We all know that there are several archetypes available to draft in cube. There are also usually enough playables that deciding what archetype you're going into really just depends on your mood that day. But how do you draft and build the deck correctly? How do you decide which cards to prioritize and which cards might wheel? Which cards do you take over anything no matter what? I searched for, but couldn't find, a thread devoted to one of my favorite archetypes: Wildfire. I've loved this card since I first saw Kai Budde's Mono Brown list from Worlds '99 (link). The deck plays a little differently in cube, but it has some of the same functionality. It wants to turn a symmetrical spell like Wildfire into something very asymmetrical by playing artifact mana, planeswalkers, and creatures that survive getting hit for four damage. In addition it tries to keep the opponent off their resources with counters, removal, and burn. It can be a number of color combinations, but for me it's mostly an Izzet or Grixis deck. Gruul Wildfire decks do happen, but they rely a little heavier or creature ramp, which can sometimes be a nombo with Wildfire. For this OP, I'll be focusing on the Izzet deck, but I would love input on other potential builds.
So you sit down to draft and you see Wildfire in your first pack. You take it, but what else do you want? How do you build this deck? You're, of course, looking for the other copy: Burning of Xinye, but what else are you looking for? IMO, first and foremost you're looking for mana rocks (Moxen, Coalition Relcic, Grim Monolith, etc), Planeswalkers (JTMS, Ral Zarek), and X/5 finishers (Inferno Titan, Thundermaw Hellkite, Wurmcoil Engine). These are cards I think you really need for the deck. You can build a decent Izzet control deck without them, but these types of cards should be your priority in order to really build a Wildfire archetype deck. Beyond that you want fixing (Volcanic Island, Grand Coliseum), resilient creatures that provide value even if they die (Glen Elendra Archmage, Flametongue Kavu), and utility spells (card draw, tutors, counters, burn). If the deck is in the draft and you value the picks correctly, then in the end you should end up with a solid UR control deck that can take advantage of a spell like Wildfire.
Here are a couple of examples of Wildfire decks from my own cube.
I'd like to create some discussion here to help us all, especially myself, better learn how to value picks for specific archetypes. What are your thoughts on how to value picks for this deck? What cards do think are most important during the draft? I'm certainly no expert and neither of those Wildfire lists are perfect. Let's talk Wildfire!
It's also one of my favorite decks, and you pretty much cover the gist of what you look for to compliment the deck. For me, my first priority (well, after Wildfire/Burning of Xinye, of course) are TUTORS. Anything that can give you redundancy in the Wildfire/Finisher category. Second, I need cards that can win me the game. Planeswalkers and 5+ toughness win-cons (pro:red things also work here). Manlands are also great ways to win the game on an empty board when both players are resource-light. Third, I like to track down mana rocks that can break the resource punishment symmetry that Wildfire brings to the table. Even with 1 mana rock down, having an extra resource or two post-Wildfire really tilts the game in your favor. Don't forget that there's other cards that work in similar ways too, Balance takes advantage of pretty much all the same things that Wildfire wants. Greater Gargadon (especially when combined with some artifact ramp) can make an already asymmetrical Wildfire effect and break it wide open. Since the deck plays like a control shell, Earthquake effects of all kinds (and other toughness-based removal spells like Toxic Deluge) can slide right in to the deck and play very well. And since the deck is typically on the slower side, dividable burn spells that stave off early pressure help you get to the point in the game where you can dominate with your big spells. Along the lines of the Tutors, card selection engines like Top and Scroll Rack also work well in these decks, because it allows you to orchestrate the perfect curve from utility/removal/mana rocks into finisher into Wildfire that relies on a specific sequence to be back-breaking. Great OP, and great thread. Thanks for posting it!
Thanks, man! I hope this thread isn't just the two of us gushing about Wildfire. I also really love the Grixis value decks with Wildfire and Bolas at the top end. When those decks come together and almost every spell is card advantage, they're almost unbeatable.
