Firedrinker Satyr

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

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Set Rarity
Theros Rare

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Firedrinker Satyr

Creature — Satyr Shaman

Whenever Firedrinker Satyr is dealt damage, it deals that much damage to you.

1R: Firedrinker Satyr gets +1/+0 until end of turn and deals 1 damage to you.

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Firedrinker Satyr Discussion

WrathofCod on Value red

3 weeks ago

@ Kragmork Glad you appreciated my advice and suggestions! However, I do have a few more tiny suggestions to make. After the addition of Sarkhan, the Dragonspeaker, the deck seems to be a little bit slower and has a tougher time establishing a board presence on turns 1 and 2. To solve this, I would suggest lowering you curve a little and adding a few different cards. These are mainly budget options, although they might increase you deck's overall cost to around 60$. Anyways, the first suggestion I am going to make is to cut Purphoros, God of the Forge and replace him with Koth of the Hammer. While Purphoros is definitely a great card, once you get him out and reach enough devotion to turn him into a creature, I feel like you have usually won the game and you would much rather be playing another Flamewake Phoenix and Lightning Bolt or a Fanatic of Mogis to deal the last few points of damage. If you still want to have the option of playing Purphoros, you could always move 1-2 copies of him to your sideboard! Koth of the Hammer on the other hand is a staple of mono-red midrange decks and immediately threatens your opponent with a 4/4 elemental as soon as he comes down. His -2 can be a devastating ramp effect late game and his ultimate is amazing for ending stalled games! The next suggestion I would make is to cut 2 Molten Rains and both of your Fanatic of Mogis in exchange for 2 Kiln Fiends and 2 Rift Bolts. Kiln Fiend is a great creature that can trigger ferocious after one instant or sorcery, and Rift Bolt is a great spell that is second only to the original Lightning Bolt (imo). Two more cards that warrant some consideration are Browbeat and Firedrinker Satyr. I don't know what you would cut, but they both seem like they may be good in this deck. You seem to have very little 1-drops, so Firedrinker Satyr would fix this problem and provide you with an efficient 2/1 beater that is ready to attack on turn 2! Browbeat on the other hand is a great form of red card draw that forces your opponent to choose between a rock and a hard place. While the downside is that it does give your opponents a choice, both options are almost always good and it might be worthwhile to see how it compares to Tormenting Voice! Your sideboard is also looking pretty good as well! The only thing I would suggest is cutting 2 Peak Eruptions and a single Dragon's Claw for 1 Stigma Lasher and 2 Flames of the Blood Hands against life game matchups. Other options include more Molten Rains or Sowing Salt for tron, Tormod's Crypt/Relic of Progenitus for reanimator/dredge and Exquisite Firecraft or Vexing Shusher for counter-heavy control matches! Good luck!

Gilgamesh_McCoolio on No mercy, No surrender

1 month ago

I don't know if you're looking for cards that your local game store doesn't have, but if you just want general recommendations, I have a few.

Some highly recommended burn spells: Incinerate, Searing Blood, Magma Jet, Magma Spray, Pillar of Flame

Some good creatures: Ash Zealot, Stromkirk Noble, Firedrinker Satyr, Zurgo Bellstriker, Vampire Lacerator

Some other strong options:Duress, Doom Blade, Tragic Slip, Disfigure

This is if you want to make an extremely aggressive deck. All of these recommended cards are somewhere in a budget range, with nothing over 50 cents (on TCG player).

You also should cut 4 cards no matter what, because you currently have 64. You should probably get rid of Seismic Stomp, Madcap Skills, Mugging, and Act of Treason. The first 3 are sub-par, the last one is a more niche card.

If you're going to make that hyper-aggressive deck, I think 19-20 lands is preferable. And the 3 and 4 drops aren't going to cut it.

If you want to keep Exava and add planeswalkers, the deck is going to be a lot slower. If you do go that direction you should add some of the control elements like doom blade and duress. You should also probably take some of the 3-drops from the deck you linked to: Shambling Remains, Hellhole Flailer, Ashenmoor Gouger.

Just my 2 cents.

Tio_Infernape on Satyr and Party are written almost the same way

2 months ago

Thanks.

Satyr tribal unfortunately is pretty much like Minotaurs were before Amonkhet was announced, since there's only a few bunch of creatures that have this type, so most decks are kinda similar. Still my fave mythical creatures tho.

About the Firedrinker Satyr i'll try out, maybe swapping for the Fanatic of Xenagos?

seshiro_of_the_orochi on Satyr and Party are written almost the same way

2 months ago

Very cool tribal. I've been thinking about satyr tribal for some time now, i like yours. +1 from me. You might want Firedrinker Satyr.

