Searing Wind

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Searing Wind

Instant

Searing Wind deals 10 damage to target creature or player.

Diabeetus155 on Jhoira of the ultimate destruction

6 months ago

grennpowerhouse thanks for commenting. Regarding your suggestions:

  • There are only 3 cards with 9 cmc in my deck, that's too little for Grozoth. Besides, even if I tutor them all, I still have to cast them or suspend from scratch. Grozoth itself isn't too impactful on its own, and he requires mana to even function.
  • Same with Deep-Sea Kraken. I used to play it, but unblockable Tarmogoyf isn't cutting it anymore in EDH. While it can have some impact early game, it's absolutley horrible late game. It can't help me against a stronger opponent, or even against aggro it draws on itself. I want every card I suspend to be either a boardwipe, a repeatable removal or card advantage so there is always an impact or extra value.
  • Speaking of boardwipes, I don't play land wipes like Decree of Annihilation, Sway of the Stars or Worldfire on purpose, because they are too opressive. Any suspended card combined with them will win me a game in a long, painful and boring fashion. In the following games, Jhoira will become a must-kill commander and my opponents will gang up on me even if I don't have these insta-win cards. I don't want none of these things.
  • Searing Wind is supposed to be a spot removal, and you don't want to play spot removal during your upkeep. Better play another boardwipe, or if you want aggro, play any eldrazi.
  • Clone Legion is a nonbo with your suspended boardwipes. Additionally, your deck most likely will have low synergy with opponent's stuff and it's horrible against slow or weak creature decks. Moreover, enemies will see it miles away because of suspend and won't play their most valuable creatures. Some of them might use a boardrwipe right before you cast it, making it useless.
  • Unfortunately, Apex of Power doesn't work with suspend.
  • Eternal Dominion is way too risky. First of all, you deny yourself of spot removal and boardwipes for the rest of the game. Second, you limit yourself to one spell per turn which is not what EDH is about. And most of all, your deck is supposed to have the most powerful spells to begin with! Why exchange them for random spells and synergy of your enemies? Imagine you play agaist a goblin or an elf deck. Would you want to play one goblin per turn for the rest of the game? I'm not even gonna talk about technical troubles of tutoring in a foreign 100-card deck every single turn. The only one who knows the most powerful cards in a deck is the enemy, and he isn't supposed to tell you.

P.S. Eternal Dominion might actually be playable if you copy it a few times. This eliminates its biggest weakness of a one spell per turn limit. But this is not a copy spells deck unfortunately.

lagotripha on BOROS BURN AIKIDO

4 years ago

9-lives Ok, so the turn order goes untap, upkeep, draw, mainphase, attack phase, main phase, end step. Whenever you go from one step to the next you lose any mana you've added to your pool.

Upkeep basically exists for things that happen once at the start of a turn, after you untap your lands, before you draw a card. A lot of cards literally had 'upkeep' which makes you pay every turn to keep them (eg. Brand of Ill Omen back in the old days)

Braid of Fire was printed to help pay these, pay for instant speed effects like abilities (eg pump on Shivan Dragon) or actual instants.

If you want to play a big instant speed spell like Searing Wind, pay full price for Thunderous Wrath, or activate Soulfire Grand Master its great because you don't need to play a ton of lands.


Harsh mentor is in the same category as Ash Zealot, Immolation Shaman Tunnel Ignus and Ishi-Ishi, Akki Crackshot- they care about your opponents doing very specific things, which most opponents can just ignore.

Effects like great revel deal damage no matter what deck your opponent plays. Even more, compared to things like Young Pyromancer that care about what you are doing, they are a lot less reliable.

You can build decks around and that use them - I have in the past, especially for budget brews, but it takes planning. Tunnel ignus feels bad until you start playing Path to Exile, Cleansing Wildfire and Geomancer's Gambit, but its rare that you want to just put one in there - its home is usually in the sideboard.

Someone whose combo casts a billion cards from the gravyard will hate losing game two to a single ash zealot, and harsh mentor is in the same category.

