|Commander / EDH||Legal|
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|Eldritch Moon (EMN)||Rare|
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Creature — Devil
Bedlam Reveler costs less to cast for each instant and sorcery card in your graveyard.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Bedlam Reveler enters the battlefield, discard your hand, then draw three cards.
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Bedlam Reveler Discussion
1 week ago
itachi45 I appreciate your upvote and your comment. Allow me to answer your questions/statements the best I can.
First, it’s awesome you are interested in what makes decks unique. Spicy techs are just that: a surprise and can often take a game from not being anticipated, especially in a midrange/control deck. However, some spicy techs may be less optimal. In modern, some cards are just better than others. If you’re playing an uncommon deck (maybe seen once in 10-20 matches), you already have the “spicy” unique build at LGS or FNM. What I’m trying to say is, if your opponent is expecting something (for example here: Blood Moon staying in or swapping out game 2/3) then you can “fake them out” and play mind games. Modern is so vast and ever evolving, that mind games play such a huge part in being successful. Mind games can often be more successful rather than a suboptimal “spicy” tech that doesn’t affect the board state as well as a generally accepted tech.
For my build, the unique techs I run are Lightning Helix, Hazoret the Fervent, Ensnaring Bridge, and Surgical Extraction over Leyline of the Void. Each plays to the advantage of 1) keep hand size low, 2) burn and play a faster game, and 3) add more instants to the graveyard to fuel Bedlam Reveler and Young Pyromancer.
Now, as to Mardu Pyromancer not topping major events. This is true. From what I’ve seen, and experienced, midrange is advantageous (somewhat) against everything, depending on how you sideboard. However, the meta has become so aggressive, it is hard to stabilize the game before getting wiped. Even games won against aggro decks (Burn, Tribal Humans and Spirits, grave-based decks like Dredge or Hollow One) are only won by a couple life. Hand disruption doesn’t work when a deck either 1) wants to have stuff in the grave or 2) plays so many small threats that it doesn’t matter if 1 of their 3/4 small threats get through. I don’t think U/W control is too bad since we can pressure their hand and field and become more aggressive than they can handle. Adding more aggressive tactics (since we don’t play to just “lol-nope” their stuff) allows us to outrace U/W control.
Basically, the meta is extra aggressive and Mardu Pyro takes too long to set up. Mardu has made some top contending spots, but not a top top spot, like you said. Some source to reference to see how Mardu Pyromancer is doing in top events:
Honestly, Mardu Pyromancer isn’t bad. The sideboard and game plan need to be altered to combat the aggressive meta game. I’m excited to see what comes out for Rakdos and Orzhov in the next Ravnica set. Maybe we get some good techs? Hope this helped!
1 week ago
MichaelVogler between Faithless Looting, Manamorphose, and Bedlam Reveler, you should be able to consistently get to 4 lands and flooding is worse in a deck with no way to use the extra mana like manlands, etc; BBE isn't a 4 of for that reason and is meant to pull you ahead once you've gotten the opponent in top decking mode, not to be always jammed on turn 4. As stated in the description this is based on lists that have done well and I'm trusting their work until I've tested this more on my own, thanks for the suggestion though!
2 weeks ago
3 weeks ago
I personally don’t like Risk Factor because it feels like a “win-more” card. If your opponent is only at 4 life, you’re already in a good spot. If Risk Factor is in opening hand, it doesn’t set up field or gy for synergy. Also, adding more 3 cmc cards in the build lowers amount of spells to cast a turn. Mardu works well casting discard (1 cmc) and removal (2 cmc) generally. Basically, opponent will do whatever is more convenient for them. We want more control. Faithless Looting and Bedlam Reveler fuel card draw pretty well.
This brings up the next points: Hazoret the Fervent and Ensnaring Bridge. Both are great in Mardu Pyromancer since both encourage the game plan already in progress. Dog Mom is great against big creature decks (like Jund or Grixis Death's Shadow). Path to Exile is problematic, but that’s the basic “dies to removal” argument/excuse. Dog Mom is hasty/burn for the long game, which this deck is built to do.
Both support and synergize with each other. If you want to play Risk Factor, go for it! I don’t think it helps since opponent holds the choices. Risk Factor may belong more in a burn deck, but even burn doesn’t generally play Browbeat so there must be a reason. Maybe “jumpstart” is the game changer, but I think Mardu can forego Risk Factor.
Thanks again for your comment captainamerica!
Edit: editing and Infect and Tron would like to have a word with you about “Indestructible” not being Modern relevant.
3 weeks ago
Higin317 if Bedlam Reveler had 4 power upfront I would agree, but I feel like consistently playing out cantrips and a discard spells or 2 makes getting the phoenix(s) back a lot more reasonable, they can also block which helps when you're already burning your life total down so quickly to fuel shadows. Flamewake Phoenix plays better with free Hollow Ones or a Gurmag Angler, which is more purely aggressive than the disruptive elements this deck is using to then close the game with a few big swings. Thanks for the suggestion!
1 month ago
Thanks for the suggestion, I hadn't thought of trying that card in here yet. But while it does seem like it would be pretty good, I don't think I'd play in the main because of its anti-synergy with Thing in the Ice Flip. It could be another trans-sideboard plan, but since Bedlam Reveler is in the main they'd likely bring in grave hate g2 if they saw it, which makes Arclight Phoenix worse than Pyromancer in that regard.
Biggest problem is that it costs $20 rn tho.
1 month ago
wolfhead Thanks for the suggestion! I have tried to fit other prowess creatures in with a higher cmc. But I found that they are generally too slow for what our game plan is and doesn't help to much late game. I have added Bedlam Reveler to the sideboard for more grindy or control match ups, where the beefy body and refill really matter. Stormchaser is good simply because of haste, letting us drop and pump him immediately if we need to. Flying is also extremely relevant, allowing us to get damage through most decks. Cheers!
1 month ago
Settled on Crackling Drake for the end game pressure to turn the corner. I tried Bedlam Reveler but, since I'm not a prowess deck, it was often swinging for just 3 or 4, 5 at the most. The Drake is pretty often swinging for 10+ on its first swing(~T5 or 6), so a lot of the time it only needs to swing once to close out the game.
After recent adjustments I am much happier with the counterspell package. Testing out an even split of Mana Leak and Remand, but that may go back to the playset of Remands. I think 1x Logic Knot is perfect for this deck, as the only thing it really "hurts" is Mission Briefing targets, but if I prioritize Delving fetchlands than it is mostly a non-issue.