|Commander / EDH||Legal|
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|Masterpiece Series: Amonkhet Invocations (AKHMPS)||Common|
|Modern Masters (MMA)||Rare|
|Alara Reborn (ARB)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
Destroy target nonland permanent and all other permanents with the same name as that permanent.
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Maelstrom Pulse Discussion
3 days ago
4 days ago
Usually, the main purpose of a transformational sideboard is to change your deck's gameplan so that your opponent's answers are less effective. For example, if you run a storm deck, your opponents will likely sideboard out most of their removal. If you sideboard into Splinter Twin + Pestermite, you have a decent chance of comboing off unopposed because they don't have their kill spells. The problem with the plan you're suggesting is that it is too similar to your original deck; when your opponent sees a bunch of planeswalkers and tokens, they'll take out spot removal and bring in Illness in the Ranks/Virulent Plague and flexible removal such as Oblivion Ring, Detention Sphere, and Maelstrom Pulse. So they'll still be well prepared against a more traditional WB Tokens deck.
1 week ago
Bring to Light almost always goes for 2-3 drops. It almost feels like demonic tutoring for a 3 drop and playing it. With City of Brass and Mana Confluence you can do 4 and 5 drops also. It just depends on the situation. It can get (cmc 2-3):
Wrath: Toxic Deluge
Steal spell: Gilded Drake
Credit Voucher is very nice at fixing your starting hands. throwing 5-8 drops or tools you don't need back into the deck on early turns to find lands and tools you need is really nice.
Sidisi's Faithful I have been so impressed with ever since I put it in the deck. It turn Sheoldred, Whispering One, Meren of Clan Nel Toth, and Havengul Lich into unsummon machine guns and gives chord of calling a very cheap target for emergency removal. Also gives tokens a little extra value to sacrifice to Pod.
Mystic Confluence is just insanely versatile. It is not painful to keep up at all. You get to take everyone's turn to decide what is "ok" to resolve and counter the scary spell and draw two. Or nothing relevant gets played....draw three, Or end of turn bounce three creatures. But one of my favorites is to bounce my own ETB creatures for value like Eternal Witness or Gilded Drake to steal another creature.
Chasmolinker on Jund
2 weeks ago
2 Wooded Foothills for 2 Bloodstained Mire. 1 Kolaghan's Command for Inquisition of Kozilek or Thoughtseize. +1
How do you like Dreadbore over Maelstrom Pulse? I've seen a handful of decks running this.
2 weeks ago
Note: TappedOut isn't reflecting changes to the deck description, so... here's the updated one, below!
Tokens and disruption -- can it work in modern? Talk to me, and let's make Pyromentor a real, competitive deck!
This deck is trying to win by overwhelming our opponent by producing tokens. We play hand hate to pave the way for our token generators, and removal to clean up the creatures that resolve. By turn 4, we're trying to resolve multiple spells per turn to create lots of elementals or monks. We have tons of chump blockers for fatties, and so many draw/loot spells that we can maintain our mid game momentum.
I prefer 4 color for this deck because it increases consistency over the mardu build. In its current iteration, this deck has 18 loot or cantrip spells, most of them costing only 1 mana! This means that we can keep a lot more hands, and we mulligan much better. We also keep doing better in the mid game; whereas in Mardu you might cast a Lightning Bolt or a removal spell and net one Elemental token, once your hand runs dry you're going to stall. With blue, you can cantrip into other cantrips, Thought Scour to hit Lingering Souls, and you've got both Faithless Looting and Chart a Course to pitch Souls to, or just to filter out the extra lands you don't need in the mid/late game. You'll usually have a Faithless Looting in your yard to flashback in the mid game for extra gas, too. Overall, the ability to function more reliably and also to keep casting multiple spells per turn is more important to me than the abundance of removal offered by the mardu build.
MAIN DECK CARD CHOICE
We have three main types of nonland cards in this deck: Token generators, dig cards, and disruption.
