Murasa Pyromancer


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful 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
Zendikar (ZEN) Uncommon

Combos Browse all

Murasa Pyromancer

Creature — Human Shaman Ally

Whenever Murasa Pyromancer or another Ally enters the battlefield under your control, you may have Murasa Pyromancer deal damage to target creature equal to the number of Allies you control.

Murasa Pyromancer Discussion

Nietzsky on Tazri FAIR ally

1 year ago

Alright, so my suggestions...

1) drop any tapland that doesn't give you 3 options, otherwise you're going to be too slow right out of the gate. You're already very creature heavy at 36, so I don't believe the manlands are necessary.

There are about 2-3 allies I feel just don't carry their weight (+1/0 for turn ally, the mill ally in particular), I would drop one for an Aether Vial to help flood the field even faster (the second I would drop for a Sol Ring , quite a hard card to justify not running if you don't slot Stony Silence or Null Rod ). Also, I'd find a way to cut some of the higher CMC allies... 5-6 is quite expensive for some of the benefits, and if you board state is already at a point where Murasa Pyromancer is relevant, you're probably in ""win more" territory.

As mentioned previous, Chromatic Lantern is a fairly auto-include in a 5 color deck .... Xenograft & Arcane Adaptation seem as if they're taking slots for very little benefit, Cathars' Crusade IMO would serve a much better benefit.

I don't really see a way for you to self-activate Child of Alara outside of Divine Reckoning , I would drop it and find another wipe if you'd like to go that route. Also, I'd include Teferi's Protection & Faith's Reward... you are going to be fairly susceptible to wipes yourself, you'll need more options than a massive amount of mana to dump and Asceticism .

These are all personal opinions of course.... I just feel with your dedication not to run flash hulk, you still need to speed up.

Exxie97 on Ally Ambush

2 years ago

My friend has an ally deck so I might be able to give a few suggestions.

Any reason you are avoiding the old allies?Kazuul Warlord can really help beef up the allies, as normally they are pretty weak.
A few allies that have target removal are Murasa Pyromancer and Tuktuk Scrapper.
And if you want a bit of life gain Talus Paladin and Ondu Cleric can be quite good.

euananddalesaccount on Allies

2 years ago

use fetches (Arid Mesa, Wooded Foothills, Windswept Heath), Cavern of Souls, Harabaz Druid for the ramp, maybe two or three Expedition Envoys for another 1 drop. Try a single copy of Murasa Pyromancer for removal, then fragmentize to the sideboard, full play set. Either Pacifism as a play set in the sideboard, of 1 step better (arguably), Path to Exile. add some bolts as well. If they don't have any creatures, just burn them.

hoardofnotions on The Family from Sea Gate.

2 years ago

Shard Convergence- worth it? maybe a Cultivate instead

Darksteel Ingot swap with Chromatic Lantern or Coalition Relic

Lands could use a big update, and it dosen't need to be expensiveall the taplands (guildgates and gain 1 life lands) could be replaced with the tri lands from alara blockArcane Sanctum, Crumbling Necropolis, Jungle Shrine, Savage Lands, Seaside Citadel, and Exotic OrchardReflecting Pool is a better Rupture Spireyou could throw in a couple colorless utility lands and have you filter lands color fix you when needed. maybe add Vault of the Archangel, Reliquary Tower, Temple of the False God, Winding Canyons

Lurking Predators and Munda, Ambush Leader seem like best friends!

Captain's Claws makes ally tokens

Jwari Shapeshifter is the clone you want!

creatures that don't seem strong enoughGoblin Freerunner, Drana's Chosen, Drana's Emissary, Jori En, Ruin Diver (Not even an ally!), Zulaport Chainmage,

ally's you could addAkoum Battlesinger, Bala Ged Thief, Bojuka Brigand, Bruse Tarl, Boorish Herder, Grovetender Druids, Hada Freeblade, Halimar Excavator, Harabaz Druid, Highland Berserker, Kalastria Healer, Kor Entanglers, Makindi Patrol (change for Joraga Bard), Murasa Pyromancer, Oran-Rief Survivalist, Reckless Bushwhacker, Tuktuk Scrapper

