Harvest Pyre

Harvest Pyre

Instant

As an additional cost to cast Harvest Pyre, exile X cards from your graveyard.

Harvest Pyre deals X damage to target creature.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Innistrad (ISD) Common

Combos Browse all

Legality

Format Legality
Duel Commander Legal
Oathbreaker Legal
Modern Legal
Custom Legal
Legacy Legal
Casual Legal
Commander / EDH Legal
Unformat Legal
Pauper EDH Legal
Canadian Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Vintage Legal
Limited Legal
Highlander Legal
Leviathan Legal
1v1 Commander Legal
Tiny Leaders Legal
Pauper Legal

Latest Decks as Commander

Harvest Pyre Discussion

MagicalHacker on Flash is innocent and i …

6 months ago

Caerwyn

Tutors are necessary for an entire archetype to function.

You didn't mention which archetype that is, but I'm assuming you are referring to combo. I completely disagree! I've built quite a few combos that win without worrying at all about whether or not the deck has access to combos (in fact, some times the decks are playing stuff like Mindlock Orb that restricts my ability to tutor as well). Here are three examples:

The Bloodhall Season 17 - Unesh, Criosphinx Sov...

The Bloodhall Season 25 - Sharuum the Hegemon

The Bloodhall Season 24 - Syr Carah, the Bold

That's on top of the deck I played in my stream last night, Nethroi Apex of Death: https://www.youtube.com/watch?v=5mlA0-agBDk

(And this is responding to GhostChieftain as well) Tutors aren't necessary for combos, at all. They are just necessary for the most mana efficient of combos (and having those around is why the higher the powerlevel you go, the more it kicks out the other archetypes). If we are worried about archetypes not being possible, then you would be arguing for nerfing combo since it is much more powerful that control, midrange, and especially aggro are nearly impossible to be viable.

Sure, you might find it more fun to win with the lack of consistency, but you should not ascribe that to every player.

Here's the problem... Knowing about game design gives insight about how fun is accomplished. I'm no expert, but I've made quite a number of games based on a few principles, one of which being "Gameplay experience repeating itself from game to game is one of the biggest killers of fun." In fact, this is exactly why Commander blew up in popularity in the first place: Going from 60-card decks with 4-ofs to 100-card decks with 1-ofs is a HUUUUGE drop in consistency, making games less repeating, and consequently more fun.

You also are treating tutors like there is no opportunity cost to using them--you have to burn mana to find your cards, and many of the best tutors put the card on top of your library, meaning you're wasting your next draw or have to use another method to get the card into your hand.

Well, then let's be honest about it, is the cost to search about 60 unique cards for one mana mechanically similar to searching about 15 unique cards for one mana? (Where did these numbers come from? There are about 60 1-ofs in a commander deck when you don't include lands and there are about 15 2-ofs, 3-ofs, and 4-ofs in a 60-card deck.) I think we can agree that they're not. In that way, tutors fall into the category of "Interact poorly with the format" quality of the banlist. Don't get me wrong, I'm not advocating for banning tutors, but that's only because I think there's a better way to fix the issue. Is it unprecedented? In application, yes, but the precedent for the reasoning is as old as the format itself.

What you propose is to to make a card not work as written--that's a huge problem. In fact, it violates what is literally the first of "Magic's Golden Rules": Rule 101.1.

So does the commander replacement rule. Because of that, casting a Murder on a commander doesn't cause it to die in almost all situations.

GhostChieftain In addition, your response to me exemplifies the principle of "loss aversion" in psychology, which can be summarized as "A loss of the same magnitude as a gain is felt by human brains to be much larger in magnitude." You are only looking at the change in terms of how it would affect your decks, but remember, it affects three times as many decks in your games: your opponents. No one complains about one of their opponents' decks being too inconsistent, but people are commonly infuriated playing against decks that can consistently fulfill their gameplan. Personally, I understand it's a part of the game currently, but I can also understand that it's an area of the game that is ripe for improvement.

Gleeock

The banlist could just go away completely & if players cannot exhibit deck-building control & want to win the same way every time, then that is their problem to deal with. My playgroup knows how to self-regulate.

You are missing a huge portion of the playerbase if you are only considering players with playgroups. Many players (myself included) play the game in such a way in that the majority of our games are with people with whom we have never played a game before. In my situation, I play with strangers on MTGO, but I have friends who play mostly on Discord and I have friends who play Commander mostly at side events.

Getting rid of the banlist because playgroups can deal with it means that people with no playgroups gets a huge problem, resulting in their probable exit for the game. Why? Just to make it so that playgroups decide on their own bans INSTEAD OF DECIDING THEIR OWN UNBANS? That's definitely a poor idea, not to mention how many people play with multiple playgroups. Are they just going to have some decks for one playgroup and other decks for the other playgroup? No, they'd just stop playing with one group of people.

rubix215 My favorite answers in Gruul are Force of Vigor, Nature's Claim, Beast Within, Return to Nature, Mogg Salvage, Chaos Warp, Abrade, and Harvest Pyre. If there any of those cards that you aren't playing, I would start of with trying a few of those! :)


Overall, I am really enjoying our discussions! Hopefully, I didn't hijack the thread, but time and time and time again I see problems that people are having issue, and to me it seems obvious that there is a single solution that fixes it all! On top of that, it doesn't actually make cards unplayable at the same time! What I'm suggestion would turn Demonic Tutor into a way better Anticipate, which makes it still hugely playable. It just takes away it's ability to find watchlist cards game after game after game.

