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Pojo's Magic The Gathering Card of the Day


Image from Wizards.com

Furnace of Rath
9th Edition


Reviewed October 12, 2006

Constructed: 2.2
Casual: 3.7
Limited: 1.9

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all our 
Card of the Day Reviews 


Jeff Zandi

 5 Time Pro Tour
 Veteran

Furnace of Rath

Generally speaking, a card like this doesn't get played because it tends to help your opponent more than it helps you. You see, Furnace of Rath affects you and your opponent equally, doubling the damage to creatures and players.
Unfortunately, YOU are the one who had to (a) build your deck with enough red mana to play this card and (b) tap out to play this card allowing your opponent to gain the advantages of this card before you will. This is why Furnace of Rath is no good for limited play. The exception to the rule is mono red burn. When Furnace of Rath first appeared, mono red burn decks played one or two copies. On turn four, you play Furnace of Rath, then play a couple of burn spells on turn five. With all the burn available these days, maybe Furnace of Rath can make a return.

CONSTRUCTED: 2.5
CASUAL: 3.0
LIMITED: 1.5
 

BMoor

Furnace of Rath

Furnace of Rath essentially assures that one way or another, the game will end soon. Since beatdown decks tend to win fast or not at all, they like this card. SInce control decks want the game to drag on, they don't. Furnace of Rath is therefore a good weapon in beatdown's arsenal against control. The Furnace is most commonly used in decks with lots of fast, cheap burn spells to turn Mogg Fanatic into a living Shock and Shock into a Torrent of Stone. It also works great with "X damage" spells, acting much like Mana Flare used to. The heavy Red commitment is damaging to it, especcialy in limited, but it gives any aggresive deck plenty of extra aggresion.

Constructed- 3
Casual- 4.5
Limited- 2.5
 


Jordan Kronick

Furance of Rath - I remember the first time I saw Furnace of Rath, all the way back in Tempest. At the time it was a completely unprecedented card. Double Strike hadn't been invented yet, and cards like Rakdos Anthem and Gratuitous Violence were a long way off. Furance carries a reciprocal effect, something which is more common than you might think on red cards. Only green seems to have more things that affect you and your opponent equally. As such, this is a very dangerous card. Although it can turn your red spells up to 11, it can also turn your opponents creatures into a wrecking ball. This card has been used casually in a number of crazy infinite damage loops, and that's probably where it will remain most effective. Generally the thought on Furnace of Rath is that your cards should be capable of killing your opponent even without doubling their damage.

Constructed Rating - 1.9
Casual Rating - 2.9
Limited Rating - 1.8
 

Nick Tan

Furnace of Rath

Definitely a combo engine. If you’re running this, you’ll have to build your deck around it to maximize its use for you. Quick burn decks might be able to exploit this, but otherwise I feel that the parallel effect of this enchantment could be dangerous to you if your opponent manages to play right. Stay away in limited- if your opponent has more burn or trampling/unblockable creatures, you’re in big trouble.

Standard: 2
Casual: 3
Limited: 1
 

Robert Overton

Furnace of Rath - 10/12

Furnace of Rath is one of those cards that I've always wanted to try out, but never got around to. It fits Red's theme of "hit them now and worry about the consequences later" perfectly, as it lets you hit them hard now, in exchange for them getting to return the favor later. Probably not the most efficient means for Red to win the game. But you know for sure that, one way or another, the game will be ending shortly after this hits the table. I'd pass this in limited due to the inability to really build the deck around it and the heavy Red casting cost.

Constructed - 3
Casual - 4
Limited - 2
 

Aethereal

Furnace of Rath

The original global damage-doubler. This requires you to be almost mono-red, which is fine as this card is best abused by red. Right now, if I wanted to play this type of effect in constructed, I'd pay the 1 more for Anthem of Rakdos, as it has more of a kick to it and is not really harder to play due to all the color fixing available. It does require you to have no hand, but in a burn/RDW-type deck this happens fairly often.

In casual, it lets big things hit even harder. A good card to build a deck around.

In limited, nah. It requires you to play almost mono-red, and the effect can end up hurting more than helping.

Constructed: 2.5
Casual: 4
Limited: 1.5
 

Matt Cortez

Furnace of Rath

Constructed - This card is to much of a risk to play in constructed. The fact that it's "a source" and not "whenever a source you control" makes things a big risk. You better have the board under your control to make this work.
Limited - I would suggest not to run this. Just like in constructed it is a major risk. You must be dedicated to run red and even with that keep it sideboarded to make sure it doesn't back fire on you.
Casual - This is where it can be fun. Especially when you play with the same group of friends and know what to expect.

