|Commander / EDH||Legal|
Printings View all
|Premium Deck Series: Fire and Lightning (PD2)||Common|
|Duels of the Planeswalkers (DPA)||Common|
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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
2 months 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!
4 months 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.
7 months ago
8 months ago
And yes I see what you're wanting to do. Cast a bunch of spells and pump your creatures up to give them Rush of Adrenaline. Unfortunately that only targets a single creature at a time. You might want to look into more machine-gun creatures. Guys who untap anytime you cast a spell.
10 months ago
I would say the biggest problem with this Rakdos, Lord of Riots build is the lack or cheap sources of early damage that cost no mana to activate by the time you have the needed to drop Rakdos, Lord of Riots. Rakdos Ickspitter, Spiteful Returned, Mardu Shadowspear, and Goblin Fireslinger are the only cards I see that guarantee damage assuming they have blockers. I would Up the count of cards that do this job to at least 10, If you do that you can afford to convert the rest of these dinky creatures to the Plethera of beat sticks that this guild has access to. Other worthwhile cards for this job are Cinder Pyromancer, Cunning Sparkmage, Dauthi Slayer, Goblin Arsonist, Honden of Infinite Rage, Lobber Crew, Mogg Fanatic, Nettle Drone, Goblin Sharpshooter, and Tunneling Geopede.
11 months ago
What is the Reverberate for in this deck?
Burst Lightning over Shock since it can potentially deal more than shock. Flame Javelin is a 4 damage to anything instant and Rekindled Flame is a 4 damage anywhere sorcery that can come back. Chandra's Phoenix, Guttersnipe, and Cinder Pyromancer seem like they'd be good here since they can recur or deal additional damage. Searing Spear is another Lightning Strike. Finally, Chandra, the Firebrand might be better than Chandra, Pyromaster since it can double a spell over, but 'drawing' a spell is good too.
11 months ago
Dude! I don't know why I haven't seen this yet, but it looks dope! It's wonderfully straightforward, and that is usually the most enjoyable way to play red, amirite? I'd say that since you no longer run chandra, liberating combustion is too pricy. You can find better and cheaper burn. I'd go with Ravaging Blaze or maybe Scouring Sands to deal with large numbers of weenies. Since you're not really using energy counters that much, I'd replace the spontaneous artist with something more juicy like a Manic Vandal or an Avaricious Dragon if it ain't too expensive :p also, since you're in monoR, Cinder Pyromancer will definitely earn her keep. Stay fresh!