Unholy Heat

Unholy Heat


This deals 2 damage to target creature or planeswalker.

Delirium — This deals 6 damage instead if there are four or more card types among cards in your graveyard.

Latest Decks as Commander

Unholy Heat Discussion

OtiserieChicken on Sultai Murktide Tempo

1 week ago

thanks Chasmolinker! My testing has definitely shown that there's not enough graveyard support to warrant playing 4x Murktide Regent. In an ideal world, Murktide Regent is meant to be a finisher that comes down backed up by Counterspell or Force of Negation. Grim Flayer and Jace, Vryn's Prodigy  Flip are meant to be tempo plays that help fill the graveyard in the early to mid game. I think Grim Flayer is very vulnerable to Lightning Bolt and Unholy Heat. I am enjoying this deck, but I feel like I need to pick a direction, either focusing on early game with Delver of Secrets  Flip or mid game tempo with planeswalkers like Liliana of the Veil and Jace, the Mind Sculptor.

Yeti_Confetti on Faerly Odd Wizards

3 weeks ago

If you find room for Mishra's Bauble you could use Unholy Heat as your removal over bolt.

SynergyBuild on Mission Briefing

4 weeks ago

Double blue isn't my issue. Snapcaster is great because it can be an Ambush Viper on turn two, it can save you from two lethal attackers by chumping one and Unholy Heating another. Its a significantly powerful effect.

That being said you can use Briefing as a card in some lists from mill to control variants, but you'd be amiss to think it really compares favorably at all, and for tempo lists that use snap it'd be better to find a wholly different axis to gain an advantage.

Lucas88 on Izzet-Prowess

1 month ago

Here´s what i would do, cut 4x Stormchaser Mage, 2x lands and add x4 Unholy Heat and then add 2xLava Dart or 2x Spell Pierce...that my deck right there xd, i use lava dart, but in some matches i kinda wish they were spell pierce lmao

wallisface on I heard you like bounces...

1 month ago

Some thoughts:

  • There's going to be one big issue this kind of deck is going to face - you're constantly putting yourself at a large card-disadvantage, which will mean in the long run, you'll run out of resources, and your opponent will rebuild.

  • I get that you have Jace's Archivist as a way to get more cards, but with the sheer quantity of 1-mana killspells in modern, it feels like it'll never resolve its ability.

  • Note also, that because of fetchlands, your opponent can play-around what you're doing (i.e. only fetch when the mana is needed, or if targeted) - meaning that most opponents will be able to cast any spell they want in their deck with relative ease.

  • As one final point of problem, you have no current way to close out the game. Without a way to quickly win, your opponent is almost guaranteed to stabilize at some-point, and then beat you.

There's no easy answers to these problems, but here are some thoughts:

  • Bounce cards inherently put the caster at a disadvantage, because they're losing a card, and the opponent by-default isn't losing anything. To provide you some staying power, and a chance at an actual lock, I'd recommend running Isochron Scepter. While this card is fairly risky to play in modern (due to the chance of getting 2-for-1'd), I think its your best bet for being able to set up a continual source of bouncing.

  • You need a reliable way to actually win the game, before your opponent stabilizes (because, they will). I think a good candidate could be Deep-Sea Kraken, as it's very hard to remove (doesn't die to Prismatic Ending, Fatal Push, or Lightning Bolt. Admittedly Unholy Heat does pose an issue, but it's still pretty resilient)

  • I think you need a few more 1cmc cards to prevent getting overwhelmed right at the start of the game. Void Snare is decent, so I'd think you'd want a playset of that, alongside something like Unsummon or Vapor Snag. I do get that you want to focus on lands, but there are a LOT of 1-drop creatures that could blow you out of the water if left unchecked.

  • I think Remand is better than Counterspell here. You don't care that your opponent will get the card back in hand, because you're hoping their hand will be full anyway. And Remand helps you keep cards in your hand, so that you can keep the momentum up.

  • I don't think you need Radiant Fountain. The extra life is never going to swing the game either way imo (if you can't get the lock, you're screwed whatever your life total). I think a bigger threat is drawing too many lands and so running out of options. I'd suggest just playing 20-21 islands, and no Radiant Fountain. You'll be able to do more with the extra 2-3 spells than some lands that offer the wrong colour.

Icbrgr on Modern Prowess

1 month ago

Delver of Secrets  Flip and Dragon's Rage Channeler could also fit this playstyle... throw in some Mishra's Baubles with Unholy Heat and see how it goes?

Icbrgr on Modern Prowess

1 month ago

Besides mana base improvements with shocks, fetches id say get more/different cantrips... Quicken is cute but i'd think you would be better off with Opt or Serum Visions to get the draw and have topdeck manipulation to set up your next draws better... Consider is somthing else that would fit the bill and has great synergy with Unholy Heat and another option mayber over Show of Confidence?

heckproof on Draw-Go No

1 month ago

@Balaam__ I used to wonder too, but once you use Memory Deluge, I promise you'll never look back. I used to play Jace, the Mind Sculptor and now I don't, because the flashback late-game is gas and Jace just ends up dying to Unholy Heat. Memory Deluge is basically Modern-legal Dig Through Time.

Although I'm also open to feedback; was there another card you had in mind?

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