Searing Blaze deals 1 damage to target player and 1 damage to target creature that player controls.
Landfall — If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player and 3 damage to that creature instead.
|Have (2)||gildan_bladeborn , abritt|
|Want (2)||evallard13 , bigred2728|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Searing Blaze Discussion
1 month ago
Random suggestions: Rogue Elephant can put a land in the yard. Grapple with the Past could help fill the yard and at the same time retrieve creatures you want/need. Just in case lightning bolt isn't enough there's also Ground Assault and Searing Blaze. Also Groundswell could be cool.
1 month ago
3 months ago
For sideboard options Blood Moon , Shattering Spree , Roiling Vortex and Molten Rain are good. Blood Moon and Molten Rain against greedy mana bases and Tron, although Blood Moon is much better against Valakut, the Molten Pinnacle decks like Scapeshift and Amulet Titan. Shattering Spree is better than Smash to Smithereens against mass-artefact decks like AsmoFood while Smash to Smithereens is better against Chalice of the Void so you might want to run a couple of both. Roiling Vortex is something I'm a big fan of as a meta pick, it hits the cascade cards and Mishra's Bauble hard, is lifegain hate against cards like Batterskull while also giving some damage over a longer game. You can use Alpine Moon for a budget option for Blood Moon, although it is worst in general.
As for the maindeck, I second the recommendation for Light Up the Stage , probably cutting the Searing Blaze as 16 lands + no fetches means that it is often going to be dead without landfall, even if it is really good against creature decks early. I would also give a look at Grim Lavamancer as a source of repeated burn.
4 months ago
You could go down in landcount to like, 17-18 lands. Also, instead of Reclaim consider Pulse of Murasa . Consider Thermo-Alchemist because it can get burn off of your fog spells as well. Curse of the Pierced Heart considering you're trying to drag the game out while burning them to death, Searing Blaze over Shock because it can hit creatures and players, and considering you're split between fog and burn you want every burn spell to go as far as possible.
5 months ago
The best way to power up this deck would probably be to find lower CMC alternatives to Lightning Strike and Searing Spear , plus something a little stronger than Shock . Lava Spike and Rift Bolt are some popular options. With Thermo-Alchemist being an easy source of damage on demand, spectacle cards like Skewer the Critics and Light Up the Stage would be my personal choices. You also have a lot of lands for burn, so maybe Shard Volley or Searing Blaze could be on the table. Finally, any cantrip becomes a lot better with all of your creatures caring about them. In mono-red, the best options would probably be Manamorphose , Tormenting Voice / Cathartic Reunion , or Needle Drop .
6 months ago
thanks for the suggestion as Searing Blaze is kind of inconsistent with the landfall trigger and Searing Blood is a great replacement the only reason I am not playing it is because multiple people at my LGS play death and taxes or strategies built around things like Carrion Feeder or other instant speed sac outlets so in the end for me at least Searing Blood is usually less consistent than Searing Blaze
also thank you for the sideboard suggestions I will definitely take a look at them
6 months ago
I've generally found Searing Blood to be better than Searing Blaze in most cases. There's some edge cases like vs blink decks where people will flicker their creatures in response to Blood so they don't take any damage, but that's super rare (you're more likely to run into something like Blossoming Defense that will mess up your day to be honest). Blaze requires a land drop to be fully active and actually get that 1 mana for 3 damage you want so even if it's an Instant it's not hitting for full on their turn...
That is unless you run a fetchland for mountains. The mountain will come in untapped unlike a shockland and you'll be able to trigger that land drop whenever you want. You're basically paying 1 life to unlock 4 more damage and a guaranteed 3 damage on the opponent, but you also have to withhold a land drop for it which can be annoying if you needed that mana on your turn.
7 months ago