I hadn't really thought about man lands as a win con in Wildfire decks since they are mana intensive and Wildfire hits your lands pretty hard. It's not uncommon for you to only have one land in play after casting the Wildfire. Not to say that manlands are a bad idea for Wildfire decks, I'd just be weary on which ones and how many. I definitely like the colorless ones (Mutavault, Mishra's Factory) in these decks, though. They're cheap to activate and they can randomly steal wins on an empty board. I wouldn't value them too highly in the draft, though. It would depend on what I already had, but I'd probably take a draw or burn spell over those cards. They are certainly something to think about during the draft, though. Good recommendation!
Other cards I like in a Wildfire deck are Balance and Upheaval. Balance also benefits from artifact mana and fewer, bigger creatures. It's harder to replay big creatures after Upheaval, but if you have Aetherling he can just wander off while the world gets turned upside down and come strolling back with a "did I miss something" expression on his face(s) a short while later.
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For an unpowered cube without access to burnings of X, is wildfire still cubeable by itself or should I scrap it for a cheaper sweeper like anger of the gods?
Because Wildfire is not an extremely popular archetype among my group (not including me, of course... I love this deck), we ran with only Wildfire for quite a while and it wasn't terrible. Mizzium Mortars does an okay Wildfire impersonation and can often be a one sided sweeper in those decks. It's not as good, but it's a decent card and it's more affordable than Burning of Xinye.
Just run two copies of Wildfire. I realise it's against the commonly-shared singleton design philosophy, but I decided to pull the trigger when I wanted the archetype but didn't want to shell out for a Burning of Xinye. Sometimes, new people cubing with me will be confused and say something like, "Didn't I see this card already?" but it's not really a big deal.
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I have actually considered doing that for both burnings and ravages. My cube is 600 cards at the moment and I do have cards like slagstorm and mizzium mortars in there along with a lot of targeted LD.
I really love the Wildfire deck, too. It is a bit risky, but very rewarding to draft. While other players who draft broader archetypes often say that they have enough cards for their decks after only two boosters, you are often looking for the right pieces until the very end, if you draft the Wildfire deck. This has lead to me first picking a Signet in the third booster. If your cube supports this archetype though, it is certainly possible to draft it, if you are careful (and a little bit lucky). If you can get a working deck together, you feel that you succeded in a difficult task and that you achieved something.
The Wildfire deck is basically an archetype of its own. When I first saw the card, I thought: "Meh. Aggro decks don't want to kill their own creatures and control decks don't want to sacrifice four lands. This card is bad for most decks... it just has no home." However, that is the point of the card: It is great against both aggressive and controlish strategies. As long as your deck accommodates the card, your opponent will always be hit harder by it then you.
There are two main strategies with a Wildfire deck:
- The threat first plan: Get a big threat (that survives the Wildfire effect) out the turn before you blow everything else up. This can be a creature with high enough toughness or a planeswalker.
- The resource advantage plan: Leave your opponent with as few permanents as possible (optimally: none), while keeping mana producers (lands or manafacts) on your side. While your opponent does nothing but hope to draw lands, you can rebuild much faster.
Let's look at the support a Wildfire deck can get: R The card's own color gives you land destruction to make sure that your opponent has zero lands, while you keep a few. Red also has a few mass destruction spells that give you redundancy against aggressive decks. G This color gives you land ramp, to achieve a similar effect to the land destruciton strategy: Both leave you with more lands than your opponent. I prefer ramp though, because it also speeds you up, leading to turn 4 or 5 Wildfires. Which is crucial, if pressured by early creatures. Green also has a few decent fatties that survive the Wildfire and can then attack on an empty board. U Here you have soft counters (Mana Leak and friends are mostly effective in the early game... and after blowing up lots of lands). It also has card draw to find your Wildfire or additional lands after casting it and bounce to get rid of stuff that would survive. Here you can also find a good Wildfire substitue (see below). W Not much to find here. You can get a few mass destrucion spells to accompany your namesake card or a good planeswalker or two though. Wrath of God and co. help against attacks, even if they leave your opponent's lands intact. If your deck is full of cheap manafacts, Balance might be quite good though. B This is the worst support color. Spot removal and edicts can help against creatures that would survive Wildfire. If you are in this color (even though you should not be), you could get a Wrath-like mass removal or two. Maybe you are lucky and get a good tutor to search for your Wildfire. 1 Artifact mana is really important for this deck. Even if you are green, a few 2- or 3-cost manafacts more are always welcome. If you are not green, try to pick up at least three of those. I often run four or five. The Wildfire deck is a reason why I still run all 10 Signets (at 600 cards). Even those that only fit with half their color are decent additions to the deck, if you can't get anything better.