Young Pyromancer is the star of this deck. Don't get me wrong, when you can get a Monastery Mentor up and running, it's more oppressive; the trouble is getting it out and keeping it alive. Dropping a Pyro on turn 2 and making three elementals on turn 3 is almost always better than playing a Mentor and waiting until turn 4. Mentor gives you a lot more gas mid/late game when you have more mana available, but in general, our focus is going to be on getting Pyro online. This is also the reason you'll see Mentor sided out against some of the faster decks in our sideboard notes.
In the same category but functioning very differently is Lingering Souls. In general, we're almost always trying to cast it from our graveyard; it's a perfect pitch card to our loot spells, and costing 2 mana is significantly easier on this deck than costing 3. Not only that, but in the first three turns, we're generally not wanting to have to fetch up a white source (pre-sideboard), so the flashback cost helps fix our mana.
Faithless Looting is probably our best dig spell. We can pitch extra lands, Souls, Mentor if we don't have a hand/mana to support it, and we can even flash it back for extra gas later on.
Opt is run more heavily than Serum Visions in this deck because we generally want to function immediately, and having the Scry before drying can make a big difference. Furthermore, we fetch a LOT in this deck, so often we'll lose the cards we wanted to keep on top. Instants are also slightly preferably to sorceries for our Monks and Mentors.
Serum Visions is a two-of, and it does have its place; if we keep a one-lander opening hand, the Scry 2 can make a big difference in setting up our game moving forward. Visions also has a micro-synergy with Thought Scour; if we keep a Lingering Souls on top we can mill it with Scour.
Chart a Course is an all-star in this build, as well; depending on our hands, we can use it to pitch Lingering Souls, or we can simply draw 2 for 2, which is great in this deck. Netting an extra card while producing tokens is never a bad thing in Pyromentor.
Inquisition of Kozilek is our ideal turn 1 play. This deck isn't built in such a way that it can easily run counterspells, so we want to strip away anything annoying ASAP; cards to watch out for are Ratchet Bomb, Kozilek's Return, Flaying Tendrils or even just their removal or cheap threats. We run Inquisition over Thoughtseize because this build requires so much fetching and shocking that the life loss is too risky.
Fatal Push hits every aggro threat in modern except for the delve fatties and titans.
Lightning Bolt is usually going to end up being a burn spell, but will kill a lot of relevant things like Snapcaster Mage, Creeping Tar Pit, and most humans. I want to test this more, because I feel there could be a build with less or no Bolts in order to swap in Path to Exile or Murderous Cut; more finagling is needed.
SB CARD CHOICE
Leyline of Sanctity for Storm, burn, 8 rack
Duress for disruption; essentially I think this is better than counterspells in this deck because you're generating your Pyro/Mentor tokens immediately on your turn. Also isn't as conditional as Spell Pierce or Dispel
In: 3x Rest in Peace
Out: 3x Lightning Bolt
In: 2x Disenchant
In: 2x Leyline of Sanctity
Out: 2x Serum Visions
3 weeks ago
List looks pretty neat. I am in favor of infect moving in the BUG direction, but I do have a few questions about this list.
I also don't think Viridian Corrupter is necessary. You already run more creatures than most lists, and black gives you access to things like Abrupt Decay and Maelstrom Pulse to take care of those threats.
Other than that, the extra inclusion of creatures is nice. It looks like you went down the card draw for the extra creatures, and I think that could be a good move depending on your meta.
Overall I really like this list. My personal BUG infect list moved away from the traditional style quite a lot, but this strikes me as a more traditional list. The turn 2 kill is still possible, you have the right blend of pump and protection, and you just have a pretty good deck that can kill really quickly.
3 weeks ago
Also, a big x spell is not the way to go, unless it directly creates board presence like White Sun's Zenith does at instant speed. All the cards franjimen421 listed see little (Maelstrom Pulse to no play (all the others)