Prodigal Pyromancer


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
2011 Core Set Uncommon
Duels of the Planeswalkers Uncommon
2010 Core Set Uncommon
Tenth Edition Common
Planar Chaos Common

Combos Browse all

Prodigal Pyromancer

Creature — Human Wizard

: Prodigal Pyromancer deals 1 damage to target creature or player.

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Cardhoarder (MTGO)

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Prodigal Pyromancer Discussion

greatdevourer on Tsabo Tavoc, Mother of Infection

1 week ago

Really good decks start out with a solid idea and evolve over time and play testing. Here's some ideas based on my experience.

Cards to consider (in no particular order):
Ugin's Nexus to keep people from taking extra turns.
Goblin Welder for artifact recursion. Even if they counter something like the Nexus or Contagion Engine.
Jester's Cap is great at ripping combo decks apart by removing key components. It also works well with the Goblin Welder.
Bonehoard is better than Nightmare Lash in multi-player games as it sees everyone's graveyard.
Grafted Exoskeleton really should be in this deck to help push the infect theme and make any creature a significant threat.
Infiltration Lens, for the card drawing. The defender chooses to either take the damage or allow you to draw two cards.
Skithiryx, the Blight Dragon also should be in this list.
Kumano, Master Yamabushi as an alternate win conditions via direct damage. With the Grafted Exoskeleton it's a short game.
Fallen Ferromancer, Frostwielder, Spikeshot Goblin, or Prodigal Pyromancer to get around those pillow fort opponents.
Kaervek the Merciless to make it hurt for those combo players.
Virulent Swipe as a better creature pump spell. The rebound means you get twice the effect out of one card.
World at War is another extra combat phase card. Also rebounds.
War Elemental can get huge. When paired with a Surestrike Trident it becomes a quick way to kill a player each turn.
Loxodon Warhammer for tample and life gain. Any creature in the deck is better with a Warhammer. Spikeshot Goblin is really fun with the Warhammer.
Relic Putrescence could be fun on someone's mana artifact.
Cards to consider cutting from the list:
Anthem of Rakdos deals too much damage to you. Per Gatherer: "The first ability triggers once for each creature you attack with. If you attack with three creatures, for example, theyll each get +2/+0 and youll be dealt 3 damage." Horrible when you have multiple combat phases per turn.Talisman of Indulgence should be a Rakdos Signet so you don't take as much damage.
Lashwrithe is too conditional on your lands in play.
Nightmare Lash same problems Lashwrithe.
Thunderscape Familiar and Nightscape Familiar don't promote your theme and are not strong enough on their own to be worth having on the field. If you really need the mana reduction, you're better off with more land cards.
Scorchwalker is a mediocre creature and a crappy pump spell. There are too many better creatures.

These cards are all single creature pumps that don't help you at all if an opponent plays a Wrath of God or similar effect. One-shots are nice against a single opponent, but not in multiplayer.
Haze of Rage, Reckless Charge, Tormenting Voice, Balduvian Rage, Brute Force, Enrage, Reckless Spite.
The X mana pump spells are really bad because of the mana choices that playing them forces on you each turn. Leave mana open for the X pump spell or play another card? Not worth it.

May be worth cutting unless you don't have a better option:
Inquisitor's Flail is a maybe. This one is kinda a tough choice. I would cut it for a better card but leave it in if your budget or collection doesn't have another option.
Bonesplitter is another mediocre card that's only good if there isn't a better option.
Swiftfoot Boots and Lightning Greaves The haste is nice but they are really only good against spot removal. I would leave these in until you need to cut them to make room for better cards.

Obviously, temper these suggestions with your collection and budget. Feel free to check out my decks and let me know what you think of the ideas.

Epochalyptik on Deathtouch from beyond the grave

1 month ago

It's important to note, for the first two answers, that the damage doesn't exist until the ability resolves. If Prodigal Pyromancer were to remain on the battlefield and simply lose deathtouch, the damage dealt would not be deathtouch damage. The game only "looks into the past" if the creature leaves play, in which case the game uses information about how the creature last existed on the battlefield.

