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Ashling, Flame Dancer

Ashling, Flame Dancer

Legendary Creature — Elemental Shaman4/4$5.85

You don't lose unspent red mana as steps and phases end. Magecraft — Whenever you cast or copy an instant or sorcery spell, discard a card, then draw a card. If this is the second time this ability has resolved this turn, Ashling deals 2 damage to each opponent and each creature they control. If it's the third time, add .

Legal in Commander

Is

Does

Rewards

Combos 23

  • Ashling, Flame Dancer + Sozin's Comet + Aggravated Assault

    • Infinite combat phases
    • Infinite red mana
    • Infinite mana creatures you control can produce

    Mana needed: 4,744 decks on Commander Spellbook

    How it works

    Before you start

    You control a creature that can attack this turn and that cannot be blocked or killed by an opponent.

    Steps

    Cast Sozin's Comet either from your hand by paying {3}{R}{R} or from exile for its foretell cost by paying {2}{R}. Declare a creature as an attacker, triggering its firebending ability, adding {R}{R}{R}{R}{R}. Move to your postcombat main phase. You will not lose the mana due to Ashling. Activate Aggravated Assault by paying {3}{R}{R}, causing you to untap all creatures you control and to get an additional combat and main phase after this one. Repeat from step 2.

    Commander Spellbook ↗
  • Ashling, Flame Dancer + Avatar Roku, Firebender + Aggravated Assault

    • Infinite combat phases
    • Infinite red mana
    • Infinite mana creatures you control can produce
    • Infinitely powerful red creatures you control until end of turn

    4,251 decks on Commander Spellbook

    How it works

    Before you start

    You control a creature that can attack this turn and that cannot be blocked or killed by an opponent.

    Steps

    Declare a creature as an attacker, triggering Avatar Roku, adding six {R}. Move to your postcombat main phase. You will not lose the mana due to Ashling. Activate Aggravated Assault by paying {3}{R}{R}, causing you to untap all creatures you control and to get an additional combat and main phase after this one. Repeat.

    Commander Spellbook ↗
  • Ashling, Flame Dancer + Firebending Student + Aggravated Assault

    • Infinite combat phases
    • Infinite red mana
    • Infinite mana creatures you control can produce

    3,965 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block and kill Firebending Student.

    Steps

    Declare Firebending Student as an attacker, triggering its ability, adding an amount of {R} equal to its power. Move to your postcombat main phase. You will not lose the mana due to Ashling. Activate Aggravated Assault by paying {3}{R}{R}, causing you to untap all creatures you control and to get an additional combat and main phase after this one. Repeat.

    Commander Spellbook ↗
  • Ashling, Flame Dancer + Zuko, Firebending Master + Aggravated Assault

    • Infinite combat phases
    • Infinite red mana
    • Infinite mana creatures you control can produce

    2,959 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block and kill Zuko. You have at least five experience counters.

    Steps

    Declare Zuko as an attacker, triggering its ability, adding an amount of {R} equal to the number of experience counters you have. Move to your postcombat main phase. You will not lose the mana due to Ashling. Activate Aggravated Assault by paying {3}{R}{R}, causing you to untap all creatures you control and to get an additional combat and main phase after this one. Repeat.

    Commander Spellbook ↗
  • Ashling, Flame Dancer + Sun Warriors + Aggravated Assault

    • Infinite combat phases
    • Infinite red mana
    • Infinite creature tokens
    • Infinite mana creatures you control can produce

    340 decks on Commander Spellbook

    How it works

    Before you start

    An opponent cannot block and kill Sun Warriors. You control five or more creatures.

    Steps

    Declare Sun Warriors as an attacker, triggering its ability, adding an amount of {R} equal to the number of creatures you control. Move to your postcombat main phase. You will not lose the mana due to Ashling. Activate Aggravated Assault by paying {3}{R}{R}, causing you to untap all creatures you control and to get an additional combat and main phase after this one. Repeat.

    Commander Spellbook ↗
  • Ashling, Flame Dancer + Worldfire + Emergence Zone

    • Each opponent loses the game
    • Exile all permanents
    • Near-infinite lifeloss for all players

    Mana needed: 129 decks on Commander Spellbook

    How it works

    Before you start

    You have not triggered Ashling's ability this turn. You have another instant or sorcery spell in hand. Your deck size is at least 2.

    Steps

    Activate Emergence Zone by paying {1}, tapping and sacrificing it, allowing you to cast spells this turn as though they have flash. Cast an instant or sorcery spell by paying its mana cost, triggering Ashling. Holding priority, cast Worldfire by paying {6}{R}{R}{R}. Ashling triggers, causing you to rummage. Resolve Worldfire, exiling all permanents, all cards in all hands and graveyards, and setting each player's life total to 1. Resolve the Ashling trigger from step 2, dealling 2 damage to each opponent. Each opponent loses the game as a state-based action due to having less than 0 life.

