Bloodpyre Elemental

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shards of Alara (ALA) Common

Combos Browse all

Bloodpyre Elemental

Creature — Elemental

Sacrifice Bloodpyre Elemental: Bloodpyre Elemental deals 4 damage to target creature. Play this ability only any time you could play a sorcery.

Bloodpyre Elemental Discussion

dickinsm on Omnath, All You Can Eat Lands

2 months ago

I would strongly reccommend decreasing creatures/elementals in favor of more dedicated ramp like Khalni Heart Expedition , Harrow , Kodama's Reach , Sakura-Tribe Elder and Myriad Landscape . In my experience if you can cast Omnath and then focus on triggering landfall you'll assemble a board state quickly. In terms of card draw Elemental Bond , Life's Legacy and Greater Good are incredible with those 5/5 elementals. Because Omnath is such an expensive general playing Swiftfoot Boots would probably help.

I would recommend replacing high cmc creatures like Bloodpyre Elemental , Silverglade Elemental , and Hearthcage Giant to speed up the deck. I'd also look at replacing cards like Pilgrim's Eye , Crater Elemental , Fire Shrine Keeper , Cinder Elemental , and Catalyst Elemental as they don't really have payoff without lots of mana or omnath, in which case ramping into a 5/5 seems better

htfilm on Rakdos Reanimental

2 months ago

Overall, I really like the deck. It's a solid concept that has some great synergies. There are, however, a few changes I would make. First, you probably want to add some Thoughtseize . Sieze can take more than Inquisition, especially things like Cryptic Command or Jace, the Mind Sculptor , and this change makes your disruption stronger. Not sure how many is correct though. Ball Lightning and Spark Elemental are both cute, but I'm not sure how much work they really do here. Some number of Ball Lightning could be good to pressure your opponent, but I don't think the Spark Elemental s are worth it. I would replace them with Fulminator Mage s. Fulminator seems so good to run in the main here. It works great with both Unearth and Thunderkin Awakener , giving this deck a land disruption dimension that also improves game one against tron. Then, I would add Kolaghan's Command . KCommand gives us another way to rebuy our elementals and also serves a variety of other roles at the same time. It's perfect here. I would also remove the Dragonskull Summit s and throw in one or two more fetchlands that can get swamps (this also pairs well with Fatal Push ), as well as more basic swamps (cut a mountain if you need to). This is where the sideboard comes in. With the Fulminators removed, You have a bit more space. Add a fourth Leyline of the Void to maximize your chances of starting with one. Some of the Claim / Fame s, if not all, should go too, as they can't get a Ball, Skelemental, or Fulminator back- basically all your best reanimation targets. Then, add in 3-4 Blood Moon , depending on the meta. Your two-color manabase, with the basic swamps, gives you yet another way of disrupting your opponent's mana. I also think that this means you can take the Damping Sphere s out, as your tron match-up is looking excellent with the blood moons and Fulminators. Add in a pair of Surgical Extraction if you can for even more graveyard hate. The Anger of the Gods is not a great interaction with your recursion, so I would swap them with Sweltering Suns , which doesn't exile and also can be cycled, and perhaps a Terminate or two to deal with larger threats. The other thing I worry about with this deck is that there aren't enough good ways to discard elementals to be brought back. Faithless Looting is excellent, of course, but swapping two of the Lightning Bolt s for Lightning Axe gives you another route to discard as well as a way to deal with larger threats mainboard. Put this all together and I think you have a very strong deck, with the ability to dish out large amounts of damage quickly, as well as use your hand-attack, KCommand, Skelemental, Fulminator (recurring every turn to blow up lands), and Moon to lock your opponent out of the game completely. Flamekin Harbinger serves as the glue to this disruptive machine. One interesting card I found as I was looking for other options was Bloodpyre Elemental . You can't hardcast it, so you'll have to get it back with Awakener, but it can be tutored for with Harbinger. One copy in the sideboard seems interesting.

Anyway, those are just my thoughts. The deck seems sweet and potentially very powerful, and I'm excited to see what it can do.

Funkydiscogod on Muraganda Set

10 months ago

About the specific cards in the set:

Arc-trail Hardshell: Way too cheap compared to Bramblecrush and way too big compared to Mold Shambler. Needs to have a higher manacost and a smaller body.