Lame_Duck on Deathtouch from beyond the grave

1 month ago

To expand on Boza's answer, when an ability references information about its source but that source is no longer in the expected zone, it uses the last known information about that source as it was in that zone. So, in all 3 cases, the Prodigal Pyromancer is no longer on the battlefield as expected but the last known information used is that it had deathtouch. The full rule is:

"112.7a Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time wont affect the ability. Note that some abilities cause a source to do something (for example, Prodigal Pyromancer deals 1 damage to target creature or player) rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source because the effect needs to be divided checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in the zone its expected to be in at that time, its last known information is used. The source can still perform the action even though it no longer exists."

Lurac on Deathtouch from beyond the grave

1 month ago

Assume that my opponent has a pinger in play, like, say, Prodigal Pyromancer. He gives the pinger deathtouch, e.g. with Touch of Moonglove, and I have a conditional instant removal, say Swift Reckoning in hand.

I cast my removal in response when he tries to ping my creature. in this case, the pyromancer will die before the ping hits. My questions:

A) Does the Deathtouch from ToM still affect the ping, even as the pinger is no longer in play

B) Would it be the same case if the pinger had deathtouch printed on it?

C) What if the deathtouch was granted by a continuous effect, like Basilisk Collar or Archetype of Finality? As far as I can understand, that effect is bound to stop when the creature leaves play.

Neotrup on does the Deathtouch work here?

2 months ago

Protection form any of the creature's attributes (such as simply protection from creatures found on Beloved Chaplain) will prevent deathtouch damage, as can other damage prevention (like Ethereal Haze), unless damage can't be prevented (such as due to a Leyline of Punishment). Regeneration (like Regeneration), Totem Armor (like Boar Umbra), Indestructible (like Indestructibility) and similar can all save the creature, and don't need to prevent the damage to do so.

But yes, any damage dealt by a creature with deathtouch, including Nature's Way, fighting (like Prey Upon), and giving deathtouch (with something like Basilisk Collar) to Prodigal Pyromancer) will apply the lethal effect.

As an odd rules quirk , if a source with deathtouch deals damage to an indestructible creature that then loses indestructible (perhaps due to Bonds of Mortality) it will forget that the deathtouch made it lethal, but remember the amount of damage for if it's dealt a lethal amount.

704.5h If a creature has toughness greater than 0, and its been dealt damage by a source with deathtouch since the last time state-based actions were checked, that creature is destroyed. Regeneration can replace this event.

RedUndead40 on What are the best colors ...

3 months ago

Considering building a deck around the traditional pinger cards like Vulshok Sorcerer, Prodigal Sorcerer, Prodigal Pyromancer, etc.

Lots of throwing small damage around with tap effects. What are the best colors for this deck?

Red and blue are obvious but what about the third color? I've heard some people recommend Temur for green's cool untap abilities with Quest for Renewal, Seedborn Muse, etc.

However white also seems interesting with all of the archers and cool ones like Brigid, Hero of Kinsbaile, on top of more controll-y options like Minister of Impediments.


RaficoCastilloQ on R/U Wizards deck

5 months ago

Hi everyone.

I'm trying to build a wizard tribal deck with the cards I own, focused around Docent of Perfection  Flip and Sigil Tracer The cards listed here are the ones I want to use, still have to filter them before uploading a built deck. Please help me with ideas (any combo you see among the cards I propose???). Keeping it budget or zero purchase is the main goal.

The cards are:

2 Docent of Perfection  Flip

2 Sigil Tracer

2 Jori En, Ruin Diver

3 Descendant of Soramaro

2 Stonybrook Banneret

4 Inspired Sprite

3 Stonybrook Angler

4 Prodigal Pyromancer

2 Fallowsage

4 Puppeteer

2 Waterspout Weavers

4 Ink Dissolver

2 Dakra Mystic

4 Sparkmage Apprentice

4 Voidmage Husher

2 Exultant Cultist

2 Glen Elendra Archmage

2 Omenspeaker

2 Stroke the Flames

2 Bolt of Keranos

3 Wild Slash

2 Sudden Impact

3 Mana Leak

3 Shock

3 Sage's Dousing

2 Quicken

4 Containment Membrane

3 Dream Fracture

2 Double Negative

3 Stream of Unconsciousness

4 Counsel of the Soratami

3 Cancel

2 Hands of Binding

4 Sleep

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