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Rules guide · Enchantment

The Flame of KeldHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Dominaria· April 27, 2018
Carte Magic The Flame of Keld

The Flame of Keld is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Discard your hand. II — Draw two cards. III — If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.

How it works : The Flame of Keld

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If multiple replacement effects would modify how damage would be dealt, the player being dealt damage (or the controller of the permanent being dealt damage) chooses the order in which to apply those effects.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If damage dealt by a source you control is being divided or assigned among multiple permanents an opponent controls or among an opponent and one or more permanents they control simultaneously, divide the original amount before adding 2. For example, if you attack with a 5/5 red creature with trample and your opponent blocks with a 2/2 creature, you can assign 2 damage to the blocker and 3 damage to the defending player. These amounts are then modified to 4 and 5, respectively.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn’t use the stack.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Each symbol on the left of a Saga’s text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability’s chapter number. Chapter abilities are put onto the stack and may be responded to.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    A chapter ability doesn’t trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter’s number. For example, the third lore counter put on a Saga causes the III chapter ability to trigger, but I and II won’t trigger again.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Once a chapter ability has triggered, the ability on the stack won’t be affected if the Saga gains or loses counters, or if it leaves the battlefield.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives lore counters. Removing lore counters won’t cause a previous chapter ability to trigger.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities—in the Dominaria set, this is always three—the Saga’s controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn’t use the stack.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Toralf, God of Fury // Toralf's Hammer
+Deathless Angel
+The Flame of Keld
#1

Toralf, God of Fury // Toralf's Hammer + Deathless Angel + The Flame of Keld

Infinite damage to one opponent
  1. 1Activate Deathless Angel twice by paying {W}{W}{W}{W}, giving two creatures an opponent controls indestructible until end of turn.
  2. 2Deal noncombat damage to one of the indestructible creatures, dealing an increased amount of damage instead due to The Flame of Keld.
  3. 3Toralf triggers, dealing an amount of damage over the excess damage to the second indestructible creature due to The Flame of Keld.
  4. 4Toralf triggers, dealing an amount of damage over the excess damage to the first indestructible creature due to The Flame of Keld.
  5. 5Repeat from step 3 an arbitrarily large number of times.
  6. 6Resolve a Toralf trigger, dealing infinite damage to any target.
Smaug the Impenetrable
+Makeshift Munitions
+The Flame of Keld
#2

Smaug the Impenetrable + Makeshift Munitions + The Flame of Keld

Infinite artifact ETBInfinite artifact LTBInfinite artifact sacrifice triggersInfinite Treasure tokens
  1. 1Activate Makeshift Munitions by paying {1} and sacrificing another creature or artifact, dealing 2 damage to Smaug due to The Flame of Keld.
  2. 2Smaug triggers, creating two Treasure tokens.
  3. 3Activate a Treasure by tapping and sacrificing it, adding {1}.
  4. 4Repeat.
Vigor
+Deathbringer Thoctar
+The Flame of Keld
#3

Vigor + Deathbringer Thoctar + The Flame of Keld

Infinite damageInfinite +1/+1 counters on creatures you control
  1. 1At the beginning of your precombat main phase, The Flame of Keld triggers, putting a lore counter on it and increasing the amount of damage red sources you control deal by 2 this turn.
  2. 2Activate Deathbringer Thoctar by removing a +1/+1 counter from it, putting two +1/+1 counters on it due to Vigor.
  3. 3Activate Deathbringer Thoctar by removing a +1/+1 counter from it, dealing 2 damage to any target.
  4. 4Repeat from step 2 as desired.
Smaug the Impenetrable
+Street Urchin
+The Flame of Keld
#4

Smaug the Impenetrable + Street Urchin + The Flame of Keld

Infinite artifact ETBInfinite artifact LTBInfinite artifact sacrifice triggersInfinite Treasure tokens
  1. 1Activate your commander using the ability granted to it by Street Urchin by paying {1} and sacrificing another creature or artifact, dealing 3 damage to Smaug due to The Flame of Keld.
  2. 2Smaug triggers, creating three Treasure tokens.
  3. 3Activate a Treasure by tapping and sacrificing it, adding {1}.
  4. 4Repeat.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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