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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Soul's Fire
Image from Wizards.com

Soul's Fire
Shards of Alara

Reviewed April 25, 2012

Constructed: 3.60
Casual: 3.70
Limited: 4.00
Multiplayer: 3.70

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

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Card of the Day Reviews 


Soul's Fire

For this to successfully kill a creature, you have to have a bigger creature. In that respect, it's kind of a "win more" card. But then you never really can make your opponent block with the creature you most want to kill, and sometimes that pesky creature is actually small enough that it doesn't take much. In addition, because the creature you control is the one dealing the damage, not Soul's Fire itself, this card will trigger lifelink, deathtouch, infect, or any other ability that the chosen creature has which triggers off of damage. I remember using Crush Underfoot to similar effect with Brion Stoutarm back in Lorwyn block; dealing 4 damage and gaining 4 life for 1R helped me twist many a dismal combat phase to my advantage. Deathtouch could allow Soul's Fire to act as a Dark Banishing, and infect could make it the game-ending spell. Don't forget that it hits players too!

But alas, the fact that you can't play it unless you control a creature is a drawback not to be ignored. The fact that red doesn't get deathtouch or lifelink and has almost no infect makes it harder to exploit as well. Red does have firebreathing though, so if you've got the mana, this could hit very hard.

Constructed- 3.5
Casual- 3.5
Limited- 4
Multiplayer- 4

David Fanany

Player since 1995

Soul's Fire

The majority of red damage spells are relevant regardless of whether you have creatures, as opponents or planeswalkers are present more often than not. Soul's Fire stands out, then, as it's notably less flexible than other spells of its kind. But then again, it's not really intended for the same uses as something like Incinerate or Brimstone Volley. This is for those crazy combo-style finishes you shoot for in concert with Protean Hydra and Heartbeat of Spring, and for when you've drafted a bunch of Naya's "5 power or greater" themed cards and want to make them hurt even more than usual. Dare I say, it's pretty good at those uses.
Constructed: 3/5
Casual: 4/5
Limited: 4/5
Multiplayer: 3/5


Welcome back readers todays card of the day is an interesting red card which allows a creature you control to deal damage obviously this is good the bigger the creature you have. In standard this card is not available. In extended and modern I could see this card in the same type of decks that utilize fling but aside from that this card doesn’t have much potential aside from obscure combo decks as well. In legacy and vintage not a chance for this to be good. In casual and multiplayer if your deck is jam packed with powerful creatures this could make a decent finisher and act as instant removal making it an interesting choice. In limited its removal of a sort making it powerful. Overall a basic card with some constructed and casual applications.
Constructed: 2.5
Casual: 3.0
Limited: 3.0
Multiplayer: 2.5

Michael "Maikeruu" Pierno

Today's card of the day is Chandra's Spitfire which is a three mana Red
1/3 with Flying that gets +3/+0 until end of turn whenever an opponent is dealt noncombat damage.  Multiple cards combo with this and any Red burn deck should easily be able to make room for an evasive creature that is often a 4/3 on the attack.  Stockpiling effects to make this a
7/3 or bigger puts the opponent in a losing situation very early, which is what aggressive Red wants to have.  Overall a great thematic addition to burn that works as both a general threat and potentially a finisher.
For Limited the value of this depends entirely on how many burn effects you have.  A three mana Flying for Red is nice, but without support it probably will fall into a defensive role against other Flying creatures.  The three toughness allows it to survive well in that role, yet it doesn't compare favorable to attacking for four or more.  In Sealed this should be in a primarily Red deck whenever available and nearly any burn should be included as potential triggers.  In Booster it can be a gamble as you may not see much burn, though it is playable with minimal support if necessary and won't waste the second or third draft pick when taken.
Constructed: 4.0
Casual: 4.0
Limited: 4.0
Multiplayer: 4.0


       Welcome to the Pojo.com card of the day section. Today we look at one of my all time favorite red spells, Soul’s Fire. Soul’s Fire is a common red instant that costs one red and two generic mana. Soul’s Fire says target creature you control deals damage equal to it’s power to target creature or player.
      Soul’s Fire will likely forever be one of my favorite red spells. Unless of course something comes along with a better ability that does essentially the same thing. I use this as often as possible with BIG things. And in yesterday’s article, I showed one of my favorite things to use it on, Thunder Thrash Elder. While people seem critical of the Elder, all it takes is time, mana, and often, Soul’s Fire. Any big creature can fit into perfection for Soul’s Fire, and so many abilities can easily be exploited with Soul’s Fire, since it is the creature dealing the damage, not the Soul’s Fire. So if you have a creature with Deathtouch, it is very easy to kill off something that may otherwise be a nuisance, or cost you your creature, thus leaving a potential opening. Lifelink also works well in this scenario, since the creature would be dealing the damage, you gain life. A nice easy way to boost your life, and still then be able to swing. Of course, the Soul’s Fire also works with Infect. And nothing ends the game quicker than Blightsteel Colossus and Soul’s Fire!

       Looking ahead, I see a major role for Soul’s Fire coming up. With the release of Avacyn Restored we will see Grislebrand. If you haven’t checked out the cards on Magicthegathering.com, I suggest you head over there. He has lifelink and an ability of paying seven life to draw seven cards, and is a 7/7 himself. When you use Soul’s Fire with him, you will deal seven damage to whatever, gain seven life, still be able to attack with him to gain seven more life, and then pay seven life happily to draw a new hand of fun!
Limited: 5/5
Casual: 5/5
Constructed: 5/5
Multiplayer: 3/5

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