Firebrand ArcherFirebrand Archer | Art by John Stanko
Slingin' Spells and Pingin' as Well!
Welcome back to Singleton Shmingleton, where I bend the singleton rules of Commander by building decks with as many functional reprints of a certain card as possible.
This week we're building around an innocuous creature that gives us a clear goal: cast as many noncreature spells as possible. Firebrand ArcherFirebrand Archer is about as low-to-the-ground as you can get. It's a small, cheap creature, and the payoff for casting a spell is a sing damage.
But this small effect can inspire grander ambitions than any card boasting raw power or huge size. Everyone's first thought when seeing Firebrand ArcherFirebrand Archer, or Thermo-AlchemistThermo-Alchemist, or Kessig FlamebreatherKessig Flamebreather, takes this tiny damage output as a challenge: "how can I defeat my opponents using only this trigger?"
This ambition doesn't come randomly. No one is salivating at the thought of popping off with Forgeborn OreadsForgeborn Oreads (or if you are, let me know! I want that card to work so bad), because enchantments are so hard to produce en masse.
The truth of the matter is that instants and sorceries themselves are the tempting factor here, and Firebrand ArcherFirebrand Archer offers just the hint of a reason to play as many as possible.
This card and its alternates have a small amount of constructed experience, showing up for a few years in Pauper burn decks, but in Limited they are perennial role-players. Thermo-AlchemistThermo-Alchemist almost single-handedly ran the "spells-matter" theme in Eldritch Moon, and Rockslide SorcererRockslide Sorcerer was an incredible build-around in Zendikar Rising.
Getting tricky and clever feels even more dastardly in Limited, where the game is "supposed" to be more board-based and combat-centric than most Constructed formats.
There are twenty-three cards that deal damage to opponents every time you cast an instant or sorcery spell. Here they are:
Firebrand Archers
View on ArchidektCreatures (18)
- 1 Coruscation MageCoruscation Mage
- 1 Electrostatic FieldElectrostatic Field
- 1 Erebor FlamesmithErebor Flamesmith
- 1 Exalted Flamer of TzeentchExalted Flamer of Tzeentch
- 1 Firebrand ArcherFirebrand Archer
- 1 GelectrodeGelectrode
- 1 GuttersnipeGuttersnipe
- 1 Kessig FlamebreatherKessig Flamebreather
- 1 Kindlespark DuoKindlespark Duo
- 1 Lambholt Raconteur // Lambholt RavagerLambholt Raconteur // Lambholt Ravager
- 1 Niv-Mizzet, ParunNiv-Mizzet, Parun
- 1 Pink HorrorPink Horror
- 1 Rockslide SorcererRockslide Sorcerer
- 1 Smoldering Egg // Ashmouth DragonSmoldering Egg // Ashmouth Dragon
- 1 Thermo-AlchemistThermo-Alchemist
- 1 Tor Wauki the YoungerTor Wauki the Younger
- 1 Unruly CatapultUnruly Catapult
- 1 Urabrask // The Great WorkUrabrask // The Great Work
Enchantments (2)
- 1 Aria of FlameAria of Flame
- 1 Fiery InscriptionFiery Inscription
Artifacts (2)
- 1 Sentinel TowerSentinel Tower
- 1 Sphinx-Bone WandSphinx-Bone Wand
Planeswalkers (1)
- 1 Ral, Storm ConduitRal, Storm Conduit
The most played of these cards, in 146,351 decks, is GuttersnipeGuttersnipe. It's the original, and it's still a heckuva card, dealing twice as much damage as most of its followers. This card's popularity and power shows clearly the potential of combining two or three of these creatures and chaining spells.
The next most played card, in 89,608 decks, is Niv-Mizzet, ParunNiv-Mizzet, Parun. This card is incredible, combining the overwhelming value of Archmage EmeritusArchmage Emeritus with the combo potential of Niv-Mizzet, the FiremindNiv-Mizzet, the Firemind. It feels out of place on this list of draft commons, but it technically does what I'm looking for because it does everything.
The least played of these cards, in only 1,737 decks, is Rockslide SorcererRockslide Sorcerer. I like this card a lot; even though it's expensive, it can pick of smaller creatures as well as dealing face damage, and it fits perfectly into any Wizards deck.
More Ping for Your Sling
Seeing GuttersnipeGuttersnipe on this list made me realize that the best way to turn Firebrand ArcherFirebrand Archer into an engine is to multiply its output. Turning one damage into two means we will need to cast only half as many spells to win the game, and some of our spells can do even more than double.
Almost all of our Firebrand ArcherFirebrand Archers are red, which means that Torbran, Thane of Red FellTorbran, Thane of Red Fell turns every point of damage into three. Ojer Axonil, Deepest MightOjer Axonil, Deepest Might makes every trigger hit for four.
And Ghyrson Starn, KelermorphGhyrson Starn, Kelermorph triples our damage, and adding it as our commander only excludes Tor Wauki the YoungerTor Wauki the Younger from our list of pingers. Having this effect in the command zone makes our plan so much more deadly and consistent, and, honestly, I've wanted to play with this card since it was released with Warhammer.
