Blaze Commando3WR
Creature - Minotaur Soldier (U)
Whenever an instant or sorcery spell you control deals damage, put two 1/1 red and white soldier creature tokens with haste onto the battlefield.
5/3
So the 3 toughness is pretty harsh but... technically speaking he turns EVERY burn spell you have into a 2-for-1. Oftentimes even a 3-for-1 if you also remove a creature...
Seriously, that is a lot of value if he lives to the untap step. I would probably use this over Assemble the Legion in most decks.
Two guys with haste is pretty nuts. Nice build-around card. Some kind of burn control concoction with Master of Cruelties, this guy and Guttersnipe?
...And what's with Wizards not previewing R/ Minotaurs? With GTC it was Boros Reckoner, now this time it's both this guy and the combat shenanigans rare.
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that's not what happened at all. kamahl stabbed phage, akroma, and some old lady and they became korona. then korona got stabbed by her "prophets" and kamahl got drunk with a mutant centaur
Disclaimer: I'm an idiot. Someone help me out here. I play in big 8 player FFAs where everyone plays tons of creatures. Let's say I cast this guy and Earthquake. Do I get a billion tokens or do I get 2?
Disclaimer: I'm an idiot. Someone help me out here. I play in big 8 player FFAs where everyone plays tons of creatures. Let's say I cast this guy and Earthquake. Do I get a billion tokens or do I get 2?
I'd say 2, all the damage happens at once does it not?
As far as the creature is concerned this is another good one that caught my eye
The 3 toughness is going to be a serious issue but if his trigger happens then you are in serious business; not the kind of creature you cast ASAP
Agreed, I see this guy being most at home in either Dega Midrange or American Control as a finisher that you build up to. Preferably, I would play him with 6 lands out on the field so I could benefit right out of the gate with a pillar.
I'd say 2, all the damage happens at once does it not?
Yeah but Chandra's Spitfire gets +21/+0 if I hit 7 people with Sizzle. Isn't it the same thing? Again, legit asking, because I'm an idiot when it comes to the rules.
Relevant ruling on the Spitfire: 8/15/2010: In a multiplayer game, if a source such as Earthquake deals damage to multiple opponents at the same time, the ability will trigger that many times.
I want to know if this thing is as stupidly powerful as I think it is (in my casual, multiplayer games obviously).
My first thought is that it's meant to be played with Legion's Initiative to keep it out of spearing range and pump the tokens. 5/3+1/1+1/1 isn't all that, but 6/4+2/2+2/2 looks pretty sweet.
Shame that 1) you can't save the tokens with Initiative, and 2) while Blaze Commando is good for battalion, Initiative probably isn't (since you'd probably rather drop a bear than a 2cmc enchantment if you're trying to gather the troops).
If I'm not mistaken, you can Blasphemous Act everything (including your Boros Reckoner) and then attack with the soldiers? That sounds fun.
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Stay reasonable, be mindful of your expectations and don't feed the trolls.
Yeah but Chandra's Spitfire gets +21/+0 if I hit 7 people with Sizzle. Isn't it the same thing? Again, legit asking, because I'm an idiot when it comes to the rules.
Relevant ruling on the Spitfire: 8/15/2010: In a multiplayer game, if a source such as Earthquake deals damage to multiple opponents at the same time, the ability will trigger that many times.
I want to know if this thing is as stupidly powerful as I think it is (in my casual, multiplayer games obviously).
Chandra's Spitfire gets pumped each time an opponent takes damage, so 7 opponents taking damage would give you +21/0.
BUT Blaze Commando reads "Whenever an instant or sorcery spell you control deals damage, put two 1/1 red and white soldier creature tokens with haste onto the battlefield."
This means that it only triggers when the sorcery or instant DEALS damage and not when each opponent or creature TAKES damage. So you would get 2 tokens.
From the DGM FAQ: "Blaze Commando’s ability triggers each time an instant or sorcery spell you control deals damage (or, put another way, the number of times the word “deals” appears in its instructions), no matter how much damage is dealt or how many players or permanents are dealt damage. For example, if you cast Punish the Enemy and it “deals 3 damage to target player and 3 damage to target creature,” Blaze Commando’s ability will trigger once and you’ll get two Soldier tokens."
I think this guy is a super solid for limited, first pick kind of creature. I'd love to build a type 2 legion's burn deck with him at the top of the curve, but isn't Thundermaw usually going to be much better anyway???
would i only get 2 tokens if i play punish the enemy
Yes. The way it is worded, each time you cast an instant or sorcery you just ask one basic question: did it deal damage? It doesn't how much, or to how many targets. Gut Shot, Sizzle, Earthquake, Punish the Enemy, and Aurelia's Fury all make the exact same number of tokens: 2.
I like it a lot. Probably not good enough for standard as a 5/3 for 5 CMC with no immediate impact on the board (unless you have Gut Shot or more mana up) and no protection. He's awesome in limited and intriguing in casual and commander though. Quite the Battalion-in-a-can for Boros
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Anyway, I saw this card and is one of those cards I totally LOVE. It sure knows how to have fun with Pyromatics or any other replicate engine out there. Djinn Illuminatus and Pillar of Flame? Sure, why not?