A good Wildfire deck needs at least two Wildfire-like effects. Three are better, but tutors or card draw or cards that let you stall the game can help here and let you get away with fewer Wildfires. If you want to support this archetype, put as many Wildfire-like cards into your cube as possible. Redundancy is king! I can see cubes without proper support cutting the namesake card, because the deck will be highly unlikely to get drafted and the card will often be a dead pick.
Wildfire effects from best to worst:
1. Wildfire
Obviously the best one. Very good mana to effect ratio: Four lands is enough to cripple your opponent and 4 damage is enough to get rid of most creatues (especially against aggressive decks), while being low enough to let your 5-drop guy survive.
2. Burning of Xinye
Same effect, but harder to acquire. As I said, redundancy is important and in this regard, your can't get better than adding the same card twice. If you really want to support this archetype, try to get one of these.
3. Upheaval
This may look quite different, but it works great in the same deck: Just like a good Wildfire, it leaves your opponent with no permanents, while you still have a land and one or more other permanents out. Lots of manafacts in your deck help both Upheaval and Wildfire.
4. Destructive Force
The cost to effect ratio isn't as good as with the original card, but it is still a brutal effect. Just make sure that (A) you survive the additional turn that you need to reach seven mana and (B) your opponent has no Titan out.
5. All is Dust
Another card that works well with the manafacts and green land ramp that the Wildfire deck loves. It doesn't blow up lands, but unlike the other cards on this list, it gets rid of opposing planeswalkers. Also, it has no color requirements.
6. Catastrophe
Unlike Wildfire, you only kill lands or creatures, but you can choose, depending on the situation. Have a bigger guy than your opponent? Blow up lands! Do you get beaten down? Kill all creatures!
7. Devastation
This won't work with the "drop a fatty first" plan (unless that fatty is Vorapede or is indestructible or you have enough mana to regenerate it), but it works great if you are the only player with a planeswalker out. It also works if you have some manafacts and your opponent doesn't. It is a less flexible than most of the other cards on this list, but at least it is in the right color.
8. Ember Swallower
The only creature on this list, this monster gives you the land destruction part of Wildfire, but not the creature destruction part. The latter is less necessary though, since the Swallower itself is quite a sizeable creature that can deal with opposing critters through blocking. 5 toughness also means that it survives Wildfire itself even before going monstrous.
9. Jokulhaups
This is quite a thorough Wildfire effect. A bit too thorough, since you can't use most creatures for the "threat first" plan and it destroys all your lands or manafacts, so the "resource advantage" plan doesn't work either. This leaves only very few creatures, planeswalkers and maybe Bitterblossom to make this card work to your advantage.
One final word of warning: Wildfire decks have become a bit worse in my cube, due to the rising amount of planeswalkers. Those are threats, just like creatures, but while Wildfire handles critters, it does nothing against an active planeswalker. This means, that you must get rid of the planeswalker before blowing everything else up or have a creature that survives on your side, to kill the walker right away.
Edit: Added a few more stuff. Mostly Wildfire effects 8 and 9. I also gave the two main strategies names, to make them easier to refer to.
One final word of warning: Wildfire decks have become a bit worse in my cube, due to the rising amount of planeswalkers. Those are threats, just like creatures, but while Wildfire handles critters, it does nothing against an active planeswalker. This means, that you must get rid of the planeswalker before blowing everything else up or have a creature that survives on your side, to kill the walker right away.
On the other hand, planeswalkers do offer another set of win options for Wildfire decks. So it evens out a bit.
In my experience, the existence of planeswalkers hurts the Wildfire deck more than it helps it. At least when you go for the "gain an advantage by rebuilding faster after casting Wildfire" plan instead of making sure that you have a threat that will survive Wildfire first. If the opponent has a creature out that can survive a Wildfire, you can often kill or bounce it at the end of turn, then untap and cast Wildfire. If the opponent has a planeswalker out, you often have to postpone casting Wildfire for at least a turn.
