Dismissive Pyromancer


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Core Set 2019 (M19) Rare

Combos Browse all

Dismissive Pyromancer

Creature — Human Wizard

, , Discard a card: Draw a card.

, , Sacrifice Dismissive Pyromancer: It deals 4 damage to target creature.

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Dismissive Pyromancer Discussion

WiDOC on Angels of Fire ~ Boros Midrange [GNR]

6 days ago

I played the deck a lot this last days. Your exact list and sometimes with other very minor changes. It is a fair deck, I really like it. But it is also kinda frustrating when you end up turn 4 or 5 with still 3 mana and/or only 2 drops minions with 0 draw to help you getting out of problem. And at some point, I think midrange deck need at least to have some. Here's what I've done.

I keeped the 2 drops. So i tried to preserve more of the aggro aspect of the deck. I removed the Lava Coil and replace them with 4 Lightning Strike. I did this for 3 major reasons.

  1. It is an instant so it permit to clean the way so you can attack with your small 2 drops.
  2. To finish most of planeswalkers like Vraska, or Tefeiri which, at this point because you've played agressive early will most likely use their 2nd ability ending up at 1 or 3 loyal points.
  3. It permits me to finish my opponents more than 50% of time (I have the feeling that it is more than 70% actually). And just that is insane. The problem with Lava Coil is that because you have no hexproof or whatsoever, a lot of time I find myself in a position where my board has been cleaned up, or is entirely blocked and my opponents only have less than 5 HP and I have no draw to kinda recreate a decent board. Golgari will Block you kinda easily, Controls will not let you finish, And it's hard to spend 4 life to keep Adantos on board vs aggro deck because you'll loose more life than him early. And in that last case, Lightning strike has way more value to deal with cards like Goblin Chainwhirler. So my strategy is, be as aggro as possible against control deck and finish him off with Lightning Strike or manage the biggest aggro threat the time I have my Angels. It really works better, at least for me.

(The only thing Lava Coil is good for is to remove Rekindling Phoenix, but since you play some, you enter sort of a status quo which you can win a bit later with Trample cards and Lifelink.)

Since I cannot be less aggressive vs control and I can take a bit few time vs Aggro, I'm only playing 3 copy or less of each 4+ drops. Aurelia, Lyra etc. to make some place to try some draw card and especially Risk Factor. I tried almost every draw card and it seems that it is this one that works better amongst all others. Why though ? Because first, it is an instant. WITH JUMP-START. And it is.. absolutely amazing to play with. Let's take my previous example. I'm playing vs control and I'm stuck with 3 land and only 1 or 2 2drops here. Well, at least I have a board that dealt some damage early game and I can manage to play this card even if it's countered. Because if he greed these 4 damages too much, you'll kill him with Lightning Strike anyway. And I'm not afraid of discarding an Aurelia, or a Lyra, I can't play them anyway and since I'm stuck at this point, It is preferable to commit into searching for that next land that will give you possibilities. I'm not saying it works 100% of time eh, but it definitely unlocks a lot more potential.

The other problem I have is that, even game I could have curved perfectly until turn 5, sometimes it just stops because, well, no more mana for Resplendent Angel , not enough control to manage opponents board so...well, you know at this point you have to tighten your butthocks until you draw an other land or something. I'm sure you've already encounter this frustrating position. Where you curved everything perfectly but you need, a slightly bit more options. It's not about power, it's about options.

Just to finish with most serious drawer I tried.

Mentor of the Meek: easily countered, easily managed. Doesn't rly works since it slow your deck more than it looks. It even sometimes prevents you to keep mana for Response / Resurgence or Justice Strike if you run it or else. The only good interaction i found is when your 0/1 phoenix token pops or Phoenix to rebirth, during the second phase of Benalia or with the -2 of Ajani. It's not THAT bad. It's just not that good.

Dismissive Pyromancer: Well, that one is not bad at all since it's only a 2 drop. But still, it's a creature that easily get shocked away by anything. So I often use his ability only once or zero. Since Adanto is most likely not targeted, the only other logic choice to kill a creature on board is this one. But maybe I'm playing it bad. I'm not sure.

Boros Locket: Nope !

Arch of Orazca: Not bad, still wondering how many to run in the deck. (1 or 2).

Dawn of Hope: Well ... if only it could apply any kind of pressure that would have been good but. Early game it's a dead card, and in midgame you most of the time have better option. 4 mana for a 1/1 lifelink is deadly expensive. It would have been a 2/2 knight vigilance that might have been better actually. Let's be honest, you prefer cast Ajani, Aurelia or anything else for 4 mana. You don't have a lot of lifelink source in the deck until end of midgame so. It's meh. I thought of pairing it with Fountain of Renewal which is a drawer I still didn't try. But I guess It's the same problem. Doesn't really help early, and doesn't help in lategame.