Ghyrson Starn, KelermorphGhyrson Starn, Kelermorph also synergizes wonderfully with a ton of cheap instants and sorceries that fit into a deck looking to chain a ton of them in a row. ElectrolyzeElectrolyze can split up its damage into two instances of one, turning into a double Lightning BoltLightning Bolt that also draws a card.
Gut ShotGut Shot is a free three damage, which can really take opponents by surprise. And Needle DropNeedle Drop, the perfect follow-up card in this deck, can always be castable as long as we've cast anything beforehand with a Firebrand ArcherFirebrand Archer out.
Even Spikefield HazardSpikefield Hazard which I normally think is too narrow, becomes a great option as a Lightning BoltLightning Bolt/land split card. It's always nice to find a commander that can bolster both the setup and payoff of a deck's plan, and Ghyrson Starn, KelermorphGhyrson Starn, Kelermorph certainly is that for this deck.
Earn Things with Your Pings
There are a scattering of cards that reward us handsomely for dealing damage to our opponents, without specifying what kind of damage we dealt.
Modern Auras like Curious ObsessionCurious Obsession sensibly require that the enchanted creature puts in the work of entering combat to deal its damage, but the original CuriosityCuriosity doesn't care whether we just triggered our Erebor FlamesmithErebor Flamesmith or Coruscation MageCoruscation Mage.
Ophidian EyeOphidian Eye and Tandem LookoutTandem Lookout share the same formatting, and are just as abusable in this deck. We'll want most of our instants and sorceries to draw cards anyways, so these effects will almost ensure we never run out of gas by drawing a second card per spell we cast.
And we do happen to have an infinite combo in here as well. Niv-Mizzet, ParunNiv-Mizzet, Parun deals a damage whenever we draw a card, and our CuriosityCuriositys can draw whenever he deals damage, so we can slice down opponents and draw as much as we want. I think this is the perfect place for infinite combos in non-high-powered Commander: we've just added cards that work well with our strategy, and these two effects complement each other so well that they're unstoppable.
A final card I want to mention is Sigil of SleepSigil of Sleep. While it doesn't accelerate our own strategy like CuriosityCuriosity does, it slows down our opponents like crazy, and can stop them from developing a board presence that might threaten our small-creature-centered strategy.
What Spells to Sling?
If we want to chain together as many spells as possible, we'll need to find ones that draw cards. Thankfully, we're in blue and red, the very best colors for that kind of effect. I used the EDHREC Cantrips theme page to find cheap spells that replace the card you use to play them.
Blue brings the classics of card selection, the BrainstormBrainstorms and PonderPonders and PreordainPreordains that define higher powered sixty card formats. And the list of one-mana spells that promise a card and a little selection continues past these absolute all-stars. ConsiderConsider, OptOpt, Sleight of HandSleight of Hand, and Serum VisionsSerum Visions bulk out our selection spells.
Red offers cantrips that effect our creatures: Warlord's FuryWarlord's Fury, ExpediteExpedite, and Crash ThroughCrash Through. Most of our Firebrand ArcherFirebrand Archers are red, so we have some incentive to skew our spells to the red side of things for the sake of our mana base, especially since we want to be using every mana every turn.
Past these necessary but unexciting little spells, we can play some of the most broken spells of all time. Treasure CruiseTreasure Cruise and Dig Through TimeDig Through Time let us pull ahead at ridiculously low cost in a deck that fills its graveyard with instants and sorceries.
Frantic SearchFrantic Search is digging that pays for itself, Faithless LootingFaithless Looting and Expressive IterationExpressive Iteration have gotten themselves banned in a high-powered format apiece, and Invert PolarityInvert Polarity is one of the most powerful CounterspellCounterspells printed in years.
We can even take advantage of some Storm cards, with Galvanic RelayGalvanic Relay and Lock and LoadLock and Load giving us massive stacks of cards just for playing our cards the way we want to.
