It might work in limited, but my feeling is that you could be using that three mana to strengthen your forces for combat, if you run out of creatures this card will be useless. So unless your opponent isn't able to play any creatures, you certainly don't want to be putting this down on turns 3-4 even in limited, as for later in the game, well... any decent Boros/Gruul deck in standard doesn't have a late game.
Maybe there's a trick combo in EDH where you could put heaps of counters on it.
Posted By:
HowardTreesong
(3/3/2013 3:19:29 AM)
i think a made a infinite damage combo but someone correct me if Boros Reckoner and Boros Charm and Five-Alarm Fire sorry for bad english but if you were to combine all of these boros reckoner has indestructibility hits himself in the face when blocked or you block with him and keeps hitting himself in the face since this is combat damage when he hits himself in the face 5 times wouldn't the five alarm fire have 5 counters on it meaning you hit your opponent for 5 then restart the loop again?
Posted By:
Zambies
(3/6/2013 2:46:50 PM)
This card is going to be so amazing in limited.
Posted By:
Albinobear43
(1/22/2013 2:51:11 PM)
This rings alarms. Naturalize before it's too late!
Posted By:
deserter
(1/25/2013 12:32:18 PM)
I have a question: This card says "Whenever a creature you control deals combat damage..." Does this mean that if a creature has double strike that two counters could be put on this enchantment if the double striking creature gets to assign first strike damage and then regular damage?
Posted By:
Corim_Danex
(1/27/2013 9:31:11 PM)
IO think this is better than what it's rated. Don't forget you don't have to sac it which means it's repeatable!
Posted By:
wholelottalove
(1/29/2013 9:12:53 AM)
When Five-Alarm Fire is put into a graveyard from the battlefield, put five "Alarm Fire" tokens onto the battlefield.
Posted By:
azure_drake222222
(2/5/2013 2:07:36 PM)
i thought this card was bad, but then i realized that having a play-set of these might work. you can gain more than one blaze counter per turn, depending on how many of your creatures were involved in combat. so this usually sets off in fewer than 5 turns. moreover, when you remove the counters, the enchantment remains, ready for another round of damage. do it once or twice in an aggro deck and you've won.
Posted By:
RDorothy
(2/8/2013 6:02:51 PM)
I was going to make a quip about why this didn't cost five mana, but then I noticed that it already had five instances of five on the card.
Posted By:
Ness64
(2/11/2013 2:03:38 AM)
One of those cards that is easily worth making a deck around. Thatcher Revolt definitely comes to mind.
Posted By:
Smoke_Stack
(2/23/2013 7:48:49 PM)