Soul Sear

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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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Rules Q&A

Soul Sear

Instant

This deals 5 damage to target creature or planeswalker. That permanent loses indestructible until end of turn.

amerika00 on Gyruda's Experiment

3 years ago

Fling Kazuul's Fury  Flip to gurantee landing damage with the large creatures. Crash Through could also work for similar reasons, and as a good card to cycle. Prismari Command for ramp and filling the graveyard. Soul Sear against indestructible. Divide by Zero to bounce bastions and pick up a situational lesson. Thassa probably wouldn't hurt, same can be said for the God. I would try to add at least a few more creatures to guarantee getting value from Gyruda.

legendofa on Confused?

4 years ago

Path to Exile resolves, since (I assume) it was cast in reaction to your Soul Sear . Once Path resolves, the chosen target for Soul Sear is no longer present, so it "fizzles" without doing anything.

Hypothetically, if you had Cancel led the Path, then the Path would be countered and the Soul Sear would resolve normally.

Essentially, the most recent action taken (spell, triggered ability, activated ability) is the first to resolve. This rule is often referred to as LIFO--Last In, First Out.

Wbg1415 on Confused?

4 years ago

An opponent casts Mistcutter Hydra at 4/4. I cast Soul Sear . My opponent thinks for a little bit and then casts Path to Exile on his mistcutter Hydra. Which spell actually resolves, the Soul Sear or Path to Exile?

NicodaPico on

4 years ago

i love the name first and foremost and i think the deck looks really neat. It's got alot of cool drgaons, lots of neat dwarves, its got a fair amount of ramp between artifacts and treasures, and its got a couple of board wipes. I think 39 lands is too many cause most of your cards are gonna be cheap dwarves and the bigger dragons you're gonna cheat into play anyways. dropping down to even 36 would probably be fine.

red has a big issue with removal when it comes to commander. abrade is a great start, but a well timed Lightning Strike , Lightning Bolt , Blazing Volley can help those dwarves swing in unimpeded. Footfall Crater has actually been a really fun card in my decks that i think you might enjoy, gives haste and trample to your dragons when they come in. Fire Prophecy and Soul Sear , Jaya's Immolating Inferno are also decent kill spells in commander. By Force is great for dealing with alot artifacts.

in terms of dwarves, Torbran, Thane of Red Fell is amazing, and i know you don't like the old frame cards but Dwarven Trader , Dwarven Scorcher , Spark Mage , Dwarven Grunt are some good one drop dwarves to play before magda so you can start making treasures turn two when she comes down.

TheVectornaut on jeskai

4 years ago

My main suggestion would just be to look for versions of your cards that do similar things for less mana. For instance, Soul Sear could probably be Lightning Bolt , Blazing Salvo , Mizzium Mortars , Thundering Rebuke , Roast , or Tears of Valakut if you're expecting flyers. Similarly, Dissolve and Ionize might be better as Spell Pierce , Counterspell , Hindering Light , Izzet Charm , Mana Leak , etc. depending on what you need to counter when.

The only other card I'll suggest (and I admit that it's a pet card of mine so I might be biased) is Myth Realized . It triggers prowess itself, grows from the same triggers as prowess, provides a mana sink in the late game, and is a creature that can conveniently dodge your own boardwipes whether they be Pyroclasm , Evacuation , or Wrath of God .

DanMcSharp on Standard burn

4 years ago

Hello,

First off, when you say "cutting the last few cards" do you mean to go from 83 to 60 cards? That's a lot of cutting! lol

Anyway, usually "burn" decks want to have a lot of cards that can hit the player's health, otherwise you could just be stock in a match-up where most of your cards don't do much. Maybe start by cutting a few copies of cards like Demon Bolt , Frost Bite , Tundra Fumarole , Soul Sear and Squash . Those cards make more sense when the "burn" part of the deck is only meant to help you stay alive into mid to late game, not as much when you try to use them as win cons. I'm guessing you mean to get the most out of Toralf, God of Fury  Flip with those spells, but instead I would cut a few copies of him as well.

You could cut a few copies of Aegar, the Freezing Flame since it's legendary. It's a good card but I don't think it's good enough to have 1 in play and be stuck with 2 more in your hand. Chances are you won't even be able to play it anyway since you only run 4 lands that produce blue mana as it is. On the other hand, Torbran, Thane of Red Fell is probably overpowered enough to stay at 4! lol

Speaking of lands, I'm not sure why you have a mix of basic lands and snow basic lands, might as well go all snow if you want to make use of them. Adding 4 Riverglide Pathway  Flip would probably be a good idea too.

If you had more blue mana in your lands you could probably afford to have some more useful cards like Negate in your sideboard instead of a full playset of Ox of Agonas and Tibalt's Trickery . Btw, just to be sure, that Tibalt card isn't meant to be used as a counter spell. It's meant to be used on your own spell in very wild combo decks that can predict the outcome.

Hopefully these suggestions are useful, cheers!

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