Quest for Pure Flame MTG Card
Mana cost | |
Converted mana cost | 1 |
Rarity | Uncommon |
Type | Enchantment |
Released | 2009-10-02 |
Set symbol | |
Set name | Zendikar |
Set code | ZEN |
Number | 144 |
Frame | 2003 |
Layout | Normal |
Border | Black |
Illustred by | Cyril Van Der Haegen |
Text of card
Whenever a source you control deals damage to an opponent, you may put a quest counter on Quest for Pure Flame. Remove four quest counters from Quest for Pure Flame and sacrifice it: If any source you control would deal damage to a creature or player this turn, it deals double that damage to that creature or player instead.
Cards like Quest for Pure Flame
The Quest for Pure Flame is another intriguing addition to the pantheon of red spells in MTG. It invites comparison to other cards that amplify damage, like Furnace of Rath. However, Quest for Pure Flame carves its own niche by requiring the setup of four successful triggers to double the damage against opponents, whereas Furnace of Rath consistently doubles damage but comes with a higher mana cost and affects all players equally, increasing the risk factor.
Another related card is Dictate of the Twin Gods, sharing the theme of damage amplification. Dictate’s flash ability allows for surprise tactics, unlike the Quest which demands forethought and strategy to activate. Additionally, Dictate doubles the damage dealt to and by all players, providing a more universal effect at a slightly steeper mana investment.
Through comparing these cards, Quest for Pure Flame proves its worth in mono-red decks focused on setting up explosive turns. Its low mana cost and potential for massive damage make it a unique tool in Magic: The Gathering for those willing to prime their spells and abilities just right.
Cards similar to Quest for Pure Flame by color, type and mana cost
Decks using this card
MTG decks using Quest for Pure Flame. Dig deeper into the strategy of decks, sideboard cards, list ideas and export to play in ARENA or MOL.
# | Name | Format | Archetype | Event |
---|---|---|---|---|
Gruul Midrange | Modern | Gruul Midrange | Modern League 2024-05-02 |
Card Pros
Card Advantage: The Quest for Pure Flame, once completed, can lead to exponential card value by doubling the damage output from subsequent spells or abilities. This increase in damage can result in major board presence or game-ending scenarios, effectively outpacing opponent’s card usage.
Resource Acceleration: This enchantment offers a form of resource acceleration by amplifying the effects of any damage sources you control. You invest once in the Quest, and upon fulfillment, your damage sources require less investment for a greater payoff, quickening the pace toward victory.
Instant Speed: What makes Quest for Pure Flame particularly versatile is its ability to trigger at instant speed. One can conveniently complete the Quest off of any instant speed damage spell, setting up for a surprise game-winning turn or a pivotal shift in board state, maximizing strategic depth and timing.
Card Cons
Discard Requirement: The activation of Quest for Pure Flame necessitates four quests counters, which can only be acquired by controlling sources of damage. This can be demanding, especially if facing a strategy that discourages or limits damage output, potentially leaving the card dormant on the battlefield.
Specific Mana Cost: While its initial cost is not excessively prohibitive, the Quest for Pure Flame is inherently red, constraining it to red-themed decks or those with a sufficient mana base to accommodate multiple colors, potentially restricting its versatility across diverse deck builds.
Comparatively High Mana Cost: Despite its potential to double damage, players may find the cost of both playing and fulfilling the conditions of the Quest for Pure Flame steep relative to other options available. This card competes with other four-mana spells that could provide immediate and guaranteed impact, as opposed to the conditional and setup-intensive nature of this enchantment.
Reasons to Include Quest for Pure Flame in Your Collection
Versatility: Quest for Pure Flame offers a unique advantage in various deck archetypes, especially those focused on dealing direct damage. It can seamlessly incorporate into burn strategies, enhancing their ability to close out games quickly.
Combo Potential: This card is a linchpin in combos aiming to amplify damage output. It can double the impact of single spells, paving the way for explosive turns that can overwhelm opponents unexpectedly.
Meta-Relevance: In a meta where fast aggro or burn decks are prevalent, Quest for Pure Flame can be a game-changer. Its ability to escalate damage makes it a formidable inclusion against slower, more controlling decks that can struggle to counteract a sudden surge in damage.
How to beat
Quest for Pure Flame is a unique enchantment in the world of MTG that can turn the tides of a game by doubling damage from sources you control. Facing off against this card requires strategic plays and careful consideration. The key to dismantling the advantage Quest for Pure Flame provides is to prevent the accumulation of quest counters. This means minimizing the number of times you take damage in a single turn. Swift removal of creatures, countering spells, and avoiding self-inflicted damage from cards like fetch lands can thwart the quest’s progression.
