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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Searing Blaze deals 1 damage to target player or planeswalker and 1 damage to target creature that player or that planeswalker’s controller controls.
Landfall — If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player or planeswalker and 3 damage to that creature instead.
9 months ago
there has been some changes on the deck :
Searing Blood x 4 - not shure about these one , are there better alternatives or its ok ?
Shard Volley x 2 - i only add two because it cost lands , and i dont have a lot of them
Skullcrack ended up in sideboard , i always feel that its not that good if your opponent dont gain life.
so, with these changes i have some new questions
Shard Volley i decided for only 2 of them, im shure 4 of them would be to savage for my lands.
Browbeat didnt enter the main
what do you guys think about these changes
ty for the help
11 months ago
dunno if you will try to port this type of thing to modern, but for comparison, here are some comparative upgrades you could make
-Searing Blaze?(how important is the scry)
also lands. i wont dive that deep here but ofc the land base standard => modern are quite different
1 year ago
I would actually argue that powerful but niche cards like Veil of Summer and Aether Gust is something the format needs more of. They aren't strictly better than other counterparts, but give some "narrow" hate that can be quite powerful in the right matches. We need more hate-cards in the format which are relevant in this manner. Wedge hate cards like this are great, and it's a shame that they aren't all at the same power level.
Cards like Devout Decree, Celestial Purge, Noxious Grasp, Deathmark, Fry, and Rending Volley just aren't powerful enough. White does get some decent creatures that fit the mold like Auriok Champion and Sanctifier en-Vec but those require a little more than a slight splash.
So in conclusion, rather than argue that Veil of Summer (a fixed Autumn's Veil) is too powerful, I would argue that the counterparts from other colors are just too weak, being outclassed by normal removal options.
We need more narrow cards that fit into what the color wants to do, and hate against what its enemy colors want to do better. For example, maybe some kind of Searing Blaze type of effect (deals with creatures and goes face) for against , and a effect against that punishes them for swarming and is a form of removal.
1 year ago
I have the following suggestions:
- add in 4x Lightning Bolt, 4x Lightning Helix, 4x Monastery Swiftspear, 4x Searing Blaze. The burn spells will help clear a path for your attackers, and/or hit directly to-face to close a game out. Swiftspear is one of the stronger creatures you could be playing, so should be in here.
To make room for those 16 cards, I’d suggest removing the following:
2x Solar Blaze. You don’t need a janky board wipe, and generally you want your curve low. Dropping these’ll mean you can run less lands
2x Land. You should only need 22 at this point
1x Feather, the Redeemed. You have almost nothing that can even target it, making it fairly useless
3x Legion's Initiative. You don’t want to waste a turn with this - you need to be spending every turn either presenting threats, or removing your opponents.
2x Boros Signet. Same as above. I see no need for this.
2x Justice Strike. I think keeping 2 could be good for big problem creatures, but running 4 is overkill - generic burn spells should be able to deal with most things.
2x Response / Resurgence. Its just too situational a card to be useful
2 years ago
Omniscience_is_life Searing Blaze actually "turns on" on turn 2, since it counts a land played before it was cast. The main advantage it has over other burn to face cards is because it's a 2 in 1, and burn decks care a lot abt cards.
On another note, have you considered maybe dropping 2 Flame Rift (its cute but you have a lot of self damaging lands and eidolon, so idk) and then move the 2 Searing Blood mainboard? It does almost as much damage to the player and also removes something. It would also make it a bit easier to achieve delirium I think, since you balance the number instants and sorceries.
2 years ago
If Lurrus is your companion, you can designate her(?) as such by putting
next to her in the editing bay.
Past that, I'm wondering how good Searing Blaze is--seems like pretty bad on both the removal and faceburn fronts, especially since it only "turns on" on T3. Maybe a Fruit of Tizerus instead? Also, a Spikefield Hazard Flip might do you good in place of a Mountain, especially if you lower your curve by removing Blaze.
2 years 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.