I just wanted to give a shoutout to one amazing blue card that can go into Wildfire decks. If you really want to make that an archetype, you can't go without Annex. That card is so broken in the deck. Turn 2 mana stone, Turn 3 Annex, Turn 4 Big Guy, Turn 5 Wildfire crushed for a while in Standard and it can do so in cube as well. Too bad there aren't really any good redundant cards for that strategy or Eminent Domain ("The Annex-Wildfire-Deck") could be a cube archetype in itself.
Hah! I played that deck at two standard tournaments waaaay back. Ah, the memories. Once Guildpact got released, I switched to Wildfire-Tron and played it for one and a half years in standard. Yay, Wildfire!
W Not much to find here. You can get a few mass destrucion spells to accompany your namesake card though. Wrath of God and co. help against attacks, even if they leave your opponent's lands intact.
Not what I was expecting to see. I'm a Wildfire noob and haven't yet played my cube since adding both copies so my analysis may be off, but I assumed that White would have plenty to add to a Wildfire deck. First, a suite of absurdly good planeswalkers. Dropping an Elspeth or Gideon Jura into an Wildfire effect seems bonkers. Then there's the wraths and armageddons and spot removal to keep your opponent down while you keep your mana rocks pumping. Lastly you've got creatures that can stick around like Baneslayer, Soltari Priest, Sun Titan, 9.5 tails, and even fringier stuff like using a flickerwisp or reveillark to protect creatures or bring them back post-wildfire. Do WR wildfire decks not usually play out like this?
It's a decent card, too. Probably the card that i'd play if i'd feel like needing a third Wildfire.
I play both and I rank it above Destructive Force. Even just as a random finisher in R/G ramp decks or U/R counterburn it is very playable (though you won't include it in the cube just for that).
I think if your cube was large enough that you wanted a third Wildfire effect, then there are better options than Ember Swallower. We ran him for a bit after the Theros release and he proved to be quite unimpressive. I wanted him to be Wildfire on a stick, but it turns out that a big part of what makes Wildfire really good is the four damage.
I've been a huge fan of Ember Swallower. I love that he lives through a wildfire and can act as one himself. I wish he had trample but he still does a good job of posing a threat both before and after going off. I agree that I wish he did four damage when he became monstrous but I feel like that is a discredit to him as he does at least four damage every time he attacks. Having a 4/5 on turn four is pretty awesome for red and not something you typically get with your land destruction.
As much as I like Wildfire deck, it's only build less than 5 times ever since I make my cube. I'll probably end up cutting the 2 Wildfire soon. 2 slot is heavy slot to eat at 360.
Oh, totally forgot about this thing. I think it is less reliable than the other Wildfire effects, but it surely plays well in the deck, even if you use it just as a threat that survives the deck's eponymous card. I would put it into any Wildfire deck, but I wouldn't count on its monstrosity effect. If that ability works, great. If not, you better have a better option ready. Added it to my list.
W Not much to find here. You can get a few mass destrucion spells to accompany your namesake card though. Wrath of God and co. help against attacks, even if they leave your opponent's lands intact.
Not what I was expecting to see. I'm a Wildfire noob and haven't yet played my cube since adding both copies so my analysis may be off, but I assumed that White would have plenty to add to a Wildfire deck. First, a suite of absurdly good planeswalkers. Dropping an Elspeth or Gideon Jura into an Wildfire effect seems bonkers. Then there's the wraths and armageddons and spot removal to keep your opponent down while you keep your mana rocks pumping. Lastly you've got creatures that can stick around like Baneslayer, Soltari Priest, Sun Titan, 9.5 tails, and even fringier stuff like using a flickerwisp or reveillark to protect creatures or bring them back post-wildfire. Do WR wildfire decks not usually play out like this?
Ok, maybe I was a little bit harsh. White does offer a few options. However, it is still the second worst color for the Wildfire deck, mostly because green and blue just offer more (and red is its own color, of course). I rewrote my entry above a bit, to mention planeswalkers and Balance. The creatures aren't that noteworthy, because every color (and artifacts) have a few critters that survive Wildfire. I also have to admit that I rarely see white-heavy Wildfire decks in my cube. They are almost always RG or RU, sometimes splashing a third color (especially with the green variant).
