Captive Flame

Enchantment

{R}: Target creature gets +1/+0 until end of turn.

CMC
3
Mana cost
{2}{R}
Color identity
R
Rarity
uncommon
Set
Duel Decks: Knights vs. Dragons
Price
$0.13
EDHREC rank
#23500
Buy on TCGplayer
Captive Flame card art
Captive Flame gives any creature +1/+0 and first strike until end of turn for one red mana — repeatable combat manipulation stapled to an enchantment that never goes away. The cost is that it does nothing on its own and asks you to keep investing mana every turn you want the effect.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

In Commander, Captive Flame fits narrow aggro and combat-matters builds — it is too slow and too incremental for most 100-card strategies that would rather run a pump spell with immediate impact. Competitive Commander formats will never touch it. In Legacy and Vintage it is strictly unplayable; one-mana enchantments that activate for one mana to grant +1/+0 and first strike are not close to the power threshold those formats demand. Modern has more redundancy than it knows what to do with, and Captive Flame offers nothing that red combat tricks or equipment can't do more efficiently.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.13 bulk tier

At $0.13, Captive Flame is deep bulk — buy it out of a commons bin and don't think twice about the price. There is no meaningful demand pressure to push it higher, so treat it as a permanent bulk rare and grab it only if a specific deck calls for it.

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Mentioned

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.