Sharptooth Croc: He looks fairly balanced when compared to Two-Headed Zombie and Dross Crocodile, but for a Primal creature, I think the high power makes it too desirable to have Menace. To make it more of a choice, compared to the Zombie, I'd vote, make it a 3/2, Primal 1. Also, why does a Croc have the creature type "Alligator"?

Hunting Settlement: The ability that gives your creature Lifelink will prevent them from getting benefit from Muraganda Petroglyphs style-effects. I think that would be an unfortunate interaction. The ability should change.

Tibalt, Havoc-Bringer: should a mono-red planeswalker summon red and black critters?

Wooly Grazer: this ability would go perfect with Primal.

Ubo-luk's Idol: the wording is awkward, and the effect is insane powerful for the cost. It's like your own personal Wheel of Fate, but you're not forced to use it during a later upkeep, you can use it at any time. That card would be banned for the same reasons as Smuggler's Copter. Needs serious power reduction.

Ancient Gharial: They use the creature type Crocodile, now. Even Rootwater Alligator is officially a Crocodile in Oracle text.

Basking Plaeosaur: I'm not sure how much I like the "enter the battlefield" ability with Primal. IF you don't want to make it "Primal 2", then a sacrifice-type ability like Viridian Zealot would definitely be worth only +1/+1.

Bloodfall Axe: The equip cost is prohibitive. The Murderer's Axe cost worked because the set had a Madness theme. The effect is just Barbed Battlegear. It might work if it had a Skullclamp on death ability, to recover the cost.

Chieftain Ubo-Luk: I'd compare him to Sek'Kuar, Deathkeeper. He should make simple 1/1 red goblins (to stay on theme with "no abilities") whenever any nontoken creature you control dies, not just Goblins. I would say instead of giving an ability like Menace, (because it goes against the theme), it should be the simple "can't block" ability.

Clever Improvisor: It's insane that he makes better equipment than the Conch-tipped Spear. They should be +1/+1. Also, instead of making it every creature that enters the battlefield after him, just create 4 of them, kinda like a slower red Verdurous Gearhulk. Otherwise, there will be an ever-increasing supply of power that will never leave the battlefield.

Cloak of Leeches: I would say you should vote to avoid giving the creature an ability. Something like Blessing of Leeches would be interesting, since they no longer use regeneration.

Conch-tipped Spear: It's a No-Dachi. Can you do anything more on-theme, that doesn't give the equipped creature an ability?

Daelin's Spellbinder: This card seems almost too powerful. The "nontoken creature" thing is awkward. Can it be "discard a card" or something more elegant?

Diving Fluoraptor: His activated ability is too expensive. It could be the same as Bloodpyre Elemental without too much loss, or cost only 2 and stay instant.

Downpour: I think this effect has incredible potential. Instead of a sorcery with bulky rules text, an instant "Tap all Permanents" would basically be the same thing, with far more simplicity.

Egg Nabber: Just exile the card, and skip the craziness.

Encase in Magma: Cannot be allowed to enchant enchantments; it's not red's deal. It should just be a colorshifted Imprisoned in the Moon.

Enraging Provocation: I dislike having a temporary ability and a permanent effect on the same card. I don't have any examples of any cards that do this.

Enriching Pitcher Plant: Love it.

Enticing Pollen Spewer: I think it's too expensive, when we compare it to its symmetric counterpart: Rage Nimbus.

Fangs of the Terrosaur: Perfect equipment for this set.

Fight Once More: It seems out of place on a world where humans are basically cavemen. It would be more on theme with a set like Innistrad, but here it's not really on flavor with primitive tribal humans.

Flame-Spewing Ruckus: I don't understand how this card is meant to be used: the turn you play it, you could pump your two creatures with prowess triggers, but the goblin can't attack without Haste. It would be interesting to have an enchantment "whenever you play a noncreature spell, enchanted creature gets +1/+1 until end of turn" (because I don't think you want to avoid effects that give creatures abilities in this set).

Fossil Sage: This might not be the right card for this set, because reanimating a creature with an extra ability plays poorly with Primal. You will always want to not make the token Primal, so you can keep the indestructibility.

I'll write some more thoughts later, since I'm only up to F.

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