Smelt-Ward Ignus

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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
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Smelt-Ward Ignus

Creature — Elemental

, Sacrifice Smelt-Ward Ignus: Gain control of target creature with power 3 or less until end of turn. Untap that creature. It gains haste until end of turn. Activate this ability only at any time you could cast a sorcery.

Skippyeights on

5 years ago

As far as what to remove from the existing build, I am wondering if it may be time to pull some of the goblins, probably the Goblin Instigator . Two mana gets you two creatures. If you swapped in Reassembling Skeleton , you could get one creature for two mana that, unless you opponent has some way to exile, stays around forever. I have played games on Arena where I've sacked the same skeleton three times in the same turn to get my harpy big enough to take out an angel or other big flier.

The Goblin Motivator s could be replaced with the Smelt-Ward Ignus to give you more creature control.

Lose the Severed Strands in favor of Bedevil , an obvious swap I think.

Finally, I hate to say it but it might be time to lose Angrath. When I have played him, I usually have had to use the -3 ability as soon as he was cast. Otherwise, he is gone before my next turn comes or is dinked so consistently that I can never build enough loyalty counterd to blow off the the final -8 ability. People really don't like the +1 so they tend to throw things at him until he is eliminated (which, I guess, could be a good thing). You could replace him maybe with Judith and/or the Haunt.

Skippyeights on

5 years ago

Reassembling Skeleton is much better than Gutterbones for a sacrifice engine. It returns immediately to battlefield whereas Gutterbones has the life loss requirement and returns to hand. Gutterbones is better for aggro attack.

I agree with the Priest of Forgotten Gods especially later in the game. Double sack plus direct life loss AND card draw is awesome.

Judith is also good, but I disagree about the Fireblade Artist because all of your deck's creature stealing capability is at the speed of a sorcery and until end of turn. The Fireblade Artist has to be used during upkeep. You can sack your own tokens, but you may have better uses for those--reactive uses like block-and-sacks.

Light Up the Stage was really good in limited during the prerelease and that should carry over to constructed.

Bedevil is broken...use it.

Theater of Horrors is a way to accelerate the deck, but I would be really concerned using it against any control because you could permanently exile some good cards.

Any Black and/or red card has possibilities, but if you want to keep focused on steal and sack, I like: Bankrupt in Blood , Bloodmist Infiltrator , Drill Bit (for sideboard against control), Vindictive Vampire , Goblin Gathering , Smelt-Ward Ignus .

The Haunt of Hightower could be really powerful but is really expensive. You could sub it in or out depending on your opponent.

Of course, Blood Crypt .

Quadsimotto on RB Demon Sacrifice (Updated with WAR)

5 years ago

I really like the idea but i would want a two fer by sacking opponents creatures to bring in my own. Act of treason or the Smelt-Ward Ignus from the new set would be good in this.