Fire Nation Turret

Artifact

At the beginning of combat on your turn, up to one target creature gets +2/+0 and gains firebending 2 until end of turn.
{R}: Put a charge counter on this artifact.
Remove fifty charge counters from this artifact: It deals 50 damage to any target.

CMC
3
Mana cost
{2}{R}
Color identity
R
Rarity
rare
Set
Avatar: The Last Airbender Eternal
Price
$10.55
EDHREC rank
#7084
Buy on TCGplayer
Fire Nation Turret card art
Fire Nation Turret is a repeatable direct-damage engine that rewards you for doing what red already wants to do — dealing damage — and both Avatar Roku, Firebender and Ozai, the Phoenix King lean on it hard because it turns every spell and combat step into incremental progress toward closing the game. The cost is real: it asks for a dedicated shell to maximize the triggers, and it does nothing the turn it enters.

Best Commanders

Commanders with the highest synergy

01
Ozai, the Phoenix King

Ozai, the Phoenix King

55.9% of decks · synergy 0.53

Ozai, the Phoenix King runs Fire Nation Turret in over half his decks because the turret's damage triggers stack cleanly with Ozai's own damage-doubling and punisher effects, turning each ping into a meaningful threat rather than incidental noise.

02
Fire Lord Zuko

Fire Lord Zuko

30.2% of decks · synergy 0.28

Fire Lord Zuko's spell-slinging and combat-damage gameplan generates a constant stream of triggers for Fire Nation Turret, letting Zuko convert every aggressive action into chip damage that compounds fast.

03
Electro, Assaulting Battery

Electro, Assaulting Battery

23.9% of decks · synergy 0.21

Electro, Assaulting Battery cares about dealing damage through multiple vectors, and Fire Nation Turret plugs directly into that engine — each trigger feeds Electro's accumulating pressure without requiring extra card investment.

04
Fire Lord Azula

Fire Lord Azula

12.3% of decks · synergy 0.10

Fire Lord Azula decks reach for Fire Nation Turret as a low-investment damage amplifier, and even at a modest 10% synergy the sheer volume of Azula decks — nearly 30,000 — makes it one of the turret's most common homes.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Fire Nation Turret is legal in Commander, Legacy, Vintage, and Oathbreaker, but its real home is Commander and nowhere else. Legacy and Vintage have no interest in a three-mana artifact that does nothing immediately — those formats demand answers by turn one or two, and a slow damage engine doesn't make the cut. In Commander it earns its slot in dedicated red-damage shells, where a 100-card singleton format gives you the redundancy and slower clock that let a turret-style effect snowball over a full game.

Key Combos

Combo lines featuring this card

71 decks
Bruce Banner // The Incredible HulkPyrohemiaFire Nation Turret

Bruce Banner // The Incredible HulkPyrohemiaFire Nation Turret

Near-infinite combat phases; Near-infinite damage to all players; Near-infinite +1/+1 counters on a creature

View on Commander Spellbook ↗

Budget Alternatives

Cheaper options that do most of the same work

If Fire Nation Turret is out of budget, Throne of the God-Pharaoh and Reckless Fireweaver cover overlapping ground — both cost under $1 and convert creature activity or artifact play into direct damage, which captures a meaningful portion of what the turret does. Neither replicates the exact trigger condition, so you trade some precision for significant savings.

Price Context

Current price

$10.55 mid tier

At $10.55, Fire Nation Turret sits in the mid tier — not a casual throw-in, but not a format staple that commands a premium either. The price is driven almost entirely by the Avatar: The Last Airbender crossover demand rather than raw power, so it's likely to soften as supply normalizes and the novelty window closes.

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