Seal of Fire

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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
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Seal of Fire

Enchantment

Sacrifice Seal of Fire: Seal of Fire deals 2 damage to target creature, player or planeswalker.

legendofa on The Spiteful Professor and the Penitent Dinosaur

2 weeks ago

Switched Loran's Escape and Blacksmith's Skill for Armor of Shadows and Professor's Warning. Giving an opponent's creature hexproof isn't very useful when lining up a Seal of Fire to start a damage loop.

DreadKhan on Rocks Monored burn

1 month ago

I have a Legacy Mono-Red Burn deck, but it only runs 1 card that's not in Modern. Mine can win early, but it's got an ungodly number of 3 drops instead of just running all 1 drops. I think some of the cards I run that might be worth a look for you include: Dragon's Rage Channeler is great if you've got too many lands or not enough, I don't worry too much about it's ceiling, just getting to Surveil over and over can be very good value in some situations. That said, I do run Seal of Fire, which is sneakily useful, it sits but if they try to 'deal' with it you just use it, and it's an Enchantment for DRC. I also run Vexing Devil, it's a so-so card later game, but it's a huge effect turn 1, 3 toughness is high enough that it doesn't trade with most 1 and even 2 drops, meaning most decks are either wasting cards on it or taking 4 damage for R. In rare matches it's terrible obviously. Risk Factor is another Browbeat, it's instant which is huge, and it can be cast from the graveyard once, which is actually pretty huge in practice. Cards like Browbeat and Risk Factor are amazing with stuff like Fury, but that's a pricey card! I've rarely been too unhappy with Ball Lightning, it's very sensitive to First Strike blockers, but getting 6 damage for RRR feels incredible. I use Flame Slash as dedicated 'creature burn', though I only use x2, not sure if you run into a lot of 4-7 toughness bodies that need burning though.

I like Grim Lavamancer more than Hellspark Elemental, the two 3/1 Elementals are both good cards but 3 power is low enough that it ends up walled evenutally and they become dead cards, as Burn is very bad at removing bigger blockers, I find if you can get a flying Dragon's Rage Channeler it's a much, much better card. Lavamancer is almost certainly better than the Viashino, but I think DRC does even more work. That said, DRC and Lavamancer work together EXTREMELY well obviously, even if Lavamancer might turn it 'off' eventually, just the Surveil is a lot of value if you're feeding your Lavamancer/clearing situationally bad cards (that said I run 10 3 drops and have more lands, so I have more 'bad' cards).

In my experience, I don't love Eidolon as much as other people, it's small so it's easily outclassed (and sucks if you can't swing in each turn), and it hits you as well if you need to remove something that can kill it. I use Flame Rift as an alternative that always shaves 4 off everyone, it's better vs some decks fwiw. I also find Guide can cost you a surprisingly large number of games when you help your opponent dig through multiple lands for a solution. I run Vexing Devil over it, but enough people run Guide that it's obviously not a bad card. There is also Soul-Scar Mage, which feels pretty nice with Lavamancer and synergizes with Swiftspear, and technically Young Pyromancer still exists. If you ever get two out it feels pretty good, but 3 is like stubbing a toe, they limit how many other creatures you can run. Young Pyromancer might be a valid sideboard card, along with something like Goblin Chainwhirler maybe, if people 'go wide' in your area it's a nice card to switch in.

JustJohn97 on Budget Burn

5 months ago

TapatioDorito Thanks for the suggestions! I like the idea of using Play with Fire to help scry for cards. That was actually my thought process for switching out my Monastery Swiftspear with Dragon's Rage Channeler. The suggestion by wallisface to add Seal of Fire just confirmed it haha! I may end up switching in Play with Fire for Lava Spike if I decide I want to manipulate that top card more. I think Dragon's Rage Channeler beats out Play with Fire for now because I prefer Lava Dart in the graveyard and surveil fuels Bedlam Reveler.

Temur Battle Rage and similar effects are interesting and something I hadn't considered. It would help increase combat damage, but I think it makes me more vulnerable to creature removal by piling effects onto one creature. I'll keep that in mind though!

Thanks again for the suggestions!

JustJohn97 on Budget Burn

5 months ago

wallisface Thanks for the suggestion! Seal of Fire is an interesting idea! The purpose of Guttersnipe was to take advantage of its trigger to deal noncombat damage. I'm not committed to it, but I considered using it to get additional value out of Lava Dart and other instants/sorceries. It does pair well with the ability of Chandra's Incinerator, but I admit it's on the cutting board and one of the reasons I'm looking for replacements within the community lol! If I remove Guttersnipe I may be looking to replace Lava Dart as well....

My thinking with Soul-Scar Mage was to get around indestructible or whittle down large creatures. Additionally I considered using it against protection from red in conjunction with Anger of the Gods, but I'm realizing as I type this it would likely be a niche situation where both are needed. Concerning indestructible or large creatures, I could see Soul-Scar Mage doing real work with Chandra's Incinerator if they're both on the battlefield. To be honest though I don't know the prevalence of these strategies or how well this might answer them....

Thanks again for your suggestion though, much appreciated!

wallisface on Budget Burn

5 months ago

Seal of Fire is a card that works great alongside Chandra's Incinerator, as its another option to allow you to cast it turn 2. I’d suggest finding room for a playset if them.

Your mainboard looks pretty solid, except for Guttersnipe… that card is pretty universally bad and i’d suggest cutting it.

