

This doesn't match the rest of your list. To do this you'd need to respec the list into a grind/control setup - Path to Exiles and Lightning Helixes with the goal of getting a winning field where you just have better topdecks and a braid that keeps ticking up. This would be easiest with setting up a Time Warp loop or similar, but there are combo options with red/white that are similar, if a little less reliable. If you want to play Braid of Fire you want to set up something like grandmaster to cast multiple 'return to hand' instant/ X cost spells, backed up by a second ramp engine, and it needs to win the game. Someone whose combo casts a billion cards from the gravyard will hate losing game two to a single ash zealot, and harsh mentor is in the same category. Tunnel ignus feels bad until you start playing Path to Exile, Cleansing Wildfire and Geomancer's Gambit, but its rare that you want to just put one in there - its home is usually in the sideboard. You can build decks around and that use them - I have in the past, especially for budget brews, but it takes planning. Even more, compared to things like Young Pyromancer that care about what you are doing, they are a lot less reliable. Harsh mentor is in the same category as Ash Zealot, Immolation Shaman Tunnel Ignus and Ishi-Ishi, Akki Crackshot- they care about your opponents doing very specific things, which most opponents can just ignore.Įffects like great revel deal damage no matter what deck your opponent plays.
Braid of fire commander full#
If you want to play a big instant speed spell like Searing Wind, pay full price for Thunderous Wrath, or activate Soulfire Grand Master its great because you don't need to play a ton of lands. Brand of Ill Omen back in the old days)īraid of Fire was printed to help pay these, pay for instant speed effects like abilities (eg pump on Shivan Dragon) or actual instants. A lot of cards literally had 'upkeep' which makes you pay every turn to keep them (eg. Upkeep basically exists for things that happen once at the start of a turn, after you untap your lands, before you draw a card. Whenever you go from one step to the next you lose any mana you've added to your pool. Ok, so the turn order goes untap, upkeep, draw, mainphase, attack phase, main phase, end step.