you could swap Marshal's Anthem for Patriarch's Bidding

also add Harsh Mercy

maybe cut the Overwhelming Stampede

OTBL on Ally loop

2 years ago

In all honesty I am just lucky with this deck. only times I Mulli is if I need a land in my starting hand which is rare to be needed. But the Druid and Freed from the Real is what usually is pulled off by turn 3-5 once you get the endless amount of mana I cast my commander search for Murasa Pyromancer and target my commander then recast and repeat. That goes off at least 75% of the time on turn 5 it's little less and so on. But that's what the other combos are for. I do have things that allow me to play cards for free one from top of my library another which is wild pair. Then there's the one drop "you play land I play a land" enchenment which helps speed the deck up a crazy ton. If no one has a kill spell I don't need to attack or -50 to deal 50 they just loos life every time a ally comes out. All loops on this deck other then xenografts ether allows me to draw and play my deck in a single turn or play all my ally's in a single turn(could also draw with that one but most likely just draw my self out). To answer how do I keep it from interrupted Is I can make them pro- colors(except red if I am doing the one I I explained first) or I could simply make them all indestructible.

Aless55 on Ally Rally

3 years ago

Hi there, I've played several games in my group with my Ally EDH deck, all I can say is that you will have big trouble against flyers. You really need something against flying creatures on your opponents turn. As far as I can see it is possible for you to play Tajuru Archer or Murasa Pyromancer to deal with them effectively. I would highly recommend something like: Levitation or Archetype of Imagination.

On the other hand, I always liked Brago, he is so powerfull and easily available on turn 3 to blink a turn 4 Tazri. But depending on your opponents you might need some other instant blinkers. Ghostway and Kiki-Jiki, Mirror Breaker are mostly an auto include if affordable. A more budget-ish card is: Nephalia Smuggler, otherwise you could use something like Flickerwisp or Restoration Angel.

Gideon, Ally of Zendikar and Venser, the Sojourner are also very good in those decks.

I would also recommend some spot removal like: Anguished Unmaking or Utter End.

Birthing Pod and Blade of Selves are also very fun to play, imagine all the counters you will get of a myriad Kazuul Warlord. Maybe Doubling Season would also be useful in here.

Just some of my thoughts. I hope some of the points may help you. ~Cheers +1

Halphinian on Tazri and Friends

3 years ago

I have a few suggestions:

-1 Grovetender Druids

+1 Resolute Blademaster

I really want to like Grovetender Druids, but because of the cost of its ability, I can't. Also, you can easily end games with Resolute Blademaster.

-1 Halimar Tidecaller

+1 Deadeye Navigator

If you have Deadeye Navigator soulbound to Harabaz Druid and control Chasm Guide, you can generate an infinite amount of mana symbol u mana and have an infinite amount of ETB triggers. It can also be very useful soulbound to General Tazri, allowing you to search for an ally for a measly mana symbol 1mana symbol u. (If the Navigator is too expensive, you can use Nephalia Smuggler, but to lesser effect). Since you don't really have anything to make land creatures, Halimar Tidecaller is really just kind of useless here in my opinion.

-1 Drana's Emissary

+1 Hagra Diabolist

Hagra Diabolist may not let you gain life, but you can easily end games with it.

-1 Prophetic Prism

+1 Prismatic Lens

I know that it is a very minor suggestion, but I think that the Lens is better because it has the same second ability and adds mana for free with its first

-1 Mycosynth Wellspring

+1 Chromatic Lantern

It may be worth a little more, but Chromatic Lantern will fix any color-related mana problems with ease

-1 Mind Control

+1 Conspiracy

Mind Control is a very useful card, but I think that Conspiracy allows you to do a lot more with the Ally tribal theme, letting you tutor for Deadeye Navigator with Tazri and even being part of the infamous Turntimber Ranger combo. If that is worth too much, you can use Xenograft instead, but to lesser effect.

-1 Akoum Flameseeker

+1 Murasa Pyromancer

Though it may cost more mana, creature removal is always nice

This part is up to you, and that is other forms of removal that do not involve ETB effects, such as Return to Dust, Ironwright's Cleansing, Devout Chaplain, Revoke Existence, Ruinous Path, Hero's Downfall, Murder, Doom Blade, Smelt, Demolish, Fiery Confluence, Consign to Dust, Creeping Mold, Deconstruct, Fade into Antiquity, etc. I have a Brago, King Eternal (who would go nicely in this deck as well) commander deck, and I have played against opponents who play things like Torpor Orb and Hushwing Gryff, and it is living hell when your deck relies on ETB effects and that comes into play. I do not know what people in your group usually play, but if I were your opponent and heard that you were making an ally deck, I would definitely include at least Torpor Orb, so I would be sure to include some form of removal to deal with these threats.

I hope that I helped, and good luck!

and +1 from mee

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