Your sideboard also looks really solid. The only odd choice there is Soul-Scar Mage - i don’t see when you’d be bringing this into the deck. If it doesn’t fit in the mainboard i wouldn’t put it into the side.

SeekerofSecrets on Izzet Aggro 2?

6 months ago

So let’s go through prowesses ideal game

T1 soul-scar pass

T2 swifty, any 1 drop spell hit for 4

T3 manamorphose, bolt, dart, flash back dart

That’s 19 damage on t3, which would be lethal if your opponent fetched and didn’t have a blocker.

You want to maximize your chance of having multiple prowess creatures online as soon as possible which is why soul scar is so great. It also pairs well with Crash Through, if you hit a 5/5 with bolt, it shrinks down to a 2/2 which you can then trample over with for more damage. I would also play Unholy Heat in the side board to shrink a murktied.

I personally love delver, it’s a pet card of mine but without brainstorm it’s incredibly inconsistent. It’s damage output is also significantly lower than a prowess creature. In the best case scenario it does 6 damage on t3. For a soul-scar mage to match this you need to cast 4 spells over 2 turns, which this deck can do much more consistently

Think of lava dart in the context of the number of prowess creatures you have. With 1, it represents 4 damage, the same as a bolt. With 2 creatures, 6 damage. With 3 creatures, 8 damage. It scales. It also gives you something to do with extra lands, your deck only really needs 3 to function, and you’ll have have more than that allot of the time due to the amount of card draw that you have.

Darcy aka dragons rage Channeler is sneakily the glue that holds all of this together. The deck wants to chain as many spells as it can. Darcy fixes your draws to draw more spells, bins lava dart for value and can hit for 3. You right though, without fetchlands you may also want to include 2 Seal of Fire. Notably Tarfire is a “tribal instant” so it counts as 2 card types for delirium. If you include seal of fire you now have 6 types for delirium; instant, sorcery, land, creature, tribal, enchantment. Mishra's Bauble is the first upgrade for the deck to replace tarfire/seal of fire.

Spells that target your creatures open you up to 2 for 1s. So let’s say you cast dragons mantle targeting a creature, in response you opponent kills your creatures, your down 2 cards with no upside while your opponent only spent 1. If you cast crash through, it doesn’t target so it still resolves and you get your card. you and your opponent are on parity.

Good luck! I love prowess, I have 1000s of games with it and always recommend it as an entry point to modern.

zapyourtumor on

1 year ago

4 Tarfire feels like a huge mistake. 1 is definitely fine, maybe even two, but sacrificing 1/3 of the power level of Lightning Bolt to achieve delirium faster/buff goyf +1/+1 isn't worth it. You shouldn't have a problem achieving delirium quickly in this build anyways with DRC and bauble. I recommend cutting all but 1 Tarfire for 4 bolt. 1-2 Abrupt Decay can help round out the removal suite a bit too.

I do love Tracker, but I think there is a very strong case to be made here of cutting Tracker, Grist, Murderous Rider and Ghor-Clan Rampager for Lurrus of the Dream-Den as companion. It lets you grind a lot harder in the late game, and also lets you recur baubles.

1 Seal of Fire might also be worth it, similar to tarfire for that extra card type. It becomes especially good with Lurrus.

Scourge of the Skyclaves is another strong creature that looks like it would be at home here, also really good with TBR. Scavenging Ooze could be a 1 of to get with Traverse, and maybe also 1 Kroxa, Titan of Death's Hunger for a mid-late game threat or an easy way to get a creature into the yard (especially if you go Lurrus and cut Ghor). It isn't really a nonbo with delirium either since you can fill the yard so fast.

A full 8 discard seems a little overkill to me right now, I think you could cut 1-2 IoK and go down to 6-7.


The sideboard looks a little all over the place right now (Back to Nature? wat) but I do like some of the traverse targets Voidwalker/Ouphe/Revoker. 1 of Tourach, Dread Cantor can be pretty good to tutor vs UWx, 4c blink, etc since it's immune to Solitude and Prismatic.

zapyourtumor on Jund Delirium Shadow

1 year ago

This decks mana curve is quite low and you don't have any real three drops to curve into ( Dismember doesn't count). Without the big, splashier 3-4 drops of big jund like Klothys, Huntmaster, BBE, etc., I don't really see why the Ignobles are there. I'd definitely take them out, since a deck like this probably wants more threats and disruption instead of mana acceleration.

I know Grim Flayer is cute and I've always wanted the card to work well, but Tarmogoyf just totally overshadows it in my experience. I would definitely go up to a playset of goyfs, which could maybe replace the Ignobles if you wanted to keep some flayers.

I would probably replace the rest of the Ignobles with IoKs. 6 discard spells seems like the sweet spot to me in this deck, 4x Thoughtseize + 2x Inquisition of Kozilek .

For the removal suite, I would definitely include some noncreature removal, like 1-2x Abrupt Decay (I see you got two Trophies and a Pulse in the sb). The ramping from trophy doesn't seem great in the current meta to be honest. Also, Dismember is pretty weak currently as well, I'd probably take out both.

Three TBRs definitely seems overkill to me, especially since JDS tends to be grindier and less explosive than GDS which usually only ran two. Since this is a lurrus delirium deck, in my opinion you should definitely run 1 Seal of Fire (more than one is pretty suboptimal though). To replace Dismember , you could add 1-2 Unholy Heat which is great. 1 maindeck Terminate might be worth it since it hits murktide.

Lastly, I don't think Night's Whisper is worth it since there are so many other discard, removal, and threats that you could be packing.

Happy brewing!

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