The Decklist
Spell-Slinging and Triple-Pinging
View on ArchidektCommander (1)
- 1 Ghyrson Starn, KelermorphGhyrson Starn, Kelermorph
Creatures (18)
- 1 Cinder PyromancerCinder Pyromancer
- 1 Coruscation MageCoruscation Mage
- 1 Electrostatic FieldElectrostatic Field
- 1 Erebor FlamesmithErebor Flamesmith
- 1 Exalted Flamer of TzeentchExalted Flamer of Tzeentch
- 1 Firebrand ArcherFirebrand Archer
- 1 GelectrodeGelectrode
- 1 GuttersnipeGuttersnipe
- 1 Kessig FlamebreatherKessig Flamebreather
- 1 Kindlespark DuoKindlespark Duo
- 1 Niv-Mizzet, ParunNiv-Mizzet, Parun
- 1 Ojer Axonil, Deepest Might // Temple of PowerOjer Axonil, Deepest Might // Temple of Power
- 1 Pink HorrorPink Horror
- 1 Tandem LookoutTandem Lookout
- 1 Thermo-AlchemistThermo-Alchemist
- 1 Torbran, Thane of Red FellTorbran, Thane of Red Fell
- 1 Unruly CatapultUnruly Catapult
- 1 Urabrask // The Great WorkUrabrask // The Great Work
Enchantments (5)
- 1 Aria of FlameAria of Flame
- 1 CuriosityCuriosity
- 1 Fiery InscriptionFiery Inscription
- 1 Ophidian EyeOphidian Eye
- 1 Sigil of SleepSigil of Sleep
Artifacts (1)
- 1 Sentinel TowerSentinel Tower
Planeswalkers (1)
- 1 Ral, Storm ConduitRal, Storm Conduit
Instants (20)
- 1 BrainstormBrainstorm
- 1 Cerulean WispsCerulean Wisps
- 1 ConsiderConsider
- 1 Crimson WispsCrimson Wisps
- 1 Dig Through TimeDig Through Time
- 1 ElectrolyzeElectrolyze
- 1 ExpediteExpedite
- 1 Fact or FictionFact or Fiction
- 1 Fire // IceFire // Ice
- 1 Frantic SearchFrantic Search
- 1 Gut ShotGut Shot
- 1 Invert PolarityInvert Polarity
- 1 Might of the MeekMight of the Meek
- 1 Needle DropNeedle Drop
- 1 OptOpt
- 1 PongifyPongify
- 1 Shadow RiftShadow Rift
- 1 Sink into Stupor // Soporific SpringsSink into Stupor // Soporific Springs
- 1 SnapSnap
- 1 Spikefield Hazard // Spikefield CaveSpikefield Hazard // Spikefield Cave
Sorceries (20)
- 1 Ancestral AngerAncestral Anger
- 1 Crash ThroughCrash Through
- 1 Expressive IterationExpressive Iteration
- 1 Faithless LootingFaithless Looting
- 1 Galvanic RelayGalvanic Relay
- 1 Gitaxian ProbeGitaxian Probe
- 1 GrapeshotGrapeshot
- 1 Jeska's WillJeska's Will
- 1 Light Up the StageLight Up the Stage
- 1 Lock and LoadLock and Load
- 1 Of One MindOf One Mind
- 1 OvermasterOvermaster
- 1 PonderPonder
- 1 PreordainPreordain
- 1 Renegade TacticsRenegade Tactics
- 1 Serum VisionsSerum Visions
- 1 Sleight of HandSleight of Hand
- 1 Smash to DustSmash to Dust
- 1 Treasure CruiseTreasure Cruise
- 1 Warlord's FuryWarlord's Fury
Lands (34)
- 1 Bloodstained MireBloodstained Mire
- 1 Command TowerCommand Tower
- 1 Eroded CanyonEroded Canyon
- 1 Fiery IsletFiery Islet
- 1 Flooded StrandFlooded Strand
- 6 IslandIsland
- 1 Molten TributaryMolten Tributary
- 10 MountainMountain
- 1 Path of AncestryPath of Ancestry
- 1 Polluted DeltaPolluted Delta
- 1 Reflecting PoolReflecting Pool
- 1 Scalding TarnScalding Tarn
- 1 Spirebluff CanalSpirebluff Canal
- 1 Steam VentsSteam Vents
- 1 Stormcarved CoastStormcarved Coast
- 1 Sulfur FallsSulfur Falls
- 1 Thundering FallsThundering Falls
- 1 Training CenterTraining Center
- 1 Volatile FjordVolatile Fjord
- 1 Wooded FoothillsWooded Foothills
Instant and sorcery decks have remained popular in Commander because they work, and because they feel great to play. Every card you draw might lead to more cards, and you can see a surprising amount of your deck every game. This deck appeals to me in particular because I just love decks with lots of triggered abilities that keep me engaged in the motion of the game.
Firebrand ArcherFirebrand Archer and friends make you keep your brain locked in, and also make sure that everyone is paying attention during your turn (because part of building a cool deck is your opponents seeing it in action). Ghyrson Starn, KelermorphGhyrson Starn, Kelermorph makes sure that no opponent makes it past your turn with a healthy life total, and can even enable the deck to take down the table from full health in one turn.
With how many cards this deck draws, Niv-Mizzet, ParunNiv-Mizzet, Parun is a dangerous combo piece, and knowing that the combo is in the deck creates some hope even in the direst of straits.
Until Next Time
This card is an icon of tempo strategies, setting back an opponent's board while advancing your own. It gives you value, but puts you on a clock: win the game before your opponent can re-deploy the creature you bounced. But how does this play pattern work in Commander, against three opponents and in games that can last for hours? Find out next time on Singleton Shmingleton!
Read More:
Your opinions are welcome. We love hearing what you think about Magic! We ask that you are always respectful when commenting. Please keep in mind how your comments could be interpreted by others. Personal attacks on our writers or other commenters will not be tolerated. Your comments may be removed if your language could be interpreted as aggressive or disrespectful. You may also be banned from writing further comments.