Tarfire

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Tarfire

Tribal Instant — Goblin

Tarfire deals 2 damage to any target (creature, player or planeswalker).

wallisface on

1 year ago

Nice build! Some thoughts:

  • Shock and Tarfire aren't worth running. Spending a card to only deal 2 damage is too low, and the reason that burn decks have to have every burn card deal 3 at a minimum.

  • Krenko, Mob Boss is never worth running, it will be too slow to cast with only 18 lands, and is a better fit in a more tempo-based build. As a deck that looks pretty-close to 8-wack, you want to be playing as aggressively as possible. I'd put Goblin Chieftain in a similar boat, though it is still playable (though something to potentially ditch)

  • Currently you're only running 4-wack (Goblin Bushwhacker). I think you should be upping that count to 8-wack, by also including a playset of Reckless Bushwhacker.

  • For a better lord effect than Goblin Chieftain, I'd suggest Rundvelt Hordemaster. Its lower mana cost is relevant, and can help you maintain being aggressive and not mind losing creatures in combat

Rhadamanthus on Door of Destinies and shrines

1 year ago

The problem here is that Shrine isn't a creature type, it's an enchantment type. You won't be able to choose "Shrine" for Door of Destinies. The Shrine creatures (Go-Shintai of Shared Purpose, etc.) don't actually have any creature types, so Door won't be able to help them. I would have expected them to be Spirits but I guess it wouldn't fit on the type line.

Interactions like this will work for non-creature Tribal spells, like Bitterblossom, Tarfire etc. because the list of Tribal types is defined to be the same as the list of Creature types, so if you want to choose a Creature type that appears on one of your Tribal spells, you'll be allowed to do that (Door of Destinies was printed in a block of sets with a Tribal-type subtheme and this interaction was intentional).

TapatioDorito on Budget Burn

1 year ago

Temur Battle Rage or Assault Strobe could be especially dangerous here. TBR enables Trample onto both Bedlam Reveler and Vexing Devil even if they are alone on your side of the field. You can also use Flame Rift as a risky but higher source of player damage, and Unholy Heat to deal with creatures, since you will likely want to go after Delirium anyway.

Finally, if you're going for a Shock type of card, try Wild Slash, Play with Fire, or even Tarfire, as Tribal is a card type that Delirium checks for.

SeekerofSecrets on Izzet Aggro 2?

1 year ago

So let’s go through prowesses ideal game

T1 soul-scar pass

T2 swifty, any 1 drop spell hit for 4

T3 manamorphose, bolt, dart, flash back dart

That’s 19 damage on t3, which would be lethal if your opponent fetched and didn’t have a blocker.

You want to maximize your chance of having multiple prowess creatures online as soon as possible which is why soul scar is so great. It also pairs well with Crash Through, if you hit a 5/5 with bolt, it shrinks down to a 2/2 which you can then trample over with for more damage. I would also play Unholy Heat in the side board to shrink a murktied.

I personally love delver, it’s a pet card of mine but without brainstorm it’s incredibly inconsistent. It’s damage output is also significantly lower than a prowess creature. In the best case scenario it does 6 damage on t3. For a soul-scar mage to match this you need to cast 4 spells over 2 turns, which this deck can do much more consistently

Think of lava dart in the context of the number of prowess creatures you have. With 1, it represents 4 damage, the same as a bolt. With 2 creatures, 6 damage. With 3 creatures, 8 damage. It scales. It also gives you something to do with extra lands, your deck only really needs 3 to function, and you’ll have have more than that allot of the time due to the amount of card draw that you have.

Darcy aka dragons rage Channeler is sneakily the glue that holds all of this together. The deck wants to chain as many spells as it can. Darcy fixes your draws to draw more spells, bins lava dart for value and can hit for 3. You right though, without fetchlands you may also want to include 2 Seal of Fire. Notably Tarfire is a “tribal instant” so it counts as 2 card types for delirium. If you include seal of fire you now have 6 types for delirium; instant, sorcery, land, creature, tribal, enchantment. Mishra's Bauble is the first upgrade for the deck to replace tarfire/seal of fire.