Orange+ on Pinball Wizard

5 years ago

Hey, PlutoniumWedding. Thanks for you suggestions :)

Great to know about interactions between Emergent Ultimatum and Fated Return. Details like that are so easy to miss (for me atleast). I'm still hoping combos like fetching something together with Spelltwine and casting it twice is gonna work (?).

The burn category comment is noted. 10 damage isn't necessarily any good. But for me, it's still a fun effect to have available. And as I'm reliant on sub optimal wincons, it's nice to have something to finish off a player. I also really wanted to play Searing Wind for jank reasons.

I'm pretty sure this deck is gonna stay creatureless, just for the hell of it. I don't have any creatureless decks, and the point of this deck was to be able play big funky stuff. I just like the idea of being able to play big janky sorceries that I would never otherwise have been able to play.

I'm probably not gonna change anything to add commander protection either. I hope this deck will be (somewhat) functional even if Golos, Tireless Pilgrim is destroyed every time I cast him. Because I only play large spells, that means I will still have access to plenty of big effects on hand even if I can't activate Golos. This due to the fact that I will probably only cast one thing per turn in such a scenario, and thus naturally sustain a big hand.

So atleast until I need to make improvements (in the case of sub par performance in my play group), I'm not adding any permanent spells to keep the "sorcery tribal" feel, and I'm not adding any spells with CMC less than 5 for the "big stuff" feel.

For the rest of the card suggestions, they are waaay out of my budget. As you may have noticed, this deck is now at a affordable 80$. And I will try to keep it at more or less this price.

Anyways, it is always nice to get feedback, and you have provided plenty! I will definitely keep your suggestions in mind in case I feel the need to make changes

PlutoniumWedding on Pinball Wizard

5 years ago

Hey!

Golos really embodies Timmy edh in that sense of 'I don't care what I'm casting as long as it's big and flashy!', doesn't he? :D

I have a few ideas and comments, in no particular order.

Expropriate seems like it would be one of the big ones for a bit more pay-to-win oomph.

I think Field of the Dead is amazing in Golos decks, since your five colour edh land base is unlikely to contain many duplicate names. It's not the wincon it apparently was in... Historic? But it generates a very steady stream of chump blockers. It's apparently still like $10, though.

Emergent Ultimatuming up a board wipe and Fated Return sadly only works if Golos for some reason is already in the graveyard, since you cast the two spells immediately and will need to choose targets for Fated Return before the wipe resolves. You can of course get some other big thing that's died during the course of the game.

The flat damage spells (Sorin's Vengeance, Searing Wind) seem weak - they only impact the game if someone is already at 10 or less life, and even then only if they're currently the threat. I'd look to those if you need to make cuts for higher quality cards.

Rise of the Dark Realms and Clone Legion are a few ways to get instant boards. Both work very well if you can sneak in an Eternal Witness (or Archaeomancer) as they can recur the little creature for infinite fuel, even though you're of course unlikely to cast either more than once per turn.

Omniscience is a great way to get all the fat spells in your hand to actually be useful. It's wonderful if you get it off of Golos, but perfectly OK to hard cast before emptying your hand of bombs.

I know you're mostly going for instants and sorceries - is there a reason for this? You don't have to have one, but there are a lot of nice permanent bombs that fit the Golos playstyle, like Etali, Primal Storm, Debtors' Knell, Worldspine Wurm and Mind's Dilation. Ugin, the Spirit Dragon is a boardwipe that spares Golos and sticks around as a nuisance and possibly even a long-term threat.

Another great card with Golos is Illusionist's Bracers. Twice the madness.

Given the deck's reliance on Golos himself, I'd think it almost mad not to run some protection, such as Lightning Greaves, Darksteel Plate, Swiftfoot Boots, Hammer of Nazahn etc. Counterspells would be an option, but it's so sad to flip them with Golos...

Since Golos ramps on ETB, flicker cards like Teleportation Circle, Soulherder, Conjurer's Closet and Thassa, Deep-Dwelling can each get you one free land every turn, not limited to basics. Running all of them is probably... A different deck. One or two might be nice.