I went as far as too include Jokulhaups, while it is not a typical Wildfire card, it synergizes with a lot of cards the Wildfire/Upheaval deck seems to run anyway. What I mean is burning stuff to keep you alive, dropping 1-2 Planeswalkers, and then Jokulhaupsing to deny a comeback.
I am not a fan of Jokulhaups, since it is a lot harder to make its effect asymmetrical. It is ok if you run a planeswalker heavy version of the deck, but it just doesn't work with the resource advantage plan. I think I would prefer Devastation, even though it costs 1 more. Leaving your artifact mana intact is crucial for rebuilding your mana base. I added it to the my list of Wildfire effects anyway, but only in last place.
What do people think about Devastating Dreams? Having to pitch most of your hand at random/all of your hand is kind of a bummer, but it does only cost two and can scale to whatever level you need it at.
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I love the RW Wildfire deck, although I agree it's still the second-worst pairing. When it comes together with all its removal, 'walkers, and nasty creatures the deck is brutal. Also, Grixis Wildfire is a real thing, primarily for the tutors and additional removal black brings to the deck.
So you sit down to draft and you see Wildfire in your first pack. You take it, but what else do you want? How do you build this deck? You're, of course, looking for the other copy: Burning of Xinye, but what else are you looking for? IMO, first and foremost you're looking for mana rocks (Moxen, Coalition Relcic, Grim Monolith, etc), Planeswalkers (JTMS, Ral Zarek), and X/5 finishers (Inferno Titan, Thundermaw Hellkite, Wurmcoil Engine). These are cards I think you really need for the deck. You can build a decent Izzet control deck without them, but these types of cards should be your priority in order to really build a Wildfire archetype deck. Beyond that you want fixing (Volcanic Island, Grand Coliseum), resilient creatures that provide value even if they die (Glen Elendra Archmage, Flametongue Kavu), and utility spells (card draw, tutors, counters, burn). If the deck is in the draft and you value the picks correctly, then in the end you should end up with a solid UR control deck that can take advantage of a spell like Wildfire.
Here are a couple of examples of Wildfire decks from my own cube.
http://www.cubetutor.com/cubedeck/83528
1x Flametongue Kavu
1x Morphling
1x Inferno Titan
Planeswalker
1x Jace Beleren
1x Ral Zarek
1x Chandra Nalaar
1x Tamiyo, the Moon Sage
Artifact
1x Everflowing Chalice
1x Mox Pearl
1x Coldsteel Heart
1x Mimic Vat
1x Condescend
1x Burst Lightning
1x Force Spike
1x Daze
1x Izzet Charm
1x Mana Drain
Sorcery
1x Rolling Earthquake
1x Arc Lightning
1x Flames of the Firebrand
1x Pillage
1x Deep Analysis
1x Burning of Xinye
1x Wildfire
1x Grand Coliseum
1x Steam Vents
1x Volcanic Island
7x Island
6x Mountain
http://www.cubetutor.com/cubedeck/83533
1x Enclave Cryptologist
1x Thundermaw Hellkite
1x Consecrated Sphinx
Artifact Creature
1x Bottle Gnomes
1x Razormane Masticore
Artifact
1x Grim Monolith
1x Winter Orb
1x Worn Powerstone
1x Gilded Lotus
1x Ancestral Recall
1x Burst Lightning
1x Mystical Tutor
1x Arcane Denial
1x Char
1x Staggershock
Sorcery
1x Earthquake
1x Chain Lightning
1x Ponder
1x Arc Trail
1x Flames of the Firebrand
1x Deep Analysis
1x Burning of Xinye
1x Control Magic
Land
1x Evolving Wilds
1x Izzet Boilerworks
1x Steam Vents
7x Island
7x Mountain
I'd like to create some discussion here to help us all, especially myself, better learn how to value picks for specific archetypes. What are your thoughts on how to value picks for this deck? What cards do think are most important during the draft? I'm certainly no expert and neither of those Wildfire lists are perfect. Let's talk Wildfire!
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I hadn't really thought about man lands as a win con in Wildfire decks since they are mana intensive and Wildfire hits your lands pretty hard. It's not uncommon for you to only have one land in play after casting the Wildfire. Not to say that manlands are a bad idea for Wildfire decks, I'd just be weary on which ones and how many. I definitely like the colorless ones (Mutavault, Mishra's Factory) in these decks, though. They're cheap to activate and they can randomly steal wins on an empty board. I wouldn't value them too highly in the draft, though. It would depend on what I already had, but I'd probably take a draw or burn spell over those cards. They are certainly something to think about during the draft, though. Good recommendation!
