Torment of Hailfire

Torment of Hailfire

Sorcery

Repeat the following process X times. Each opponent loses 3 life unless that player sacrifices a nonland permanent or discards a card.

Latest Decks as Commander

Torment of Hailfire Discussion

multimedia on Chainer Nightmare Reanimator

3 days ago

Hey, if you're wanting to take your deck into 8 or more power level (PL) then you really need to decide how you want to win the game? At 8 PL or higher to win infinite combos are the way to go. Chainer doesn't need to be a piece of the combo, his discard can be an enabler. Since Chainer cares about creatures then using combos that involve creatures is best.

Some creatures to play for combos: Worldgorger Dragon, Mikaeus, the Unhallowed, Kiki-Jiki, Mirror Breaker, Gravecrawler, Blood Artist, Zulaport Cutthroat, Walking Ballista, Murderous Redcap, Pitiless Plunderer, Dualcaster Mage, Reassembling Skeleton.

Some enablers for combos to play: Viscera Seer, Carrion Feeder, Goblin Bombardment, Altar of Dementia, Phyrexian Altar, Ashnod's Altar, Animate Dead, Dance of the Dead, Necromancy, Twinflame or Heat Shimmer.

Some win conditions for the combos: Blood Artist, Zulaport Cutthroat, Walking Ballista, Murderous Redcap, Zealous Conscripts, Gray Merchant of Asphodel, Dualcaster Mage, Purphoros, God of the Forge, Mayhem Devil, Goblin Bombardment, Bontu's Monument, Aetherflux Reservoir, Sunscorched Desert, Impact Tremors, Cut / Ribbons(Ribbions), Torment of Hailfire.

Some cards to play to protect combo: Deflecting Swat, Tibalt's Trickery, Pyroblast, Red Elemental Blast, Dualcaster Mage, Reverberate.


Beyond combos some other good creatures to play: Dockside Extortionist, Magus of the Wheel, K'rrik, Son of Yawgmoth, Crypt Ghast, Plaguecrafter, Dualcaster Mage.

Expanding on loot can help to draw and get creatures faster into your graveyard: Buried Alive, Magus of the Wheel, Cathartic Reunion, Thrill of Possibility, Tormenting Voice, Azra Oddsmaker, Sire Of Insanity, Seize the Spoils.

Expanding on fast mana and/or big mana producers helps to have more mana to cast more spells which can assemble combos faster: Dockside Extortionist, K'rrik, Son of Yawgmoth, Crypt Ghast, Mana Crypt, Dark Ritual, Rite of Flame, Cabal Ritual, Burnt Offering, Sacrifice.

If you're interested in any of these suggestions then I offer more advice in another comment that includes further explaining the combos, more card advice as well as cuts to consider.

Good luck with your deck.

LittleMy on Crucible of Worlds, Prerelease Uro, …

3 days ago

Heya, I apologize for not specifying more, I did leave it vague, so my fault. I should've listed other cards im looking for in specific.

I already own both a Rhystic Study and Cyclonic Rift, they're in my trade binder, along with all the other cards I own (and open to trade). My group proxies so I just need one.

Im mainly looking for:

  1. Any of the planeswalkers
  2. Forced Fruition
  3. Rise of the Dark Realms
  4. Mystical Tutor
  5. Omniscience
  6. Mind Over Matter
  7. Torment of Hailfire
  8. Damnation
  9. Toxic Deluge

BlackGtitan on Horror Creeping in the Shadows

1 week ago

Thanks for the suggestion Brian-123 ! All fantastic suggestions and all cards I have in my binders/ collection and most that I cut, or had out when building, with reasoning.

So this is what I'm thinking:

  1. Both Traumatize and Fleet Swallower are both brutal cards but due to mana cost I held off on them for cheaper options to have more access to spells like Fractured Sanity and Tasha's Hideous Laughter Mill was always more of a way to fill the graveyard while still having mana to play other cards at the same time, mainly just to speed up.

  2. I only have one copy of Painful Quandary and it's currently being used in another deck, but I agree would work in here ... but what to swap for it?