    Commander Spellbook ↗
  • Ashling, Flame Dancer + Worldfire + Vedalken Orrery

    • Each opponent loses the game
    • Exile all permanents
    • Near-infinite lifeloss for all players

    Mana needed: 116 decks on Commander Spellbook

    How it works

    Before you start

    You have not triggered Ashling's ability this turn. You have another instant or sorcery spell in hand. Your deck size is at least 2.

    Steps

    Cast an instant or sorcery spell by paying its mana cost, triggering Ashling. Holding priority, cast Worldfire by paying {6}{R}{R}{R}. Ashling triggers, causing you to rummage. Resolve Worldfire, exiling all permanents, all cards in all hands and graveyards, and setting each player's life total to 1. Resolve the Ashling trigger from step 1, dealling 2 damage to each opponent. Each opponent loses the game as a state-based action due to having less than 0 life.

    Commander Spellbook ↗
  • Ashling, Flame Dancer + Brash Taunter + Chain of Plasma

    • Near-infinite damage

    Mana needed: 78 decks on Commander Spellbook

    How it works

    Steps

    Cast Chain of Plasma by paying {1}{R}, targeting Brash Taunter. Ashling triggers, causing you to discard a card and draw a card. Resolve Chain of Plasma, dealing 3 damage to Brash Taunter and choosing to discard a card to copy it. Brash Taunter triggers, dealing 3 damage to any target. Repeat from step 2 (getting Ashling's additional results once each).

    Commander Spellbook ↗
  • Ashling, Flame Dancer + Chain of Plasma + Stuffy Doll

    • Near-infinite damage

    Mana needed: 43 decks on Commander Spellbook

    How it works

    Steps

    Cast Chain of Plasma by paying {1}{R}, targeting Stuffy Doll. Ashling triggers, causing you to discard a card and draw a card. Resolve Chain of Plasma, dealing 3 damage to Stuffy Doll and choosing to discard a card to copy it. Stuffy Doll triggers, dealing 3 damage to the chosen player. Repeat from step 2 (getting Ashling's additional results once each).

    Commander Spellbook ↗
  • Ashling, Flame Dancer + Worldfire + Leyline of Anticipation

    • Each opponent loses the game
    • Exile all permanents
    • Near-infinite lifeloss for all players

    Mana needed: 41 decks on Commander Spellbook

    How it works

    Before you start

    You have not triggered Ashling's ability this turn. You have another instant or sorcery spell in hand. Your deck size is at least 2.

    Steps

    Cast an instant or sorcery spell by paying its mana cost, triggering Ashling. Holding priority, cast Worldfire by paying {6}{R}{R}{R}. Ashling triggers, causing you to rummage. Resolve Worldfire, exiling all permanents, all cards in all hands and graveyards, and setting each player's life total to 1. Resolve the Ashling trigger from step 1, dealling 2 damage to each opponent. Each opponent loses the game as a state-based action due to having less than 0 life.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Carnage, Crimson ChaosAshling, Flame Dancer fills your graveyard, which Carnage, Crimson Chaos can use because it casts cards from your graveyard.
  2. Melek, Reforged ResearcherMelek, Reforged Researcher reduces your spell costs, which Ashling, Flame Dancer can use because it rewards an Instant or sorcery.
  3. Havi, the All-FatherAshling, Flame Dancer fills your graveyard, which Havi, the All-Father can use because it counts cards in your graveyard.
  4. Solphim, Mayhem DominusAshling, Flame Dancer damages opponents and Solphim, Mayhem Dominus multiplies your damage.
  5. Torbran, Thane of Red FellAshling, Flame Dancer damages opponents and Torbran, Thane of Red Fell multiplies your damage.
  6. Gisela, Blade of GoldnightAshling, Flame Dancer damages opponents and Gisela, Blade of Goldnight multiplies your damage.
  7. Kuja, Genome Sorcerer // Trance Kuja, Fate DefiedAshling, Flame Dancer damages opponents and Kuja, Genome Sorcerer // Trance Kuja, Fate Defied multiplies your damage.
  8. Neriv, Heart of the StormAshling, Flame Dancer damages opponents and Neriv, Heart of the Storm multiplies your damage.
  9. Tor Wauki the YoungerAshling, Flame Dancer damages opponents and Tor Wauki the Younger multiplies your damage.
  10. Hawkeye, Young AvengerAshling, Flame Dancer damages opponents and Hawkeye, Young Avenger multiplies your damage.

View Ashling, Flame Dancer on Scryfall