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The Wildfire deck is basically an archetype of its own. When I first saw the card, I thought: "Meh. Aggro decks don't want to kill their own creatures and control decks don't want to sacrifice four lands. This card is bad for most decks... it just has no home." However, that is the point of the card: It is great against both aggressive and controlish strategies. As long as your deck accommodates the card, your opponent will always be hit harder by it then you.
There are two main strategies with a Wildfire deck:
- The threat first plan: Get a big threat (that survives the Wildfire effect) out the turn before you blow everything else up. This can be a creature with high enough toughness or a planeswalker.
- The resource advantage plan: Leave your opponent with as few permanents as possible (optimally: none), while keeping mana producers (lands or manafacts) on your side. While your opponent does nothing but hope to draw lands, you can rebuild much faster.
Let's look at the support a Wildfire deck can get:
R The card's own color gives you land destruction to make sure that your opponent has zero lands, while you keep a few. Red also has a few mass destruction spells that give you redundancy against aggressive decks.
G This color gives you land ramp, to achieve a similar effect to the land destruciton strategy: Both leave you with more lands than your opponent. I prefer ramp though, because it also speeds you up, leading to turn 4 or 5 Wildfires. Which is crucial, if pressured by early creatures. Green also has a few decent fatties that survive the Wildfire and can then attack on an empty board.
U Here you have soft counters (Mana Leak and friends are mostly effective in the early game... and after blowing up lots of lands). It also has card draw to find your Wildfire or additional lands after casting it and bounce to get rid of stuff that would survive. Here you can also find a good Wildfire substitue (see below).
W Not much to find here. You can get a few mass destrucion spells to accompany your namesake card or a good planeswalker or two though. Wrath of God and co. help against attacks, even if they leave your opponent's lands intact. If your deck is full of cheap manafacts, Balance might be quite good though.
B This is the worst support color. Spot removal and edicts can help against creatures that would survive Wildfire. If you are in this color (even though you should not be), you could get a Wrath-like mass removal or two. Maybe you are lucky and get a good tutor to search for your Wildfire.
1 Artifact mana is really important for this deck. Even if you are green, a few 2- or 3-cost manafacts more are always welcome. If you are not green, try to pick up at least three of those. I often run four or five. The Wildfire deck is a reason why I still run all 10 Signets (at 600 cards). Even those that only fit with half their color are decent additions to the deck, if you can't get anything better.
A good Wildfire deck needs at least two Wildfire-like effects. Three are better, but tutors or card draw or cards that let you stall the game can help here and let you get away with fewer Wildfires. If you want to support this archetype, put as many Wildfire-like cards into your cube as possible. Redundancy is king! I can see cubes without proper support cutting the namesake card, because the deck will be highly unlikely to get drafted and the card will often be a dead pick.
Wildfire effects from best to worst:
1. Wildfire
Obviously the best one. Very good mana to effect ratio: Four lands is enough to cripple your opponent and 4 damage is enough to get rid of most creatues (especially against aggressive decks), while being low enough to let your 5-drop guy survive.
2. Burning of Xinye
Same effect, but harder to acquire. As I said, redundancy is important and in this regard, your can't get better than adding the same card twice. If you really want to support this archetype, try to get one of these.
3. Upheaval
This may look quite different, but it works great in the same deck: Just like a good Wildfire, it leaves your opponent with no permanents, while you still have a land and one or more other permanents out. Lots of manafacts in your deck help both Upheaval and Wildfire.
4. Destructive Force
The cost to effect ratio isn't as good as with the original card, but it is still a brutal effect. Just make sure that (A) you survive the additional turn that you need to reach seven mana and (B) your opponent has no Titan out.
5. All is Dust
Another card that works well with the manafacts and green land ramp that the Wildfire deck loves. It doesn't blow up lands, but unlike the other cards on this list, it gets rid of opposing planeswalkers. Also, it has no color requirements.
