 damage/6 gained life PLUS whatever effect out of the three is most useful for the moment makes it worth considering.
legendofa on
S is for...
3 years ago
Some say Sunforger should see several supplementary sinstants. Surely Sacred Fire, Shattering Blow, Spontaneous Combustion should suffice.
Macaronigrill5150 on
The bone zone
3 years ago
Balaam__It is stretched thin but it give me more option, which helps thanks. The only removal spell I was able to find while making this deck was Sacred Fire, and Skeletonize.
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Want (1) | beesaurs |