Spells that target your creatures open you up to 2 for 1s. So let’s say you cast dragons mantle targeting a creature, in response you opponent kills your creatures, your down 2 cards with no upside while your opponent only spent 1. If you cast crash through, it doesn’t target so it still resolves and you get your card. you and your opponent are on parity.

Good luck! I love prowess, I have 1000s of games with it and always recommend it as an entry point to modern.

Travenura on Izzet Aggro 2?

1 year ago

Hello SeekerofSecrets! First off, thank you for being the first to comment.

I love how consistent mono decks are with their mana base, which is why when I first started playing modern I played mono red goblins. I'm fine with going mono red is what I'm getting at. It's my favorite color after all! :D

I'd like to know more about why you'd include Lava Dart, Soul-Scar Mage and Dragon's Rage Channeler (is that Darcy?).

Isn't lava dart too weak? Even if it does eventually act as a Tarfire isn't sacrificing a mountain more detrimental than doing 2 damage total? Am I missing something?

Soul scar mage has prowess but it doesn't have haste. If you compare it to Delver of Secrets  Flip, soul scar mage needs a damage source from you, which means a card from your hand, most of the time. I understand that delver makes you lose the element of surprise, and doesn't have haste, but passing through your opponent's creatures with a 3/2 flier as soon as your next turn is pretty good, is it not?

Finally, dragon's rage channeler in this deck will only trigger if you have at least one of a land, instant, sorcery, and creatures. That's a lot to ask for is it not? Wouldn't you want to run enchantments or artifacts to get Dragon's rage channeler to trigger easily? Plus there's only 8 sorceries total.

P.s. Crash Through does let you draw a card, but is the trample really that good? Why not Dragon Mantle for example?

SeekerofSecrets on Izzet Aggro 2?

1 year ago

So I’ve played allot of budget blitz and this is how’d I build it on a budget

18 Mountain

4 Dragon's Rage Channeler

4 Monastery Swiftspear

4 Soul-Scar Mage

4 Electrostatic Infantry

4 Lightning Bolt

4 Lava Dart

4 Mutagenic Growth

4 Tarfire

4 Manamorphose

4 Light Up the Stage

1 Reckless Impulse

3 Crash Through

This will give you a really fast, consistent deck that’ll win you games. It definitely has the power to take down fnm with some good draws. Without fast/shock lands playing 2 colors is just to risky for an agro deck.

Everything is in the $5 budget, Manamorphose and soul scar are borderline but they’re just such a solid cards.

I hope it does well for you! If you decide to stick with your list, I’d definitely add dart, Darcy, tarfire and light up the stage. It’ll increase the overall power level considerably

Balaam__ on Jund Delirium

1 year ago

The basic shell looks solid, and I like the variety the Delirium aspect brings. At a glance I’d say Tarfire should be cut in favor of more Lightning Bolts if you have them, or perhaps more Unholy Heat.

drow468 on Gobbos

1 year ago

Hi Asiimov, thanks for the comments and suggestions! I can see how Mad Auntie and Boggart Birth Rite could be useful, however, I'm not sure if they're valuable enough to include in this deck. While snoop is pretty vulnerable to removal, the deck can function well enough if it is answered (and I can pretty easily find another one if needed). So while they could be helpful, I think I would almost always prefer drawing or tutoring for another card instead.

Goblin Grenade is really interesting and I really like that idea. What I may do is put in a few copies of Tarfire in the sideboard, because that can be tutored or played from the top of the library with snoop. I'm sure grenade would work just as well if not better though, I just personally like the utility of getting some burn damage in whenever I need with tutors. Thoughtseize and Earwig Squad are also good ideas and I think I'll put them in the sideboard at some point, depending on the meta.

Blood for Bones is cute and could do some crazy things, I think it might just be a little slow for modern. If you end up building a goblins deck and run that card, let me know how it goes!

Finally, I think you could definitely get away with 22 lands. I decided to go with 23 because I've found that matches with this deck can get kind of grindy and missing land drops can be brutal, but playing with 22 lands is definitely doable if you replace that land with a card with a low converted mana cost.

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