  3. Torment of Hailfire and Exsanguinate are glorious cards, that I use in many decks and have copies to play for this deck but what I feel is the mana production and deck is just not optimized to take full advantage of them correctly at this time, thus they sit for the time being, which leads me to my next point...

  4. Nyx Lotus sat on my table and I stared at it.... stared hard at it, thinking if I could a. Take full advantage of it and b. Want to spend 4 mana to have it come in tapped and risk having a board wipe that makes it a dead rock.

  5. Clone Legion and Trailblazer's Boots are definitely on the radar!

  6. Finally, I have to agree with Grimoire of the Dead being good, but slow and I worry as I work closer to graveyard hate that it might not be as effective.

Wow! Lmao thanks again for everything and for making my brain work.

Brian-123 on Horror Creeping in the Shadows

1 week ago

another mill half your deck card= Traumatize & Fleet Swallower

Painful Quandary= is a nasty card to help force discard and deal 5 damage

Trailblazer's Boots=for unblockable, but I figured Whispersilk Cloak was for the protection

Exsanguinate for some massive damage A must in any commander deck for a big mana rock when you need it Nyx Lotus

Torment of Hailfire is one of my favorite cards

Clone Legion yes i know heavy on the mana but its commander and games stretch. its fun to us if your opponent has a big field, you can copy any field even your own hense helping with tokens

Grimoire of the Dead= i know it might be slow

Icaruskid on Return of the Queen (Long May She Reign)

1 week ago

Great theme song! I like the style of what you've built here and would play it as-is right now!

Some notes:
- Breena isn't card draw. It's a good card though. Also your monarch cards count as card draw. ;)
- Faithless Looting would be better if you were running Reanimate or recursion spells. Night's Whisper might be better.
- Mythos of Snapdax is OK but probably hits your own permanents harder than you'd like. Consider Blasphemous Act, Vanquish the Horde, Wrath of God or my latest personal favorite Promise of Loyalty there. Those still hit your creatures too but on an empty board monarch shines.
- Open the Armory is good but Fighter Class was built for Sunforger.
- Everyone has their own preference for win conditions in control decks. Debt to the Deathless, Exsanguinate, Torment of Hailfire, Master of Cruelties, Approach of the Second Sun, and Revel in Riches are all popular. One I found recently that might be interesting is Near-Death Experience. It needs support cards to make it work but they are spicy like Stunning Reversal and Plunge into Darkness. It also pairs with Master of Cruelties and life swap spells. This list is a good example for more ideas is you like that path.

Here is my Queen Marchesa deck with its own theme song (less original than yours). You might like it.

Have fun ruling the battlefield!

Brian-123 on Ferngully (Help Wanted!)

1 week ago

Maybe good here for making fairies and that life destruction, I suggest these cards (ps I don"t need oppinion from god tier players who got $100 to blow on fricken cards)

Door of Destinies Exsanguinate Exsanguinate Torment of Hailfire Haunting Voyage Painful Quandary Clone Legion Predators' Hour Shark Typhoon

some powerful cards in my oppinion I use and have many in my commander decks maybe they might help greatly in this deck I don't know

Xerzaph on Pick-Up Sticks

2 weeks ago

This deck is really cool man. Looks really strong too. I'd be interested to see how it plays.

Just one nitpick: Collective Brutality doesn't allow you to choose the same mode more than once, so it's not really possible to finish with it. Alternatively, Torment of Hailfire or Exsanguinate could get the job done.

Defense Grid may also be worth including as a weaker city of solitude.

ClockworkSwordfish on Criminally Underplayed EDH Gems

3 weeks ago

No shortage of 'em, that's for sure...

Hull Breach: The same card advantage of Return to Dust and at the same speed... but for half the mana. It's a common, too. How this two-for-one superstar was ever forgotten was beyond me!

