Combined with a card like Inner-Flame Igniter, plus other elemental-themed bonuses like from Incandecent Soulstoke and/or Rage Forger, etc. and you've got some amazing ruination you can do.
singaz
★★★☆☆ (3.8/5.0)(2 votes)
combo with Hostility and Hearthcage Giant and any burn spells more notably banefire/fireball and we have a WINNER
punkaffe
☆☆☆☆☆ (0.5/5.0)(5 votes)
is this a infinit card with itself?
Vinifera7
★★★★☆ (4.8/5.0)(6 votes)
@punkaffe: You cannot generate infinite red mana with Soulbright Flamekin. Why? Read the ability text. It says "If this is the third time this ability has resolved this turn, you may add to your mana pool." The third activation only comes around once per turn. If you activate the ability once more after you get eight red mana that will be the fourth activation that turn; then the fifth; then the sixth. You will only get the additional mana a maximum of once per turn.
Kryplixx
★★★★☆ (4.5/5.0)(6 votes)
This card is awesome. Just awesome. Basically it should say "When you get to 6 mana.. you really have 8. Oh, and we will throw you trample because, why not." 4.5/5
Moosecadet
★★★☆☆ (3.0/5.0)(2 votes)
Duhh! Why didn't I notice this before? generating the exact CMC for Warp World.
cadenblade
★★★★☆ (4.0/5.0)(2 votes)
Can't this card target itself all three times? I don't see any text mentioning separate or other target creatures.
Tobolococo
★★★☆☆ (3.0/5.0)(2 votes)
should be an uncommon, great guy for late game, can give your guys trample and get you 2 extra mana
A great pair with Ceaseless Searblades At very least creates a 9/4 with trample.
blindthrall
★★★☆☆ (3.8/5.0)(2 votes)
That is without a doubt the most mana symbols I've ever seen in a row. This card DEMANDS ramp.
kiseki
★★★★★ (5.0/5.0)(3 votes)
This is my favorite red card. It requires strategy and timing but can pay off big time. the fact that it is powerful, if you have 6 mana, but relatively weak if you have 5 can make for some exiting turns. Especially if you have to pump mana into it before you know if you are drawing a mountain or not. that kind of thing happens frequently with Braid of Fire. Smokebraider also goes well with this if you are already using other elementals. Someone already mentioned training grounds, but heartstone prevents you from needing blue mana and ramps him just as fast. With heartstone, 6 mana gets you 8 during your turn AND your opponent's turn. It is great with firebreathing too since it pumps them up and gives trample. But in my experiences, trample is just gravy. It is seldom the reason that this card is a lightning rod.
Nathreet
★★★☆☆ (3.8/5.0)(2 votes)
Combine with a firebreathing enchantment or creature for at least +8/+0 with your trample. But not with actual firebreathing because there are a dozen cards that do it better.
DrHemroid
★☆☆☆☆ (1.5/5.0)(1 vote)
@Kryplixx If you have four of these guys out and you have 6 mana, it should read:
Soulbright Flamekin
You have 10 mana, no really, you do. Also those 12 creatures you control all have trample. Go ahead check if you don't believe me.
When provoked, a flamekin's inner fire burns far hotter than any giant's forge. 2/1
Nikeyeia
★★★☆☆ (3.8/5.0)(2 votes)
@WhiteWizard42: He is blind. Duh.
WhiteWizard42
★★☆☆☆ (2.5/5.0)(1 vote)
blindthrall - "the most mana symbols I've ever seen in a row."
Edit: Nikeyeia - Well played, sir. ... Wait, then how did he see the mana symbols on THIS card?
storophanthus
☆☆☆☆☆ (0.0/5.0)
@Moosecadet : nice find.. also living inferno is also an elemental creature with the exact CMC
Axelle
☆☆☆☆☆ (0.0/5.0)
If you flicker this, is the number of times you activated the ability this turn reset?
adrian.malacoda
☆☆☆☆☆ (0.0/5.0)
@Axelle
If a creature is flickered, it returns to the battlefield as a new instance of that card with no "memory" of its former self. Since the ruling states, 'Abilities from other creatures with the same name don't count towards the total' i would presume it is effectively reset because when the creature returns to the battlefield it is a new copy of that creature.
Salient
☆☆☆☆☆ (0.0/5.0)
Retroactively, this guy's Geosurge on a stick! (Not quite. Better.)
