|Commander / EDH||Legal|
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|Fate Reforged (FRF)||Mythic Rare|
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Creature — Human Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever you cast a noncreature spell, put a 1/1 white Monk creature token with prowess onto the battlefield.
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|Have (22)||VGJustice , ironax , Halphinian , Justinaut , Vasbear1 , cklise , saj0219 , Azdranax , TheRealPeaches , perrin515 , Roadhog , TheHelvault , prete182 , Ellyreia , jparker-sartori21 , Nemesis , mentor6 , TehDelta , TheDuggernaught , AlertKnave8075 , ChessRuler , Qolorful|
|Want (8)||PartyJ , Dadaman11 , Comicalflop , edster , accioali , Nemesis , fireborne1986 , failurechild88|
Monastery Mentor Discussion
4 hours ago
Batterskull will be an eventual inclusion, however I don't have an easy way to get it just yet. I recently spent over $200 this Christmas on Magic so I'm going to wait before it goes in the decklist.
What would you recommend to take out for Stoneforge Mystic and the other two? I'm having a distinctly difficult time finding what to cut out for them. I'm indecisive like that lol
5 hours ago
Nothing wrong with adding one or two specific hate cards. Plus card advantage is nice. For equipment tutoring, you also have Open the Armory and Stonehewer Giant. As for targets, Batterskull is also good (it gives vigilance) plus provides a body.
1 day ago
Monastery Mentor, Dragonlord Ojutai, Manifold Insights, Fact or Fiction, Azorius Signet, Commander's Sphere, Baral, Chief of Compliance, Docent of Perfection Flip, Dynavolt Tower, Niblis of Frost, Primal Amulet Flip, Sphinx-Bone Wand, Curious Homunculus Flip, reconaissance, Thaumatic Compass Flip, Maze of Ith, Nimbus Maze,
1 week ago
With Zedruu you could make a really fun group hug deck, or have a sneaky control deck with some harsh backbiting. For example, the C11 vows (eg Vow of Duty) are a really cool way to screw everyone else. Cumulative upkeep costs are an interesting way of abusing things as well.
Ruhan could also be interesting in group hug, or maybe... I have a vision for him. I want to make him a spellslinger voltron thing. With Monastery Mentors and Slip Through Spaces and maybe Zada, Hedron Grinder. Seems like it could be cool.
Exhibit C, however, is something no one has mentioned yet, not even you. It's a totally ridiculous idea. Ishai, Ojutai Dragonspeaker and Kraum, Ludevic's Opus. A deck that punishes opponents for casting spells.
1 week ago
Thanks for the input!
I really believe that you should devote the least amount of slots to your win condition. I have tried adding in combos like Time Vault + Voltaic Key , and Blightsteel Colossus + Tinker , and they just make the deck more clunky. Every card we draw that isn't contributing to the main cause (drawing, countering, and preventing our opponent from doing so) is inefficient. The deck remains more streamlined this way.
I am aware that some of the combos are a bit clunky to assemble, but a key point is that these cards are powerful on their own as well. Dack Fayden is excellent on his own, but even better with Notion Thief. Likewise, Notion Thief is the best paired with Dack Fayden, but can still be back breaking in response to a Brainstorm. Lets not forget that he is also a 3/1 flash beater in a pinch.
The rest of the cards are fairly to standard to big blue decks, mainly just counters, draw spells, removal, and utility spells.
If we somehow lose our main win-condition in Monastery Mentor, we could get him back with a Timetwister or a Yawgmoth's Will. Also, when we have control of the game and can keep our opponent's board under control, it is not uncommon to win with Jace, the Mind Sculptor, Dack Fayden, or even a beatdown with Snappy and Notion Thief.
I know I have rambled on a lot, but I have tested this deck a fair bit on X-Mage with decent results. However I never claim a deck is perfect, so I will continue to test and update the deck.
Thank you for your input, and if you have anymore suggestions, I am open to all!
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
2 weeks ago
He does do the same job as Bob in the card advantage department and he's a bigger hitter, but on the mana curve he can't replace Bob at the 2 drop slot. He fights for the same space at the top end as Monastery Mentor and Lingering Souls.
You're not the first one to suggest Reveler though. I play in the same League as the guy who came up with Mardu Pyromancer (as far as I know) and he's got like 50 trophies now using the what's now considered traditional build. Maybe I am just banging my head against a wall needlessly here. Still though, nothing ventured nothing gained. I also like Bob against some of the tough matchups for Black midrange, like Titanshift and Tron.
3 weeks ago
This one is like 6 bucks and the wrong color, but it seems to have a ton of potential.