Idle Thoughts

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eventide (EVE) Uncommon

Combos Browse all

Idle Thoughts

Enchantment

(2): Draw a card if you have no cards in hand.

Idle Thoughts Discussion

Funkydiscogod on

2 years ago

Back in the Alara Block, they made a whole bunch of stuff that wanted you to have a creature with power 5 or greater. Things like: Bloodthorn Taunter, Exuberant Firestoker or Mighty Emergence. Back in the Tarkir block, they made stuff that wanted a critter with power 4 or greater. Things like: Wild Slash, Savage Punch, or Temur Battle Rage.

I bring this up, because it seems like the Lupine prototype and Avatar of discord are cheap ways to meet these power-conditions.

Around the time of Ravnica, there were plenty of cards that wanted you to have no cards in hand. Cards like Jagged Poppet, Keldon Megaliths, Taste for Mayhem. The most recent sets have included Hazoret the Fervent, Neheb, the Worthy and Thresher Lizard, along similar lines as the older Hellbent cards.

Other random sets have also included things that allow you to draw cards if you have none in hand: Mindstorm Crown, Sea Gate Wreckage, Idle Thoughts.

What's the point of all this? Adding another color would increase the power of the deck considerably. The Jagged Poppet would probably be the most powerful addition, since it survives bolt (and Fatal Push without Revolt), and you may even consider bolting him yourself because you wanted another way to discard your hand, and can generate advantage by making them discard their hand.

You might still want to keep your deck monoblack, but I remembered an old card that would be awesome here: Colfenor's Plans. In this deck, it basically gives you a new hand of 7 cards. You're planning to discard your hand, it's not like you'd ever be playing more than 1 spell per turn anyway. I've used them before, they are impressively powerful when they chain into eachother, with one of them exiling another.

Anyway...these are things to think about.

unos on Chandra

3 years ago

Pyromancer's Swath in my opinion has some synergy with madness (you already have some) and hellbent mechanics. Quick example: Cackling Flames.

In particular, you're interested in some permanent that lets you draw. There are a ton but I'll list those that have "hellbent": the oldest card is Fool's Tome recreated in blue by Idle Thoughts; old rakdos has something similar Nihilistic Glee. Recently Sea Gate Wreckage came out, that seems strictly better than the others to me.

Flashback spells aren't completely lost even if you discard them with Pyromancer's Swath: Firebolt. ((The same happens with Retrace Flame Jab buut you'll hardly be able to afford to throw away lands, unless you work with green land recoverers like Groundskeeper Life from the Loam))

Abilities that have the drawback of requiring you to discard your hand also work well with Pyromancer's Swath. You already have Chandra Ablaze but recently I found a neat example in Kaladesh, Bomat Courier (it has its own disadvantages of course, but can replenish a hand destroyed by Pyromancer's Swath - sometimes). Others could be Dangerous Wager or Jace's Archivist (the classic Wheel of Fate is a sorcery and will excusively work in your turn. Alternatively Reforge the Soul could also work by miracle in an opponent's turn. Both of these aren't reusable and might just get discarded if you for some reason can't cast them immediately - not worth the trouble imo)

You already have recurring creatures like phoenices. Those work well with the Swath.

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