I like this guy, hes not great, but 2 free creatures every time you cast a burn spell is nothing to sneeze at.
And what about the interaction between this guy and Clan Defiance? If I read it correctly, you would get 6 tokens (assuming there are 3 legal targets)? That seems pretty good.
What deck wants a 5 drop that doesn't win the game?
This seems worse than Talrand, and he sees no play.
Maybe Tarland comes 1 turn earlier but, Tarland tokens doesn't have haste. That makes a difference. And Hellrider would be so pleased of meeting these Minotaur, maybe they could make some weird mid-game strategies out there.
If it said source it would trigger off combat damage also. That could get out of hand real quick. I guess they could have specified it as "non-combat" damage but even then the potential for recurring damage could get problematic.
Maybe Tarland comes 1 turn earlier but, Tarland tokens doesn't have haste. That makes a difference. And Hellrider would be so pleased of meeting these Minotaur, maybe they could make some weird mid-game strategies out there.
The fact that Talrand costs 1 less is about 5 items down on the list of reasons he's better than this card.
1 Only burn spells; there are about 3 burn spells playable in standard right now, and no deck runs more than about 6-8 total. A deck build around this guy would have to run them all, and given the prevalence of life-gain (read: thragtusk) a burn deck seems absolutely terrible right now.
2 the haste is pretty bad; who wants to burn things before combat? Burn is best either as a combat trick or at the end of your opponent's turn. The fact that the tokens have haste just encourages you to misuse your burn.
3 2 1/1s without evasion are worse than a 2/2 with evasion
4 it's more color intensive than Talrand, and requires white in a deck that probably really wants to be U/R. I can't think what other white effects you'd want, although there are plenty of good white cards you could through in just cause they are good, not because they fit with the deck.
5 Cost.
Seriously, this card is awful in standard right now. Just awful.
1 Only burn spells; there are about 3 burn spells playable in standard right now, and no deck runs more than about 6-8 total. A deck build around this guy would have to run them all, and given the prevalence of life-gain (read: thragtusk) a burn deck seems absolutely terrible right now.
"Playable" is not the same as "played"... there may be only 3 spells played in standard right now, but there are a lot of them playable outside... with those 3 maybe you mean Pillar of Flame, Searing Spear and Bonfire of the Damned. But there is also Skullcrack, Rolling Temblor (a good pseudo Pyroclasm with flashback), Massive Raid (which saw no play because there wasn't any good supports for it), and of course, Mizzium Mortars (which I'm sure it is tournament played), I deliberately didn't write about other 7 burn spells right now, they are not that great (except Burn at the Stake).
2 the haste is pretty bad; who wants to burn things before combat? Burn is best either as a combat trick or at the end of your opponent's turn. The fact that the tokens have haste just encourages you to misuse your burn.
That's totally true. Also, who wants to play creatures without haste before the combat step?... lemme see... someone who wants to buff their evolve creatures or Champion of the Parish. I see this case as the same, you trade value in order to make it work.
3 2 1/1s without evasion are worse than a 2/2 with evasion
But 2 1/1 which can attack the same turn is something. THey may have no evasion, but we consider you're using your burn spells to take down blockers too, that's 1 turn of advantage, and amount of creatures matters for some strategies. It would be worse if you were populating, but if you're aiming for Burn at the Stake, you won't prefer your 2/2 drake.
4 it's more color intensive than Talrand, and requires white in a deck that probably really wants to be U/R. I can't think what other white effects you'd want, although there are plenty of good white cards you could through in just cause they are good, not because they fit with the deck.
WRU exist, doesn't it? It is more intensive than Tarland, but current format allows very friendly 2-3-4-5 colored decks, you barely have problems with mana fixing.
Creature - Minotaur Soldier (U)
Whenever an instant or sorcery spell you control deals damage, put two 1/1 red and white soldier creature tokens with haste onto the battlefield.
5/3
So the 3 toughness is pretty harsh but... technically speaking he turns EVERY burn spell you have into a 2-for-1. Oftentimes even a 3-for-1 if you also remove a creature...
Seriously, that is a lot of value if he lives to the untap step. I would probably use this over Assemble the Legion in most decks.
...And what's with Wizards not previewing R/ Minotaurs? With GTC it was Boros Reckoner, now this time it's both this guy and the combat shenanigans rare.
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I'd say 2, all the damage happens at once does it not?
As far as the creature is concerned this is another good one that caught my eye
The 3 toughness is going to be a serious issue but if his trigger happens then you are in serious business; not the kind of creature you cast ASAP
Agreed, I see this guy being most at home in either Dega Midrange or American Control as a finisher that you build up to. Preferably, I would play him with 6 lands out on the field so I could benefit right out of the gate with a pillar.
As for the earthquake question, I have no idea...
Yeah but Chandra's Spitfire gets +21/+0 if I hit 7 people with Sizzle. Isn't it the same thing? Again, legit asking, because I'm an idiot when it comes to the rules.