6. Catastrophe
Unlike Wildfire, you only kill lands or creatures, but you can choose, depending on the situation. Have a bigger guy than your opponent? Blow up lands! Do you get beaten down? Kill all creatures!
7. Devastation
This won't work with the "drop a fatty first" plan (unless that fatty is Vorapede or is indestructible or you have enough mana to regenerate it), but it works great if you are the only player with a planeswalker out. It also works if you have some manafacts and your opponent doesn't. It is a less flexible than most of the other cards on this list, but at least it is in the right color.
8. Ember Swallower
The only creature on this list, this monster gives you the land destruction part of Wildfire, but not the creature destruction part. The latter is less necessary though, since the Swallower itself is quite a sizeable creature that can deal with opposing critters through blocking. 5 toughness also means that it survives Wildfire itself even before going monstrous.
9. Jokulhaups
This is quite a thorough Wildfire effect. A bit too thorough, since you can't use most creatures for the "threat first" plan and it destroys all your lands or manafacts, so the "resource advantage" plan doesn't work either. This leaves only very few creatures, planeswalkers and maybe Bitterblossom to make this card work to your advantage.
One final word of warning: Wildfire decks have become a bit worse in my cube, due to the rising amount of planeswalkers. Those are threats, just like creatures, but while Wildfire handles critters, it does nothing against an active planeswalker. This means, that you must get rid of the planeswalker before blowing everything else up or have a creature that survives on your side, to kill the walker right away.
Edit: Added a few more stuff. Mostly Wildfire effects 8 and 9. I also gave the two main strategies names, to make them easier to refer to.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
In my experience, the existence of planeswalkers hurts the Wildfire deck more than it helps it. At least when you go for the "gain an advantage by rebuilding faster after casting Wildfire" plan instead of making sure that you have a threat that will survive Wildfire first. If the opponent has a creature out that can survive a Wildfire, you can often kill or bounce it at the end of turn, then untap and cast Wildfire. If the opponent has a planeswalker out, you often have to postpone casting Wildfire for at least a turn.
Hah! I played that deck at two standard tournaments waaaay back. Ah, the memories. Once Guildpact got released, I switched to Wildfire-Tron and played it for one and a half years in standard. Yay, Wildfire!
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
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Not what I was expecting to see. I'm a Wildfire noob and haven't yet played my cube since adding both copies so my analysis may be off, but I assumed that White would have plenty to add to a Wildfire deck. First, a suite of absurdly good planeswalkers. Dropping an Elspeth or Gideon Jura into an Wildfire effect seems bonkers. Then there's the wraths and armageddons and spot removal to keep your opponent down while you keep your mana rocks pumping. Lastly you've got creatures that can stick around like Baneslayer, Soltari Priest, Sun Titan, 9.5 tails, and even fringier stuff like using a flickerwisp or reveillark to protect creatures or bring them back post-wildfire. Do WR wildfire decks not usually play out like this?
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I play both and I rank it above Destructive Force. Even just as a random finisher in R/G ramp decks or U/R counterburn it is very playable (though you won't include it in the cube just for that).
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Oh, totally forgot about this thing. I think it is less reliable than the other Wildfire effects, but it surely plays well in the deck, even if you use it just as a threat that survives the deck's eponymous card. I would put it into any Wildfire deck, but I wouldn't count on its monstrosity effect. If that ability works, great. If not, you better have a better option ready. Added it to my list.
Ok, maybe I was a little bit harsh. White does offer a few options. However, it is still the second worst color for the Wildfire deck, mostly because green and blue just offer more (and red is its own color, of course). I rewrote my entry above a bit, to mention planeswalkers and Balance. The creatures aren't that noteworthy, because every color (and artifacts) have a few critters that survive Wildfire. I also have to admit that I rarely see white-heavy Wildfire decks in my cube. They are almost always RG or RU, sometimes splashing a third color (especially with the green variant).
I am not a fan of Jokulhaups, since it is a lot harder to make its effect asymmetrical. It is ok if you run a planeswalker heavy version of the deck, but it just doesn't work with the resource advantage plan. I think I would prefer Devastation, even though it costs 1 more. Leaving your artifact mana intact is crucial for rebuilding your mana base. I added it to the my list of Wildfire effects anyway, but only in last place.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
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Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
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