Alkadron on Mad Ratter

1 year ago

Very nice! I'm excited about this guy.

If this works correctly, you'll be pitching a lot of cards into your graveyard. That makes Magmatic Sinkhole and Harvest Pyre really good removal options.

Scourge Devil is also nice 'cause you can discard it while rummaging or looting, and still get some great value out of it later.

Psychotic Fury probably won't work out like you want it to, though. You have to rely on someone else to have a legal target for it. You're probably better off with something like Alchemist's Vial , Renegade Tactics , or Chromatic Sphere .

Xica on Midrange Burn Cards

1 year ago

Magmatic Sinkhole is clearly one of the best options - due to also killing walkers - the delve however you cannot run multiple copies due to mechanic.

Spitebellows is also one of the top options, and it gets around stuff that counters "non-creature spells" like Stubborn Denial or Force of Negation ... etc.

However the real answer if simply running Dreadhorde Arcanist as with bolt "flashback" bolt it is easily able to deal 6 damage - which means that as log as the board is not completely clogged it can successfully attack through things like Primeval Titan . That creature is all the hard removal you could ever wish for.
Honorable mentions go to cards like Lightning Axe , Redcap Melee , Roast , Flame Slash , Harvest Pyre - and Abrade (for its versatility)

Snowmen1 on Midrange Burn Cards

1 year ago

There is really not much you can do besides use multiple burn spells. Best advice I can give is to take a look on gatherer for red spells that deal damage to creatures. The best I can think of right now is Harvest Pyre which can get to high numbers in damage, but needs a lot of cards in the grave, so it can only really be a 1 of with nothing else utilizing the graveyard. You could also use Flame Slash , which only goes to 4 damage, but can be good in combination with other spells. Another card that may be good if you are worried about big creatures is Soul-Scar Mage . It is played in a lot of red prowess lists and other aggressive decks such as mono red pheonix, and it can make large creatures much more manageable for you. This is a problem that causes a lot of decks to simple splash other colors. I hope it all works out for you that this comment helps. Good luck.

[email protected]_only on THE RED ANGEL'S LAUGHING |[PRIMER]|[EDH]| TARIEL

1 year ago

Most of my decks run Reito Lantern as graveyard disruption. Not as mana efficient, but it A) lets me recoup my own losses, B) disrupts reanimation strategies, C) lets me play politics (what is it worth to you to get card X back into your deck?), and D) doesn't invoke as much ill-will as exile. less useful in this instance, still worth mentioning.

If you're already planning to (and carring about) exile cards, some odd options are available to you:

Academy Rector for enchantment digging.

Ugin's Nexus plus a sac engine lets you time walk outside of blue.

Rakdos Charm and Stonecloaker have costs, but provide additional utility / options.

Grim Lavamancer as another instant exile source / disruptor.

Harvest Pyre and Murderous Cut as additional removal in exchange for exiling cards.

Drakorya on Burning Doll

1 year ago

Harvest Pyre might be a good addition, but it would depend on the average amount of cards you get in your graveyard during games.

Grubbernaut on Test RUG Delver Pauper

2 years ago

I've been trying to make Acorn Harvest work for ages. It's best in decks that can pitch it, but I just haven't found a home, yet.

You're right about Pit Fight; I honestly didn't realize Confrontation was sorcery. An alternative to consider would be Harvest Pyre or even Skred.

In order to avoid Brainstorm locking yourself, I'd run 9 or 10 of your 18 lands as fetches. That also ensures fixing, as well -- although unfortunately means we miss a lot of turn 1 plays, but that's the price you pay in pauper. But responding to a Delver trigger by Brainstorming to make sure it flips is so satisfying.

One more thing I personally love as perhaps a 2-of is Daze. I LOVE the reaction when you t1 terramorpic and they feel safe to do something, and you fetch and Daze the spell. So good. And, just great for tempo in general.

Memory Lapse is conditionally good or bad, in my experience. It's very often a time-walk, which is great for a tempo deck, but sometimes it's just dead. However, I think other options are worth considering over Counterspell because of the UU -- especially at a 4-of. Rune Snag, Mana Leak, Negate or Essence Scatter are all reasonable in some combination of MB/SB.

KongMing on Fastest Gun in the East

2 years ago

Okay, so I have some more suggestions, lol...

Leyline of Anticipation lets you cast any of your spells before blockers are declared. Whooo!

Goblinslide and Quiet Contemplation are amazing in Narset. You're already casting a bunch of spells for free, why not use your mana to get more out of it? And hey, let's throw a Sphinx-Bone Wand on top of it, because why not?

Other cards that have to do with the deck-graveyard-exile filter engine I mentioned earlier: Elixir of Immortality, Harvest Pyre, Dig Through Time, Quest for Ancient Secrets, Cranial Archive, and Jace, the Living Guildpact. Lots of cards like these, these are just the ones I run.

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