QuantumSkies on rg aggro help plz

2 months ago

4 Wooded Foothills is good, you can drop to 3 Stomping Ground if you need to, but 4 is good for aggressive archetypes. I'm not sure Experiment One will evolve enough times to be worth it seeing the powers of the rest of your creatures (1-2). Colossal Might is strictly worse than Ghor-Clan Rampager. Wild Guess is OK, if you need that card draw, Faithless Looting can do that and feed some possible Tarmogoyfs. Dismember can hit more targets than Thunderbolt. I am not sure if Atarka's Command and Firedrinker Satyr are worth including.

4x Talara's Battalion

2-4x Ghor-Clan Rampager

4x Manamorphose

0x Wild Guess

0x Thunderbolt

0x Wild Nacatl (You could include some Sacred Foundrys and Arid Mesas instead of the Windswept Heaths/Copperline Gorges though).

0x Atarka's Command

Land:

4x Copperline Gorge

4x Wooded Foothills

3x Windswept Heath

4x Stomping Ground

1x Forest

3x Mountain

jandrobard on 2DollarEDH - Zedruu, giver of stuffs

2 months ago

First of all Sphinx's Revelation and Chromatic Lantern are noticeably over 2$. Second, your wincon seems like it's not enough (in multiplayer very much so).

Maybe for an alternate wincon add Chain Reaction to combo (alongside of Blasphemous Act with Stuffy Doll, Arcbond, Coalhauler Swine, Firedrinker Satyr, Shinka Gatekeeper, and/or Boros Reckoner (not all of them are very good, but some may fit your gameplan better than others) along with some ways to gum up the board with weak donate-able tokens to make the damage spell easier to cast/better. Id's not amazing but it's the best I could do in this format without time to think/research.

Firebones675 on Lyzolda, the Blood Witch

3 months ago

Ok for 2 platers you can afford to get a bit more aggressive. This may sound obvious but you are going to want to unload the 20 damage you need to win as quickly as possible. To that end there are 2 things to keep in mind:

1) keep cmc low: cards like Grave Betrayal are nice but at 7 mana your opponents life total should be relatively low and you would rather have direct damage or more creatures to finish them off. Cards like Vile Requiem that arent useful into late game are also iffy

2) your life total is irrelavent. The longer the game goes on the less likely aggressive decks will win. As such don't fell bad about paying some life.

On that note you will want cards like Bitterblossom to provide a stream of creatures to beat down with and cards like Phyrexian Arena can keep your hand full.

here are cheap creatures to beat face with: Carnophage, Diregraf Ghoul, Firedrinker Satyr, Goblin Guide, Jackal Pup, Vampire Lacerator, Rakdos Cackler, Ash Zealot, Bloodghast, Blood Scrivener, Crimson Muckwader, Dark Confidant, Dauthi Slayer, Hellspark Elemental, Keldon Marauders, Rakdos Shred-Freak,Spike Jester, Young Pyromancer, Shambling Remains, Hell's Thunder, Anathemancer. I'm not saying you need to include all those cards but cards like that are nice. I's worth noting that they are efficient for their mana cost which is where aggressive decks want to be. The game plan can be attacking with cheap creatures and finishing them off with burn.

This means you want your lands to be able to come in untapped. assuming you don't want to buy a Badlands, there are still other lands that can tap for both colors and come in utapped like Blood Crypt, Dragonskull Summit, Blackcleave Cliffs, Sulfurous Springs. If you have in your deck the fetchlands (Bloodstained Mire/Polluted Delta/Wooded Foothills/Verdant Catacombs/Marsh Flats/Arid Mesa/Scalding Tarn) you can always fetch for your one-of blood crypt.

You can throw in hand disruption like Duress, Inquisition of Kozilek, Thoughtseize, Hymn to Tourach, Blightning but i'd keep the amount relatively low.

Sign in Blood/Night's Whisper can also refill your hand

Price of Progress/Smash to Smithereens are also ways of dealing damage

Burst Lightning is a strictly better shock.

Sorry if this was long but I hope this helped. I think your deck is a good start but just needs to be a bit faster.

RazortoothMtg on Modern Jund Aggro

4 months ago

I've always wondered why Vexing Devil doesn't see more play.

Mana Confluence/City of Brass are cheap lands that tap for your mana and come into play untapped always. If you are fast enough, bolting yourself with them won't really matter.

Maybe try Diregraf Ghoul, Firedrinker Satyr, or Village Messenger  Flip. All good aggressive creatures. Also, if you add the ghoul, Gravecrawler could be a better Bloodsoaked Champion.

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