|Commander / EDH||Legal|
Printings View all
|Premium Deck Series: Fire and Lightning (PFL)||Common|
|Duels of the Planeswalkers (DPA)||Common|
Combos Browse all
Creature — Elemental Shaman
: Cinder Pyromancer deals 1 damage to target player.
Whenever you cast a red spell, you may untap Cinder Pyromancer.
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Cinder Pyromancer Discussion
3 days ago
This 2-card combo generates: Infinite storm and infinite cycles of a creature entering and leaving the battlefield.
Mana-cost needed to go infinite:
Extra: Either card can be tutored for with Flamekin Harbinger.
Description: Grinning Ignus is a creature with an ability that can effectively allow you to recast it multiple times on the same turn, however; while it always supplies enough mana to recast itself, for every loop you'll need to pay one extra mana for it's activated ability resulting in a net loss of per cycle. With Runaway Steam-Kin we now have the Ignus's missing piece as the Steam-Kin can easily generate the extra needed so that the initial loop no longer loses nor gains any mana in the process. This in turn creates a two card infinite loop, but by itself it is not enough to flat out win the game nor make any impact on the board. We wish to insert a third card into this combo to do just that. Thoughts?
Possible third card candidates:
Altar of the Brood: Infinite mill.
Hazoret's Monument: Makes the initial combo cheaper to start. Generates infinite colorless mana and infinite card draw which results in lethal if Walking Ballista or Aetherflux Reservoir are in the deck.
Conclusion: I am uncertain as to which third card would be the best choice to make this combo the most effective at winning the game. That said I feel there may be another third-card combo piece I am unaware of that may prove better than the ones I've listed. I'm making this post in hopes that it inspires an interest and discussion on the potential a combo like this has for combo-based decks, and so that better finishers for this combo may be discovered to improve upon it. Please share your thoughts below, thank you.
2 months ago
Cinder Pyromancer untaps for every red spell you cast. Ping, reload, ping, reload, ping, reload...
6 months ago
Warstorm Surge, Pandemonium, and Stalking Vengeance also burn your opponents while you sneak creatures in or make zombies. Since Garna gives haste, Furystoke Giant, Nettle Drone, Lightning-Rig Crew, Goblin Fireslinger, Goblin Sharpshooter, and Cinder Pyromancer can also deal damage. Myr can also tap for mana before being sacrificed.
Razaketh, the Foulblooded is good for finding other combo pieces.
I have a tentative list you can check out.
Commander / EDH*
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6 months ago
you're going in two different directions here, so I'm gonna give you suggestions for both
Control: I learned about control from Taking Turns in modern, so Gigadrowse, Exhaustion and the like to keep your opponent from disrupting your combo. definitely go up to 4 Whirs, get some Sleight of Hands and Opts and Serum Visions to sculpt your hand as effectively as possible.
Hope this helps!
6 months ago
8 months ago
1 year ago
Soul-Scar Mage is really neat!
I tried making a deck based on it recently, so here's some thoughts -
First of all, even with all the Soul-Scar Mages, there are gonna be games where you just don't draw it. You might want to consider running Everlasting Torment, since it has a similar effect.
Even with the Mind Stones, your deck looks like it might run out of steam lategame. I'd recommend some kind of mana sink - like Kumano, Master Yamabushi, or even Cinder Elemental - or maybe another way to get card draw, like Outpost Siege. You can also try finding some way to make use of cards in your graveyard, like the zaniness of Mizzix's Mastery. Actually, speaking of cards with Overload, check out Mizzium Mortars - early game it's a single target damage spell, late game it's the best sweeper you've got.
Another thing that would help is pingers or other permanents that keep you going when you've got bad draws. Cards like Cinder Pyromancer or Grim Lavamancer can be really useful for pushing through a kill.
Circle of Flame is a weird card, but it might be reasonable in the sideboard - it constantly weakens creatures that attack you while Soul-Scar Mage is out.
One card I'm personally fond of is Shrine of Burning Rage. It helps finish off games with burn decks, especially if it goes long, and you can also use it to take out a scary creature if you're about to lose.
A really old and kind of ridiculous card you might want to try out if you have the money is Repercussion. It's kind of bonkers in a board wipe deck.
By the way, there's a really unfortunate situation with Pyromancer's Gauntlet and Fire Servant in this deck. If you have both Pyromancer's Gauntlet and Soul-Scar Mage on the battlefield, the opponent chooses whether or not their creatures get given more counters or not. The reason is this rule:
616.1. If two or more replacement and/or prevention effects are attempting to modify the way an event affects an object or player, the affected objects controller (or its owner if it has no controller) or the affected player chooses one to apply, following the steps listed below.
Since Soul-Scar Mage replaces the damage with counters, and Pyromancer's Gauntlet/Fire Servant replace the damage with more damage (they all say "instead"), the opponent chooses which to apply first - and if Soul-Scar Mage is applied first, the spell isn't doing damage anymore, it's just making counters, so the damage increasing effects stop applying. Note that with Everlasting Torment out Pyromancer's Gauntlet still works, because Everlasting Torment actually makes the spell have Wither - which means the source still counts as dealing actual damage that Fire Servant and Gauntlet can affect.
Looking at the cards you're using now, Sweltering Suns might be a bit counter intuitive since it kills your own mage - it might be worth swapping some Mizzium Mortars in in that slot. Chandra's Fury is a little weak for its mana cost - it does a lot to your opponent, sure, but I still think that slot might be best used on something else. Pyromancer's Gauntlet, as I've mentioned, doesn't work with Soul-Scar Mage - so I'd recommend replacing it with something else. Maybe Pyromancer's Goggles? I guess it still helps Chandra and works when Scar is dead, so you might want to keep it, but be aware. Fire Servant is kind of in a similar boat. Maybe toss in some Mizzix Masteries or Kumanos or something in those slots.
Overall, this looks like a neat deck. I don't expect you to use all or any of the cards I've suggested, but I mean more to just offer a variety of ideas that might be cool replacements for the stuff you're using right now. Good luck!
1 year ago
I find that having playable hands comes down to flexible color mana and cheap to cast free to repeat damage. These 2 factors lead to Rakdos, Lord of Riots dropping at least turn 4.
You defiantly need more dual colord lands. As of this statment you have 3 lands and 4 mana rocks that can tap for either. that means you only have 7 chances to get a card that can pay for either the , or in Rakdos, Lord of Riots cost.
Lobber Crew, Nettle Drone, Thermo-Alchemist, Shepherd of Rot, and Endbringer are a good start for casting enablers. I will absolutly steal Plague Spitter, and Cryptolith Fragment Flip for my desk. I would also recommend Cinder Pyromancer, and Tunneling Geopede Basically I try to run 10 or more cards that don't take mana away from casting Rakdos, Lord of Riots, while still dealing at least 1 damage to an opponent.
The decklist is out of date from my current build but I am sure you can find some fun tools in Comrad Rakdos
I hope these tips help.