If you do go with that approach, you have lots of options, like Urborg, Tomb of Yawgmoth + Cabal Coffers for lots of mana, The World Tree, Cascading Cataracts and Crystal Quarry for fixing, or utility lands like Maze of Ith and Mystifying Maze. Since these are lands that are perfectly fine to draw on their own, this takes up a lot less deck space than it might initially seem like.

I hope I've given you some ideas at least!

Juuluk on Deathkeeper, shaman spellcaster- looking for …

6 years ago

Decklist: Sek'Kuar, Shamankeeper

Hello everyone, this is my first post. I'm looking for some advice on a few of my combos in my Sek'kuar the deathkeeper edh deck. It's my first edh deck and the first time i've built singleton as well, so i hope to gain some insight from some more experienced deckbuilders.

First of all, it's shaman tribal, and i have most of my creature slots handled. My main combo in the deck is Mortuary coupled with Verdant Succession. Together, those two can get me infinite if I have my commander or Judith, the Scourge Diva and any green creature if it sacs itself, which shamans are good at. I think this one is solid, but i'd like a second opinion if anyone can see a flaw i can't.

That's my main win combo, but i have a blow your top off style combo for the win as well. This one i'm mainly focused on instants and sorceries being in my graveyard. It involves Finale of Promise and a Shaman's Trance, as well as two valid targets in my graveyard to cast, or yours. This one i'm more concerned about, and I'm juggling several spells to include. Right now I have Sins of the Past and Decree of Pain as well as Searing Wind and Haunting Hymn in the instants pile. Also considering Worst Fears and Wit's End.

The idea with this is to either use an emergence zone to do it on my opponents turn or to do it on my main phase, thats why I thought the hymn would be good. The Sins of the Past is a questionable replacement for a Yawgmoth's Will, but if I copy it with the finale, I could target multiple spells in everyone's graveyard with it, correct? Idk though, it feels janky. If anyone has some streamlining suggestions for either win condition I'd really appreciate it, thanks.

Also: whenever I try to link my commanders card it pops up with decklists. He gives 3/1 graveborn tokens with haste when nontoken creatures die in case anyone doesn't know. Hence why the Mortuary combo would be so effective, since they can't really stop all the sac triggers. At least, i dont think it can be interfered with really. I'm just getting back into magic after a four or five year break, so sorry if I seem especially dumb rn.

mahdik on Adeliz’s Winds of Cinder

6 years ago

I playtested it, and to be quite honest there's not enough sorcery/instant. I had Magus of the Future on the table turn 5 and it took 4 turns of filling up my board of lands before spells that triggered my wizards appeared.

If you want my opinion, I strongly suggest getting your wizard count to about 12-15 instead of 20, and fill your deck with cheap cantrips like Thought Scour, Gitaxian Probe, Brainstorm, Sleight of Hand, Disrupt, Mental Note, Obsessive Search or even Peek. I think you catch my drift; cost 1, draw a card. That way you easily find your wizards and the stuff you need to trigger them.

Also, 40 lands for a otherwise pretty aggressive deck is WAY too much, I'd target 36, maybe even 35.

Searing Wind is just bad. Get that out of your deck XD

Otherwise, there's a long road ahead of you, but you're on the good way.

Xica on Savage Binding

8 years ago

Fury of the Horde is something you should consider, as you stated on reddit that you would prefer Savage Beating to Searing Wind

Loizo on It's a slippery slope

8 years ago

I did three lists when I discovered this commander so it's totally normal to have your problem. I ended up with

  1. Copies instant and sorcery and spell recursion and kills with big burn spells like Searing Wind

  2. Makes everybody draw, bounce and deals damage based on hand-size or mills to win

  3. Plays ramp and very big spells that allow me to take extra turns or to "spell cascade", get 12+ exp. Counters and kill with X-cost burn spells

Check out the instant and sorcery that have Proliferate! Very important. Also, don't forget to ask your playgroup what they think about storming out, taking extra turns and too much control as this may be considered as Anti-Play (this expression makes sense in french). If they don't like storm, play the (2) or (3). If no extra turns then (1). I hope I helped you choose a strategy. My preference goes to copying huge spells ten times and blasting everybody out of nowhere (1)

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