Adapting Know Naught but Fire for One-on-One Duels

Adapting Know Naught but Fire for One-on-One Duels

In TCG ·

Know Naught but Fire card art from Archenemy Schemes

Image courtesy of Scryfall.com

A two-player twist on a scheme finisher

Know Naught but Fire belongs to the Archenemy Schemes lineup, a colorless, zero-mana, all-or-nothing harbinger that flips the momentum of a game with a single motion. In a traditional multiplayer setup, its instruction is clear: when you set this scheme in motion, it deals damage to each opponent equal to the number of cards in that player's hand. In a one-on-one duel, that becomes a brutal, pinpointed threat—the opponent’s hand size directly translates to damage you can push through life totals. 🧙‍♂️🔥 The flavor path—“Cranial explosions for everyone. Still planning to outthink my dragons?”—lands squarely in the zone where clever planning collides with chaotic board states. This is a card that rewards patience, setup, and misdirection, all while feeling delightfully mischievous. 💎

Card basics at a glance

  • Name: Know Naught but Fire
  • Type: Scheme
  • Set: Archenemy Schemes (OARC)
  • Rarity: Common
  • Mana Cost / CMC: 0 / 0.0
  • Colors: Colorless
  • Oracle Text: When you set this scheme in motion, it deals damage to each opponent equal to the number of cards in that player's hand.
  • Flavor Text: "Cranial explosions for everyone. Still planning to outthink my dragons?"
  • Artist: Val Mayerik
  • Set Name: Archenemy Schemes

Adapting a scheme for a true duel: practical strategies

One-on-one duels demand a different rhythm from the crowded chaos of Archenemy games. Here are several angles to make Know Naught but Fire sing in a two-player match. ⚔️

  • Time the ignition for maximum impact. Because the damage is tied to hand size, you want to trigger the scheme when your opponent’s hand is large enough to threaten a decisive burn, but not so large that you give them an out via a sudden life spike or an unexpected reset. Plan your wheel effects and draw-heavy turns so that you can set the scheme in motion just after your opponent has drawn into a comfortable-but-not-insurmountable hand. 🧭
  • Engineer hand size with care. In a duel, increasing your opponent's hand can be as tactical as shrinking theirs, depending on what effects you run. Use wheel and draw-for-all effects to inflate their hand size on your terms, then slam Know Naught but Fire to cash in a big chunk of damage. Balance is essential—don't overdraw yourself unless you’re confident you can stabilize the board afterward. 🎲
  • Combine with disruption and shield your plan. Hand disruption, counterspells, and selective removal can prevent your opponent from curbing the plan you’re building toward. If you can peel away threats while maintaining a robust draw engine, you open a window where your opponent’s hand is large and their defenses thin—perfect for a decisive burn. Remember: every point of damage from the scheme is pure, unanswerable pressure on life totals if you time it right. 🛡️
  • Leverage the colorless flexibility. As a colorless scheme with no mana cost, Know Naught but Fire can slot into almost any deck. It lends itself to a two-color or three-color fill-in where you’ve already got reliable ramp to accelerate into a late-game hand-size spike. This flexibility is a subtle but potent edge in a field where color-synergy constraints often dictate what you can and cannot pull off. 🔧
  • Prepare a fallback plan. In a duel, you’ll want a plan B if the timing doesn’t cooperate. Sometimes the best move is to stall and rebuild momentum, then set the scheme in motion on a more favorable turn. Other times you simply need to weather a swing and preserve your life total while the scheme prepares to deliver its surge. Patience here isn’t passive—it’s the engine that drives the payoff. 🕰️

Flavor and design notes that resonate in duels

Val Mayerik’s artwork captures a blend of clinical calculation and chaotic spark—a perfect metaphor for how a well-timed scheme can reframe the entire duel. The card’s zero-mana ignition and the “hand size as damage” mechanic dovetail with a recurring MTG motif: information is power, but so is the risk you take when you push your plan forward. The Archenemy Schemes set often leans into multiplayer funneling and collaborative tension, but Know Naught but Fire translates elegantly into two-player tension when you align your board state and card flow. The common rarity keeps this accessible for experimental duels, and its nonfoil finish is a reminder that sometimes the most impactful plays are the ones that don’t scream “expensive mythic” at first glance. 💎

Putting it into practice: a quick play guide

1) Build toward a hand-size engine and a reliable draw suite. 2) Create a deliberate cadence of drawing for all players to inflate your opponent’s hand ahead of the activation. 3) Deploy removal and counterplay to keep your own position steady. 4) Set the scheme in motion at the moment you can deliver a decisive amount of damage relative to your opponent’s life total. 5) Celebrate minimalism and misdirection—the best part about this colorless trick is how it punishes assumptions, not just lifepoints. 🧙‍♂️

Foot-shaped Memory Foam Mouse Pad with Wrist Rest

More from our network


Know Naught but Fire

Know Naught but Fire

Scheme

When you set this scheme in motion, it deals damage to each opponent equal to the number of cards in that player's hand.

"Cranial explosions for everyone. Still planning to outthink my dragons?"

ID: e5d3a1cd-d6cd-48ed-b6b3-35cf8e193832

Oracle ID: a0e95a52-5686-4296-b9d3-349d4acf15ea

Multiverse IDs: 212600

TCGPlayer ID: 37169

Cardmarket ID: 240609

Colors:

Color Identity:

Keywords:

Rarity: Common

Released: 2010-06-18

Artist: Val Mayerik

Frame: 2003

Border: black

Set: Archenemy Schemes (oarc)

Collector #: 23★

Legalities

  • Standard — not_legal
  • Future — not_legal
  • Historic — not_legal
  • Timeless — not_legal
  • Gladiator — not_legal
  • Pioneer — not_legal
  • Modern — not_legal
  • Legacy — not_legal
  • Pauper — not_legal
  • Vintage — not_legal
  • Penny — not_legal
  • Commander — not_legal
  • Oathbreaker — not_legal
  • Standardbrawl — not_legal
  • Brawl — not_legal
  • Alchemy — not_legal
  • Paupercommander — not_legal
  • Duel — not_legal
  • Oldschool — not_legal
  • Premodern — not_legal
  • Predh — not_legal

Prices

  • USD: 12.93
  • EUR: 5.24
Last updated: 2025-11-15