Unholy Heat

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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
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Unholy Heat

Instant

Andramalech on Uncouterable Reanimator

1 month ago

Sliverguy420 you make a great point, that is in fact.. a suggestion. I stand corrected. My suggestion for Unholy Heat is very simple- if your grave is full, and that's your plan, this card is the best spot removal (damage) that Mana can buy. And splashing one red? Not a big deal, in Legacy. The construction of the deck is a moot point though, because suggesting that you change how it's built is, as you pointed out- a suggestion. At the end of the day, I just want to assist Legendofmtg666 as they requested. So I apologize for my targeting, it was unnecessary.

Andramalech on Uncouterable Reanimator

1 month ago

Sliverguy420 didn't mention any removal despite saying you needed some- I recommend you include Unholy Heat, or potentially something like Krosan Grip so that you can stop the chaining decks like Storm from piling over you. Things like Force of Vigor help you for casting-for-free, and helping prioritize other slots of the deck. I don't know what budget you have at your disposal, but in terms of reanimating, I recommend you use a Sultai () shell to get the most out of your reanimating potential. Reanimate,Entomb,Animate Dead,Victimize are all considerable options for the prospect of bringing stuff back from the grave.

Don't forget that Graveyards are super easy to target, and having slots for your sideboard to counteract Graveyard removal are super important. Endurance would be a perfect inclusion for that role. Other cards that may help are Feldon's Cane, and Gaea's Blessing.

Best of luck with your deckbuilding, and don't forget that Life from the Loam also exists to help you snatch lands for casting on curve, while also filling your graveyard in order to have more reanimation targets.

IXALAN_Crazy on

1 year ago

Some thoughts from a fellow Murktide player:

Expressive Iteration over Serum Visions for greater card advantage.

I would add more disruption such as Unholy Heat and Spell Pierce over cards like Manamorphose and Izzet Charm.

This is more of a meta call but cutting 1 or 2 Ledger Shredders might be a good idea so your first game isn't miserable against Orcish Bowmasters

I've seen other people say this on here, but running a one of or maybe even 2 Blood Moon would be great in here, I would just cut Fiery Islet for off color fetches such as Misty Rainforest and add an island or two.

I like that you included Stormwing Entity a lot but depending how it plays the Ragavan, Nimble Pilferer would put more pressure on your opponent.

Icbrgr on

1 year ago

In my opinion Preordain is a delirium enabler... something Dragon's Rage Channeler or Unholy Heat would benefit from izzet Murktide Regent decks.... in the same way Serum Visions fell out of favor due to sorcery speed vs the instant speed of Opt/Consider I'm just not sure the scry 2 matters enough... might be worth it for trying to find sideboard cards ASAP but I dont think I'm sold.

cyeRunner on

1 year ago

I'd exchange the Sleight of Hand for Consider. You want to fill your graveyard for Delirium for Dragon's Rage Channeler & Unholy Heat and have enough card in the graveyard for the escape cost for Underworld Breach.
Sleight of Hand is only better than Consider against decks that run Orcish Bowmasters.

jdogz32 on [DOT] Damage over time

1 year ago

Your deck has almost 0 removal spells. I'd suggest adding some Lightning Bolt or Unholy Heat you are going to need some form of interaction while your setting up.

TheReal_MtGHaystak on Rakdos Pirates Modern

2 years ago

Love the idea! Pirates are one of my favorite MtG tribes and doesn’t get nearly enough support. I’ve also tried making a Pirate list for modern. As fun as it is, tribal decks just aren’t that viable. Some things that could help out though are lowering you mana curve, you’re wanting to build aggro but have lots of creatures with CMC 3 or higher, in aggro that’s just too slow. Firstly, if you can afford them, Ragavan, Nimble Pilferer. Arguably one of the strongest red cards in play right now. Dire Fleet Poisoner and Fathom Fleet Captain are both great options to keep around, and I after playing a similar list, I think Rigging Runner out performs Daring Buccaneer. Second, your spells are flavorful but ultimately watered down versions of better cards. You’ve got access to Fatal Push, Lightning Bolt and Unholy Heat as 1 mana removal and Terminate or Dreadbore in 2 mana, to name a few. I’d also look into Kolaghan's Command or Unearth as ways to recycle your pirates in the late game. Some hand disruption will also play well with pirates and you have access to Thoughtseize and Inquisition of Kozilek. Lastly, while I like Angrath a lot as a planeswalker, I’m not sure a 5 mana walker is the best fit in what wants to be an aggro deck. I think ultimately, by turn 5 you will rather have a definite win-con, and Angrath in here just seems a little “win-more”, without reliably being able to finish the game the turn he is played

wallisface on Viability of Elesh Norn, Mother …

2 years ago

Interested to hear peoples thoughts on the viability of Elesh Norn, Mother of Machines in Modern.

On the plus side:

  • it’s almost impossible to kill, being 5 mana gets around Fatal Push and most Prismatic Ending decks. She’s immune to Leyline Binding, Solitude and Fury. And her toughness evades both Lightning Bolt and Unholy Heat… there is very little in the format that can touch her.

  • Her abilities are both offensively powerful and potentially hugely disruptive to the opponents plans. I imagine if she can stay on the field for a few turns in grindier matchups, then the value gained will have almost certainly secured a win.

On the negatives:

  • She does nothing on entry, and you need to play other cards to get value from her.

  • 5 mana is a LOT in modern, and not normally a cost you’d want to be striving towards paying (most mana curves end at 3-4 mana).

So, what are peoples thoughts? Could the card be modern viable, or are there just too many hoops to jump through for this to be useful?

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