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Normally I play mostly blue and white decks. I do, however, have one black and red deck and in it I as sure to include Ghostly Flame. This card is one of the most overlooked cards in Ice Age, if not in all of Magic. It changes all black and red sources of damage to colorless sources of damage. It is very difficult to prevent colorless sources of damage!
The strength of black and red decks are speed and direct damage. One of the weaknesses of black and red is that they have almost no way to deal with enchantments; this means trouble when up against a white player. Circles of protection have been the downfall of many an artistic black or red coup de grace. Ghostly Flame neatly circumvents those CoP's, not to mention Greater Realm of Preservation, Wards, and protection from red or black (goodbye Paladin en-Vec!).
Certainly it is possible to create defenses to handle colorless damage, and there are several ways to redirect damage regardless of the color of its source. However, if your opponent has lots of artifacts or other cards to prevent or redirect damage, they will have to employ all of those to fight off colorless damage. This should keep them on the defensive and allow you to eventually overwhelm them.
I have found that having a Skull of Orm from The Dark is a convenient way to recover Ghostly Flame or other key enchantments from the graveyard. Very few players will disenchant a Skull of Orm if it comes out before the Ghostly Flame. If they wait until you cast the Ghostly Flame to disenchant your Skull of Orm, you still get to keep the enchantment.
I usually don't play many enchantments, but if you are going to go with Ghostly Flame and Skull of Orm, why not throw in a few more enchantments? Furnace of Rath is particularly enjoyable when your opponent can't prevent your damage, and Goblin War Drums is very useful also. Of course, you have Necropotence for black decks, not to mention Bad Moon and even Hecatomb.
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