LordRandomness
☆☆☆☆☆ (0.0/5.0)
Okay, so there's a trick here: you pair it with Deadeye Navigator (or some other flicker effect if you have a better one), THEN use Training Grounds. The result is that you pay {3} for your eight red, then {U} to flicker the Soulbright, which resets it if I'm not mistaken, allowing you to funnel its mana back into itself for more gains. If you've got something to convert your mana colours (Gemstone Array, say), then you can go infinite! Because there's certainly no easier way to do that >_>
MojoVince
☆☆☆☆☆ (0.0/5.0)
Elvish Pipper is a rare and this is common , it make sens for me ! So when your pipper enter the game it will be immediately be a target instead of this , and well played with a Brighthearth Banneret on turn 2 and a heartstone on turn 3 he can immediately produce 8 mana entering on turn 4 to summon bogardan mother burner or whatever. In a red elemental tribal , banneret is a base as for heartstone vue to the number of mana activited abilitys elementals have . In a red/blue one it goes on turn 3 with training grounds first turn , smokebraider on second and this on third by tapping smoke and using 3 lands to it . Using of course no other ramping like mox or whatever .
As for pipper you can just shock it but training or heartstone will stay for other combos cause they are a main part of the deck , casual maybe but as i like them with cheap commons rocking on !
Turns 6 mana into 8, Ill take Palladium Myr instead. Everyone talking about using training grounds or heartstone well thats about that same thing as playing an elvish piper, but piper is 1 card. Yes you can use this mana on abilities and spells but its the same concept. 1 well placed shock and your plans are spoiled, which is why these strategies are never competitive.
And the card is more simple then it looks. It does not require "strategy", pay and get reds, whats complicated about that?
Tiggurix
★★★★★ (5.0/5.0)(1 vote)
@Svelte: This works best in mono-red so I'd prefer Heartstone. They both have the exact same effect in this card's case anyway.
blurrymadness
★★★★★ (5.0/5.0)(1 vote)
A 2/1 for 2 is almost always a creature with a good ability. This is no exception; Using him next to Koth of the Hammer, a T4 Seething Song or similar nets you 8 mana; which; rather than using on a fatty, could be used to end the game right there with a 2-3-target comet storm, etc..
He just ramps ramp, which is good. A t5 Koth play => 12 mana, which is often enough to end the game right there (11 damage from a fireball or something.)
If you're using lots of burns spells and flashback it's enough mana to do Past in Flames in a burn deck, empty your hand, seething song again for yet more mana, and continue burninating.
coberry87
☆☆☆☆☆ (0.0/5.0)
If Braid of Fire is teamed with Soulbright Flamekin, does it carry the mana into the main phase because to my understanding Soulbright Flamekin's effect for trample lasts until end of turn but the adding the mana is just for that phase which at the time is during the upkeep phase and would then drop off come the start of the main phase
wiseguy20
☆☆☆☆☆ (0.0/5.0)
@coberry87 it will not carry mana to the main phase, however you can use braid of fire's mana (if its been on the field for 4 turns) to activate soulbright's ability TWICE, then during your main phase do it the 3rd time and you can get 8 mana just for tapping 2 lands
Comments (30)
banefire/fireball
and we have a WINNER
You cannot generate infinite red mana with Soulbright Flamekin. Why? Read the ability text. It says "If this is the third time this ability has resolved this turn, you may add
Someone already mentioned training grounds, but heartstone prevents you from needing blue mana and ramps him just as fast. With heartstone, 6 mana gets you 8 during your turn AND your opponent's turn.
It is great with firebreathing too since it pumps them up and gives trample. But in my experiences, trample is just gravy. It is seldom the reason that this card is a lightning rod.
If you have four of these guys out and you have 6 mana, it should read:
Soulbright Flamekin
You have 10 mana, no really, you do.
Also those 12 creatures you control all have trample. Go ahead check if you don't believe me.
When provoked, a flamekin's inner fire burns far hotter than any giant's forge.
2/1
Clearly you haven't seen the B.F.M. (Big Furry Monster).
Edit: Nikeyeia - Well played, sir. ... Wait, then how did he see the mana symbols on THIS card?
If a creature is flickered, it returns to the battlefield as a new instance of that card with no "memory" of its former self. Since the ruling states, 'Abilities from other creatures with the same name don't count towards the total' i would presume it is effectively reset because when the creature returns to the battlefield it is a new copy of that creature.
So when your pipper enter the game it will be immediately be a target instead of this , and well played with a Brighthearth Banneret on turn 2 and a heartstone on turn 3 he can immediately produce 8 mana entering on turn 4 to summon bogardan mother burner or whatever.
In a red elemental tribal , banneret is a base as for heartstone vue to the number of mana activited abilitys elementals have .
In a red/blue one it goes on turn 3 with training grounds first turn , smokebraider on second and this on third by tapping smoke and using 3 lands to it .
Using of course no other ramping like mox or whatever .
As for pipper you can just shock it but training or heartstone will stay for other combos cause they are a main part of the deck , casual maybe but as i like them with cheap commons rocking on !
I call Scourge of Kher Ridges
And the card is more simple then it looks. It does not require "strategy", pay
He just ramps ramp, which is good. A t5 Koth play => 12 mana, which is often enough to end the game right there (11 damage from a fireball or something.)
If you're using lots of burns spells and flashback it's enough mana to do Past in Flames in a burn deck, empty your hand, seething song again for yet more mana, and continue burninating.