Another tactic is to play control elements that can remove enchantments directly. Cards with naturalize effects or universal removal like Disenchant help you to quickly neutralize the threat. It’s also beneficial to maintain a healthy life total, as the doubled damage becomes less of a knockout punch if you’re well outside of critical range. Staying on the front foot and pressuring your opponent will force them to respond to your threats rather than setting up their own. In a pinch, life gain strategies can offset the damage dealt by a completed Quest for Pure Flame. These methods form a comprehensive approach to keep Quest for Pure Flame from becoming a game-ender in your opponent’s favor.
BurnMana Recommendations
If you’re deep into perfecting your MTG strategies, the Quest for Pure Flame offers a vibrant playground of explosive possibilities. It’s not just another card; it’s a catalyst for turning up the heat in your matches. By doubling the damage, it commands respect on any battlefield, especially when you’re aiming for a swift victory. For those with a flair for dramatic plays and decisive moves, incorporating this card into your arsenal could be the game-changer you need. Eager to harness the pure force of this enchantment and set your deck ablaze with potential? Continue your journey with us to explore its full capabilities and integrate it into your winning strategies.
Where to buy
If you're looking to purchase Quest for Pure Flame MTG card by a specific set like Zendikar, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.
For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.
Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.
Below is a list of some store websites where you can buy the Quest for Pure Flame and other MTG cards:
BUY NOWBurnMana is an official partner of TCGPlayer
- eBay
- Card Kingdom
- Card Market
- Star City Games
- CoolStuffInc
- MTG Mint Card
- Hareruya
- Troll and Toad
- ABU Games
- Card Hoarder Magic Online
- MTGO Traders Magic Online
See MTG Products
Legalities
Magic the Gathering formats where Quest for Pure Flame has restrictions
Format | Legality |
---|---|
Commander | Legal |
Legacy | Legal |
Modern | Legal |
Oathbreaker | Legal |
Vintage | Legal |
Duel | Legal |
Predh | Legal |
Rules and information
The reference guide for Magic: The Gathering Quest for Pure Flame card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.
Date | Text |
---|---|
2009-10-01 | Both of Quest for Pure Flame’s abilities interact with any kind of damage, not just combat damage. |
2009-10-01 | If a spell causes damage to be dealt, that spell will always identify the source of the damage. In most cases, the source is the spell itself. For example, Lightning Bolt says “Lightning Bolt deals 3 damage to any target.” |
2009-10-01 | If a spell or ability divides damage among multiple recipients (such as Arrow Volley Trap does), the damage is divided before Quest for Pure Fire’s effect doubles it. The same is true for combat damage. |
2009-10-01 | If an ability causes damage to be dealt, that ability will always identify the source of the damage. The ability itself is never the source. However, the source of the ability is often the source of the damage. For example, Prodigal Pyromancer’s ability says “Prodigal Pyromancer deals 1 damage to any target.” |
2009-10-01 | If multiple effects modify how damage will be dealt, the player who would be dealt damage or the controller of the creature that would be dealt damage chooses the order to apply the effects. For example, Mending Hands says, “Prevent the next 4 damage that would be dealt to any target.” Suppose a spell controlled by a player who has activated Quest for Pure Fire’s second ability would deal 5 damage to a player who has cast Mending Hands targeting themselves. The player who would be dealt damage can either (a) prevent 4 damage first and then let Quest for Pure Fire’s effect double the remaining 1 damage, taking 2 damage, or (b) double the damage to 10 and then prevent 4 damage, taking 6 damage. |
2009-10-01 | If the source of the damage is a permanent, Quest for Pure Flame checks whether you control that permanent at the time that damage is dealt. If the permanent has left the battlefield by then, its last known information is used. If the source of the damage is a spell, whether you control it is obvious. If the source of the damage is a card in some other zone (such as a cycled Jund Sojourners), Quest for Pure Flame checks whether you’re the card’s owner, rather than whether you’re its controller. |
2009-10-01 | If you activate the second ability of more than one Quest for Pure Flame in the same turn, the effects are cumulative. Two such effects will cause damage from sources you control to be multiplied by four; three such effects will cause damage from sources you control to be multiplied by eight. |
2009-10-01 | The first ability will trigger multiple times if multiple sources you control deal damage to a single opponent at once, or if a single source you control deals damage to multiple opponents at once. |
2009-10-01 | The second ability affects all sources you control that would deal damage to a permanent or player at any point in the rest of the turn. |
2009-10-01 | The source of combat damage is the creature that dealt it. |
2009-10-01 | When the first ability resolves, you may put just one quest counter on Quest for Pure Flame. It doesn’t matter how much damage the source dealt. |