Constructed - 2.5
Casual - 4.0
Limited - 2.0
 

GB250

Furnace of Rath
This is one of my favorite enchantments. Whenever it is on the field, the game suddenly changes. A shock becomes a Lightning Blast for R. Volcanic Hammer smacks someone for six. A Lava Axe takes away half an opponent's life. A Demonfire does two damage extra for every extra mana you invest. Lightning Helix becomes... Ridiculous.
There is, however, a slight (Huge) drawback.
Your opponents also get to double the damage that their stuff does, as well. A lowly opposing Grizzly Bears will deal 4 damage to whatever it runs into.
When I lay a Furnace at the casual table, I often hear someone say "Oooh, he's going to win the game soon."
I reluctantly reply "No, Furnace of Rath doesn't say that I win soon. It DOES say that SOMEONE is going to win soon; it's just not guaranteed to be me."
If you plan on running the Furnace, you plan on taking a risk. If you don't win the game that very turn, an opponent might easily use the double damage to totally ruin your day. And that's only if they can't immediately destroy you with a burn card of their own. However, it is a solid addition to a casual burn deck, as it helps keep gas in your tank in long multiplayer games. It's also hilarious to blow huge fatties to kingdom come with just an Incinerate and to turn a Flame Wave into pretty much "Target Player Loses the Game."
Don't forget, also, that not much is going to stop you from Naturalizing your own Furnace at the end of your turn.

Constructed: 2/5. While very powerful, it is also extremely risky. If your opponent survives to untap, it's probably game over. Only play this as part of a kill condition that won't win any other way.
Casual: 5/5. Crazy fun, and quite strong. When there's 8 players in the game, a burn deck goes from semi-relevant to huge threat. "You just casted Sterling Grove? I have my 'disenchant' right here!" *Massive burn FTW*
Limited: 3/5. Probably not a good idea in limited. Since an opponent likely has a load of creatures out, a badly timed Furnace will hand your opponent the game on a silver platter. A well timed furnace, however, allows you to snatch victory from an otherwise unstoppable opponent. Your call.
 


Gackley Ferguson

Happy Thursday readers! Today we're continuing with the 9th Edition theme that the Timmy in me is just salivating over.

Furnace of Wrath: For a mere 4 mana (1RRR) you essentially have a card that can put your opponent away with a single blow. The only drawback, is that if you just plop this down on your turn, and play the game out as normal you probably won't like the outcomes...however if you COMBO it with the correct teammate, things could get really fun, really fast.

Just imagine, you have this thing out in play, and you Sacrifice a Shard Phoenix, and it's dealing 4 damage to each creature with out flying! That's one heck of a removal combo in and of itself, or if you combo Furnace with a simple burn or blaze spell, you can knock your opponent out before they knew what hit them. The only real drawback is the fact that if you can't capitalize on this the turn you drop it, then chances are, your opponents are likely to take advantage of it before it comes back to you...with that said, here's my verdict.

Constructed: 3.5/5 I can definately see this in Constucted, if comboed with the right card, this thing can be a game ender.

Casual: 4/5 The only reason it's getting a higher rating here is because in casual there are more opportunities to get a combo off.

Limited: 4/5 Again it gets the higher rating here, because anything in Limited that gives you a big enough card advantage is never a bad thing.
 

Mr. Anderson

Today's card is Furnace of Wrath. I consider this card a double-edged sword. As much damage as you dish, you could easily be dealt that much damage. This card will end games quickly. Furnace of Rath and Searing Wind equals game. This isn't very good in constructed unless you're running a burn deck. Furnace is more of a casual card. Even then, people will just target and go after you. I wouldn't waste my time in limited unless I drafted a good number of big creatures with evasion.

Constructed: 2
Casual: 4
Limited: 2

You play with fire, you get burned.
 

Darkuraii

Furnace of Rath

A very fun card, but hard to pull off in constructed. Everyone loves
double damage, and I can see Spike winning with it, Johnny only
hitting his oppenent with it, and Timmy reveling in it. Realistically
though trip red is challenging to pull off in a draft, and even if you
pull off the mana curve, its quite a risky draft move. Red also has
problems with getting rid of its own enchantments, which makes Furnace
of Rath a double edged sword.

Constructed- 3
Casual- 3
Limited- 2
 

Cyrus Huang

Constructed: There is absolutely no real reason to play this card in non red sligh decks. Inexperienced players will rush to put 4 of these in their burn decks, but there's no real point. By turn 4 when playing a burn deck a couple things will happen: A) A burn spell on turn 4 would've put them at critical life but you just wasted your turn playing a pointless spell B) You're out of gas and you just top decked this guy, hooray! C) Weenies are going to kill you yet it's not going to help if your burn spells deal twice as much damage to them when half is more then enough D) Opponent counters it where you could've played two burn spells instead and tried to force some damage in.
Burn is just plain bad in standard anyways. There's no deck that can support this card. Even in crappy burn decks it's a waste of a 4cc slot.
It gets .2 for being an ultra low-tier choice in bad sligh decks.
1.2 /5

Limited: It's simply unplayable. It's way too random of an effect to depend on and you're paying the mana for an effect that helps (or hurts) everyone. If you're in the posistion to take advantage of it, ie you have superior board posistion, it's just a win more card, and a risky one in that aspect that can lead to a huge upset. The triple red cost completely buries it.
1/5
 

The Enigma

Furnace of Rath

At first glance, the furnace can be so good in so many different decks. BUT… it really doesn’t fit too well. It’s best used in a burn deck, but in reality, would you rather drop an enchantment, or play another burn spell. In constructed, there really isn’t too much use for this at all. It’s slightly better in casual play, where you can run things like desperate ritual. If you pull this in limited, try to stay away from it.

Constructed: 2.0
Casual: 3.5
Limited:1.0
 
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