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Molten Man, Inferno Incarnate

Molten Man, Inferno Incarnate

Legendary Creature — Elemental Villain

Molten Man wants a deck that gets a reward every time it plays a land. It also works in a deck built around Elementals, Tutors / Toolbox or Villains.

  • Mana cost2 genericred
  • Red ()
  • Power / toughness0 / 0
  • RarityUncommon

When Molten Man enters, search your library for a basic Mountain card, put it onto the battlefield tapped, then shuffle.

Molten Man gets +1/+1 for each Mountain you control.

When Molten Man leaves the battlefield, sacrifice a land.

Build a deck with Molten Man Find it in the app

Archetypes

Cards That Fit Molten Man, Inferno Incarnate

Picked for what they do in Molten Man's deck. When two cards do the same job, the one with the lower comes first. All of them fit Molten Man's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Molten Man, Inferno Incarnate

explain how Molten Man works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 19 Sep 2025

If Molten Man leaves the battlefield before his enters triggered ability resolves, the leaves-the-battlefield triggered ability will resolve first, and you will sacrifice a land before searching your library for a Mountain.

1 ruling, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Molten Man, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryRPlayers write colors as letters: R for red.LandfallLandfall decks reward you each time a land enters the battlefield for you, then find ways to play extra lands. You can normally play only one land a turn, so cards that let you play more, or pull lands out of your deck, make everything happen more often.Open the Landfall pageRampAn effect that accelerates your mana, giving you a reusable mana source beyond the usual one land per turn. Cultivate Rampant GrowthOpen the Ramp pageStat ScalingA creature whose power and toughness count something, so it grows as the game goes on. It might count lands you control or cards in your graveyard. Craterhoof Behemoth, Psychosis CrawlerOpen the Stat Scaling pageStatic BuffGives creatures a lasting bonus to power and toughness while it remains on the battlefield, rather than a boost that wears off at end of turn. Garruk's Uprising, Patchwork BannerOpen the Static Buff pageTutors / ToolboxCards that search your deck for another card, each one called a tutor, so you can find the exact answer you need.Open the Tutors / Toolbox pageLand FetchSearches your deck for a land. That handles color fixing (making sure you can produce the specific colors of mana your cards ask for), and because it puts a real land onto the battlefield, it also switches on landfall. Cultivate, Farseek, Evolving WildsOpen the Land Fetch page