I'll try it a bit more in the next days, I still don't know if I should run 3 or 4 copy of Risk Factor, but maybe you should give it a shot.

Last but not least, Chance for Glory won me a lot of game. I just played 1 to test it. It seems that I very underestimated the card. It is also this kind of 'option' that unlock your board when you can't just finish your opponent.

Argy on Sarkhan's Dragon Den

6 days ago

Link cards you are referring to like this Runaway Steam-Kin

I do not have an encyclopedic knowleledge of all cards used in Magic.

A 1/1 on Turn 3, that easily turns into a 3/3, is very handy against Weenie decks, of which we are about to see a LOT.

Dismissive Pyromancer is more helpful than Runaway Steam-Kin against Drakes because you can use it to deal 4 damage to one.

It is an essential part of the deck as it can be used to smooth out early to mid draw, then be used to deal 4 damage to a Creature later in the game.

Or it can be used for pseudo card draw later ok the game, when you don't need to play any more Mountains.

A 2/2 blocker is also good against Weenies.

I don't know why Raptor Hatchling isn't working for you against Drakes. Are you damaging it with Shock or Lightning Strike, as I directed in "How to Play"?

You can't beat Control decks until you have Sideboarded. Have you Sideboarded correctly?

Use my notes under "Izzet / Jeskai Control".

You should get some chip damage in during the early to mid game. It's impossible for Control decks to deal with ALL Creatures.

Use your damage spells to get rid of their Creatures.

Then finish the game off with an uncountersble Banefire or a kicked Fight with Fire.

Expect the Control deck to deal with your Lathliss, Dragon Queen. You don't need her to win against it.

If you are very new to Magic your inexperience in playing this deck might be effecting your win rate.

This is not an easy deck to pilot as timing has a lot to do with how well it plays.

killer_eye on Mono Red Burn Deck

1 week ago

hi! looking at your list, i would make the following changes:

-2 Electrostatic Field: it's not aligned with your objective of being fast

-2 Bombard: not flexible enough, we want a flexible removal to provide reach once our creature can no longer push it's dmg

-1 Dismissive Pyromancer / +1 Viashino Pyromancer: both count as a wizard for a discounted wizards lightning but viashino is much aligned with "fast" as an objective

-1 Risk Factor: i think 2 copies is already, technically that's 4 due to jumpstart.

this will make your list 60

Ryjo on Mono Red Burn Deck

1 week ago

This deck is looks like its in the "Is it a goblin deck or is it a burn deck?" zone. I would be more inclined to lean into the burn aspect, and build something like the following:

Argy on Sarkhan's Dragon Den

2 weeks ago

thijmnesoy playing a three colour Dragon is not feasible without changing the mana base entirely.

Which then means that Mountains aren't as accessible to discard for Dismissive Pyromancer and Sarkhan, Fireblood.

The only other way to do things would be to have four Dragon's Hoard and four Sarkhan, Fireblood. All of those changes make for a less effective deck, just for the sake of casting a Creature which can easily be dealt with by Vraska's Contempt, which every deck runs.

You did not check "Cards Already Considered". Sarkhan's Unsealing has already been extensively tested, and does not work in this build.

Zimmers_0 on Burning Frenzy

2 weeks ago

WKM I do have Dismissive Pyromancer in my red/green version and he does play pretty well. Ill try it out in this deck. Great suggestion!

Diskord You can only play one land a turn so when Zhalfirin Void comes out, you get to choose if the next card in the pool worth keeping on top. I would want this over a mountain in some cases due to the scry ability setting up my next card when Experimental Frenzy is out so it keeps the momentum going. Otherwise the deck may stall out at back to back lands.

WKM on Burning Frenzy

2 weeks ago

Have you looked at Dismissive Pyromancer as a 2 of. He's a wizard, can help filter you're top deck, and provide spot removal.

Argy on Sarkhan's Dragon Den

1 month ago

Malikin the early choices for this deck are things which can hold the Opponent at bay, especially if they are piloting an Aggro build.

To this end I've gone for cards that can defend, like Raptor Hatchling which can block then leave a 3/3 behind, Dismissive Pyromancer, which can either be sacced to deal 4 damage or used to filter away cards that aren't useful, and Shock and Lightning Strike which can both kill early Creatures.

Runaway Steam-Kin wouldn't help to kill or defend against early Creatures, the turn it hit the field. You'd need to wait until at least Turn 3 to maybe trigger its ability. There would probably need to be more Shock and Lightning Strike in the deck to make it viable, which would throw out the curve.

Now we are talking about changing the deck to revolve around one card, rather than that card falling into the established direction of the deck.

Sarkhan, Fireblood does help to ramp into bigger Creatures, but with so much removal I can usually control the field until I am ready to cast my big fatties.

It's not a horrible idea and I will keep it in mind. Thanks for the suggestion.

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