Relevant ruling on the Spitfire:
8/15/2010: In a multiplayer game, if a source such as Earthquake deals damage to multiple opponents at the same time, the ability will trigger that many times.
I want to know if this thing is as stupidly powerful as I think it is (in my casual, multiplayer games obviously).
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Green - Blue - Red - White - Gold
There is buried treasure everywhere...in a graveyard.
Shame that 1) you can't save the tokens with Initiative, and 2) while Blaze Commando is good for battalion, Initiative probably isn't (since you'd probably rather drop a bear than a 2cmc enchantment if you're trying to gather the troops).
If I'm not mistaken, you can Blasphemous Act everything (including your Boros Reckoner) and then attack with the soldiers? That sounds fun.
Stay reasonable, be mindful of your expectations and don't feed the trolls.
Doomsdayin'
Chandra's Spitfire gets pumped each time an opponent takes damage, so 7 opponents taking damage would give you +21/0.
BUT Blaze Commando reads "Whenever an instant or sorcery spell you control deals damage, put two 1/1 red and white soldier creature tokens with haste onto the battlefield."
This means that it only triggers when the sorcery or instant DEALS damage and not when each opponent or creature TAKES damage. So you would get 2 tokens.
From the DGM FAQ: "Blaze Commando’s ability triggers each time an instant or sorcery spell you control deals damage (or, put another way, the number of times the word “deals” appears in its instructions), no matter how much damage is dealt or how many players or permanents are dealt damage. For example, if you cast Punish the Enemy and it “deals 3 damage to target player and 3 damage to target creature,” Blaze Commando’s ability will trigger once and you’ll get two Soldier tokens."
Doesnt the mythic enchant make him 6/4? 4 is a bit harder to deal with (not for GB but for most colors).
There is buried treasure everywhere...in a graveyard.
Yes. The way it is worded, each time you cast an instant or sorcery you just ask one basic question: did it deal damage? It doesn't how much, or to how many targets. Gut Shot, Sizzle, Earthquake, Punish the Enemy, and Aurelia's Fury all make the exact same number of tokens: 2.
I like it a lot. Probably not good enough for standard as a 5/3 for 5 CMC with no immediate impact on the board (unless you have Gut Shot or more mana up) and no protection. He's awesome in limited and intriguing in casual and commander though. Quite the Battalion-in-a-can for Boros
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i believe it says any time a sorcery or instant would deal damage.
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This seems worse than Talrand, and he sees no play.
And what about the interaction between this guy and Clan Defiance? If I read it correctly, you would get 6 tokens (assuming there are 3 legal targets)? That seems pretty good.
Maybe Tarland comes 1 turn earlier but, Tarland tokens doesn't have haste. That makes a difference. And Hellrider would be so pleased of meeting these Minotaur, maybe they could make some weird mid-game strategies out there.
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Ahh your right, pity. I thought it said "source".
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If it said source it would trigger off combat damage also. That could get out of hand real quick. I guess they could have specified it as "non-combat" damage but even then the potential for recurring damage could get problematic.
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The fact that Talrand costs 1 less is about 5 items down on the list of reasons he's better than this card.
1 Only burn spells; there are about 3 burn spells playable in standard right now, and no deck runs more than about 6-8 total. A deck build around this guy would have to run them all, and given the prevalence of life-gain (read: thragtusk) a burn deck seems absolutely terrible right now.
2 the haste is pretty bad; who wants to burn things before combat? Burn is best either as a combat trick or at the end of your opponent's turn. The fact that the tokens have haste just encourages you to misuse your burn.
3 2 1/1s without evasion are worse than a 2/2 with evasion
4 it's more color intensive than Talrand, and requires white in a deck that probably really wants to be U/R. I can't think what other white effects you'd want, although there are plenty of good white cards you could through in just cause they are good, not because they fit with the deck.
5 Cost.
Seriously, this card is awful in standard right now. Just awful.
"Playable" is not the same as "played"... there may be only 3 spells played in standard right now, but there are a lot of them playable outside... with those 3 maybe you mean Pillar of Flame, Searing Spear and Bonfire of the Damned. But there is also Skullcrack, Rolling Temblor (a good pseudo Pyroclasm with flashback), Massive Raid (which saw no play because there wasn't any good supports for it), and of course, Mizzium Mortars (which I'm sure it is tournament played), I deliberately didn't write about other 7 burn spells right now, they are not that great (except Burn at the Stake).
That's totally true. Also, who wants to play creatures without haste before the combat step?... lemme see... someone who wants to buff their evolve creatures or Champion of the Parish. I see this case as the same, you trade value in order to make it work.
But 2 1/1 which can attack the same turn is something. THey may have no evasion, but we consider you're using your burn spells to take down blockers too, that's 1 turn of advantage, and amount of creatures matters for some strategies. It would be worse if you were populating, but if you're aiming for Burn at the Stake, you won't prefer your 2/2 drake.
WRU exist, doesn't it? It is more intensive than Tarland, but current format allows very friendly 2-3-4-5 colored decks, you barely have problems with mana fixing.
I also hate that too, lol
It is awful if you want it to fit in the current championship decks. Why can't we create new ones?
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