Can this card be broken?
Kulmata Flamewaker is a rare from Overworld that doesn’t fit into any of the set’s main themes. It’s not a pirate, a sea monster, or has anything to do with seafaring. It is important that players who don’t really care about those themes can still get excited about a few cards here and there. Other people aren’t interested in Limited and rate sets based mainly on their impact on Constructed formats. Kulmata Flamewaker is supposed to be a card for those players.
With Iamur, I made the mistake of completely ignoring Constructed and designing only with the Limited environment in mind. As a result, the sets needs a major overhaul before it plays well even with the other sets of the block. For Overworld, I don’t want to repeat this mistake.
Kulmata Flamewaker could potentially do some things in Standard, but I think Modern with its cheap and efficient burn spells is where she could find a home most easily. Since when I came up with the card, I had the suspicion that it is quite broken, and here I want to find out whether this suspicion is justified. So, let’s try to break this card in Modern! This is just a theoretical exercise, but I find that thinking about the uses of custom cards in older formats is a lot of fun.
When we look at her applications in Modern, two possibilities come to mind:
- The fair deck: Here, Kulmata Flamewaker is used as a tempo generator, able to accelerate your board development while dealing with the opponent’s board at the same time.
- The unfair deck: Here, we combo Kulmata Flamewaker in conjunction with massive burn spells or red sweepers to generate huge amounts of mana and win the game on the spot.
The Fair Deck
The fair deck should consist of an aggressive shell with a lot of cheap burn spells like Lightning Bolt. We want to end the game quickly before the opponent has time to catch up with our accelerated start. We can use the mana generated by the flamewaker to cheat the mana curve, but that isn’t our primary plan. We’re more interested in the tempo we gain by casting multiple spells a turn.
Since we’re planning on using a bunch of cheap burn spells, Young Pyromancer and Snapcaster Mage are obviously included in the deck. With these, we have enough early creatures, but we need something to do with our excess mana. We’re looking for creatures that are powerful enough that the opponent most likely can’t stabilize after we cast them early, but cheap enough that we can reasonably cast them when we don’t draw Kulmata Flamewaker or the combo gets disrupted. Of course, they should be also be castable with only red mana. After contemplating about our options, I arrived at the ragtag team of Goblin Rabblemaster (can be played off a single Lightning Bolt), and Thundermaw Hellkite (can be played after untapping with the Flamewaker). I don’t think we want to go any higher and include things like Inferno Titan, and it’s questionable if we even want Thundermaw Hellkites. They’re too difficult to cast in a land-light aggressive deck.
The base of our deck looks like a standard Izzet Delver of Secrets shell, but given that we play a lot more creatures, I think the spell count would be too low for Delver to be good. Here is a list I put together:
19 Creatures
3 Young Pyromancer
4 Snapcaster Mage
4 Kulmata Flamewaker
4 Goblin Rabblemaster
4 Thundermaw Hellkite
18 Spells
4 Lightning Bolt
4 Flame Slash
2 Roast
4 Electrolyze
4 Serum Visions
23 Lands
The Unfair Deck
Let’s explore the more combo based possibilities. Kulmata Flamewaker turns Lightning Bolt into a ritual, but that’s not exciting enough. We want to generate 20 mana, not just 3. Luckily, red has access to a plethora of sweeper effects that help us do just that. Cast Blasphemous Act with eight creatures out and get 100 red mana? Well, that’s probably far more than we need, considering Emrakul, the Aeons Torn costs only a measly 15, but it’s certainly what Travis Woo would do if he’d get his hands on this card.
Anger of the Gods, and Earthquake should work just fine. The plan of the deck is quite clear then. Cast sweepers to stabilize against aggressive opponents, and use the them also in conjunction with Kulmata Flamewaker to cast giant Eldrazi.
We want a way to search for the Eldrazi and the flamewakers, so Commune with Nature and Chord of Calling get slots in the deck. That means we’re playing green. We also want some early defense and acceleration. Green mana creatures help with our Chord of Callings, but have the problem of being swept up in our board wipes, so we have to get more creative with our picks. Overgrown Battlement and Wall of Roots both survive Anger of the Gods. So does Spellskite, which we use to protect our Flamewaker.
We use Khalni Garden and Forbidden Orchard to produce additional creatures for our sweepers to hit. Khalni Garden tokens also help with casting Chord of Calling.
Here’s my list:
21 Creatures
4 Wall of Roots
2 Overgrown Battlement
4 Kulmata Flamewaker
3 Spellskite
1 Eternal Witness
4 Emrakul, the Aeons Torn
3 Kozilek, Butcher of Truth
15 Spells
4 Anger of the Gods
4 Earthquake
4 Commune with Nature
3 Chord of Calling
24 Lands
3 Fire-Lit Thicket
4 Khalni Garden
4 Wooded Foothills
4 Stomping Ground
3 Forbidden Orchard
4 Temple of Abandon
1 Forest
1 Mountain
Conclusion
The fair deck looks quite alright, but I think that the deck trades off its increase in power disproportionately against consistency. The standard Izzet tempo decks I think are still superior. Sure, the draws where you get to cast Thundermaw Hellkite on turn 3 are great, but how often is that going to happen? In the harsh reality of actual Magic, the combo gets disrupted more often than not, you’ll have the burn spells to trigger the Flamewaker, but nothing to do with the mana, or your expensive creatures strand in your hand.
The unfair deck looks like a Tier 2 combo deck that works great against creature decks, but can’t ever win against control or against combo decks like Scapeshift, or Splinter Twin.
I don’t think I succeeded in breaking Kulmata Flamewaker, but maybe you have some ideas to improve these decklists?