Blood Frenzy: Mono-Red is somewhat lacking in hard removal. Sure it can throw direct damage at creatures, but EDH is the world of big plays, and sometimes a fattie will come along who is simply too big to burn. Blood Frenzy can kill any attacking or blocking creature for just two mana - while coming with a free Scorching Missile! This type of card takes advantage of the multiplayer format that EDH often is: If Player A attacks Player B with a big creature, you can use Blood Frenzy to make the creature hit Player B for four more points while conveniently disposing of it right after. Whoops, you just did Doom Blade better than black could ever dream of.

Aftershock: Blood Frenzy is cheap and powerful but a little specific in what it can target. Aftershock can flat-out destroy any permanent of the three most common types with no restrictions! This kind of versatility at four mana comes with the acceptable caveat of 3 life, which is a pittance when you start with 40. If you're making a mono-red deck, the flexibility of Aftershock should make it a staple.

Repopulate: Graveyard hate for decks without access to black - and it's an instant, so you don't lose the element of surprise like if you run artifact solutions. It can also fight against milling effects if you're desperate. Don't need graveyard hate? Hey, you can just cycle it away for something else!

Kill Switch: Playing a colour that can't deal with artifacts? Crank this guy every turn and you'll shut them all down! A Blightsteel Colossus is only scary if it can move. You can even still use mana rocks and attack with artifact creatures on your turn, then activate Kill Switch afterwards to keep anyone else from having access to their own trinkets.

Duskmantle, House of Shadow: Does anyone in your playgroup run Cruel, Enlightened, Mystical, Personal, Sylvan, Vampiric or Worldly Tutor? How about Harbingers, Volrath's Stronghold or Momir Vig? It can be comforting to have an anti-tutor just sitting in play, making mana when you don't need it.

Mitotic Manipulation: Monoblue can't do mana acceleration, right? Under most circumstances, Mitotic Manipulation is three mana to put an Island into play untapped - last I checked, that's better than the ever-popular Wayfarer's Bauble. Plus, once in a while you might get to pull out a Sol Ring, Gilded Lotus or other format staple if one of your opponents already has theirs.

Coalition Honor Guard: Long before Spellskite was zooming the toys away from Boggles decks, this unassuming common was doing the same. The Honor Guard is a nightmare for any Voltron-style deck that leans heavily into auras, including the common Zur and Uril builds. It also soaks up removal that would be pointed at key cards, such as your own commander.

Warping Wail: This counterspell can be played in any colour and even has some other modes. Any EDH deck without access to blue can still run this to prevent untimely board wipes, extra turns, and plenty of game-ending cards: Debt to the Deathless, Exsanguinate, Finale of Devastation, Genesis Wave, Insurrection, Rise of the Dark Realms, Torment of Hailfire... any number of effects you never want to see your opponent resolve.

Heat Shimmer: This mundane-sounding sorcery can do some heavy lifting, particularly in a colour pie as shallow as red's. Shimmer allows you to bring the heat by copying not only the best comes-into-play trigger on the field, but also any fun triggers from attacking, dealing damage, and so on. This can be a roundabout way for red to ramp, draw cards or borrow the nasty abilities of Resolute Archangel, Terastodon and other off-colour haymakers. Don't forget you can also get a permanent copy of your token if you Populate it before it's gone.

Bind: The best cards are often not only powerful but completely unexpected. Green isn't exactly known for its countering, but this cheap cantrip lets any mono-green deck stop combos, hose Strip Mine/Ghost Quarter, prevent a planeswalker ultimate or turn Aetherflux Reservoir into a losing proposition. All this for two mana and it even replaces itself!

Arena of the Ancients: We all know Karakas is banned for hosing commanders too hard, but the Arena does a decent impression and is still fair game. This cheap artifact can tap down even commanders with hexproof or vigilance and keeps them locked down - especially useful for colours that don't typically have strong control options, like black and/or red. It's another easy answer to voltron commanders.

Righteous Aura: This card doesn't read as too impressive, but performs a lot better than you might think. 2 life is a pittance in the face of some of the steroid monsters you'll see in any given EDH game, and it allows you to ignore Commander damage entirely as well as any other non-creature or even non-permanent threats that might take a chunk out of you. Best of all, it doesn't even target, allowing it to bypass hexproof, shroud and protection.

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