, Sacrifice Pyrite Spellbomb: Pyrite Spellbomb deals 2 damage to target creature or player.
, Sacrifice Pyrite Spellbomb: Draw a card.
Printings View all
|Duel Decks: Elves vs. Inventors (DDU)||None|
|Modern Masters (MMA)||Common|
Combos Browse all
|Commander / EDH||Legal|
Pyrite Spellbomb occurrence in decks from the last year
All decks: 0.05%
Commander / EDH:
All decks: 0.0%
Pyrite Spellbomb Discussion
1 week ago
Wholesale Changes. CMC = 2.41 pre-changes
- Riddlesmith >> Emry, Lurker of the Loch
- Accorder's Shield >> Everflowing Chalice
- Spellbook >> Mishra's Bauble
- Welding Jar >> Altar of the Brood
- Pyrite Spellbomb >> Arcane Signet
- Grinding Station >> Golem's Heart
- Izzet Signet >> Talisman of Creativity
- Azorius Signet >> Talisman of Progress
- Boros Signet >> Talisman of Conviction
- Clock of Omens >> Mystic Forge
- Myriad Landscape >> Rogue's Passage
- Terramorphic Expanse >> Inventors' Fair
- Island >> Ancient Den
- Island >> Darksteel Citadel
- Island >> Seat of the Synod
- Mountain >> Great Furnace
- Ral Zarek >> Ugin, the Ineffable
- Dance of the Manse >> Saheeli, Sublime Artificer
- Gravitic Punch >> Tezzeret the Seeker
- Makeshift Munitions >> Brainstorm
- Sphinx's Revelation >> Swan Song
CMC = 2.46 post changes
2 months ago
Next you're going to sing the praises of Mind's Dilation .
Any way you slice it, Sunbird's Invocation is a card advantage engine. Its resource intensive to get onto the table, and requires further resources to do anything (spells in hand, mana to use said spells). It performs better with higher CMC spells, which makes it harder to cast multiple spells and get multiple uses. Are the free spells nice? Certainly. Stuffing your deck with cards you wouldn't play except when they're free means you're going to be spending a lot of time feeling extremely stupid when you don't see the 1 card that makes them worthwhile in your hand of 7 cards in a 99 card deck.
For example, Char does more damage than Lightning Bolt . Slotting char over bolt in your 99 because you're also running Sunbird's Invocation is extremely poor deck building. The card incentivizes you to run junk to get better triggers. Even in a casual deck I wouldn't recommend running junk cards to work around a card that isn't the commander.
Now compare Sunbird's Invocation to a similar CMC card, Sun Titan . Sun tit gives you a trigger when it enters. It can attack and block (with vigilance!), helping most casual deck game plans. It continues to get triggers turn after turn BY ITSELF, requiring no further resources or mana spent, just requiring cards in graveyard (which happens naturally as any game progresses). Sun tit doesn't ask you to run jank cards with higher CMC, it prefers to recur right in the CMC range you want your value cards to be.
Another way to think about this is opportunity cost. If you were playing any game of magic, and you had Sunbird's Invocation in hand, would you rather have a different card in your hand? This is opportunity cost. 6 CMC is pretty high, it means the card will sit in hand during the early game, whereas you COULD have slotted a different card that may have been applicable during that period. For example, if you replace Sunbird's Invocation with a Swords to Plowshares , is your deck going to function better in more match ups? The answer is almost definitely yes. Switch out StP with some other card your deck needs, and you've found out what your deck should slot instead of Sunbird.
Now lets imagine yet another situation. You've got your Sunbird in play, you untap with a fresh new turn. You cast a spell for 5 CMC. You get all giddy, and you flip up Mountain Mountain Shock Mountain Pyroclasm . Just because you went 5 deep into the deck with a 5 CMC spell doesn't mean you're going to get anything relevant, or anything that will be useful to your current board state. Similarly, with 1 or 2 CMC spells, you may hit exclusively lands and brick out. There is no guarantee that these triggers will help you, or give you the relevant cards you want to see. Its just a card advantage engine for red at 6 CMC.
Another aspect of Sunbird is that it promotes non-reactive deck building. Flipping Counterspell with Sunbird isn't going to help you, unless you're intentionally holding spells to use Sunbird trigger in response to someone else's spell. Your removal and interaction is going to want to be permanent based to take best advantage of Sunbird. I'm not saying this is good or bad, but certainly opens you up to being locked out where a spell wouldn't be locked out. A great example of this is slotting Goblin Cratermaker for removal, and having it die as a state based action upon entering if an opponent has Elesh Norn, Grand Cenobite . Another example Pyrite Spellbomb being locked out against Null Rod .
Sure, this card generates advantage when you're left alone to durdle in your ivory tower, but Scute Mob can one-hit-kill players on turn 30 after getting a bunch of counters. That doesn't mean Scute Mob is a good card in commander.
3 months ago
There's really no point to Arcbound Ravager or Walking ballista in Emry decks. They make the deck's play patterns and draws much less consistent and the deck already has massive issues against any deck with any decent amount of interaction or disruption. Jund, Eldrazi Tron, and Burn pretty much all smash the Emry concept at the moment and these are probably the 3 most common decks in the meta. An Emry deck certainly can't afford to sacrifice consistency of it's turn 2 wins to apply the type of plan you're working toward. I've tried a number of different things with Emry decks at this point and the best bet is to play Paradoxical Outcome and Urza lines in tandem with Emry. This gives the concept a solid mid range line to take with huge constructs, a sort of storm line to take based on the Outcome options, as well as the Emry lines being slightly enhanced in terms of being able to be found much more consistently after turn 2 and 3 when the deck doesn't have an ideal opener.
Force of Negation is probably a must run 4x card to at least have some degree of protection given how vulnerable this deck's primary game plan is, Pentad Prism is amazing at being a mana fixer, ramp, and crazy good synergy with Outcome lines as it's mana positive post bounce with Urza in play, and win conditions should be something simple like a single Elixir of Immortality and a Pyrite Spellbomb . Looped spellbombs win the game, looped Urza casts make an infinte army of constructs (Nexus of Fate usually being the way those decks assure themselves of getting the combat step they need without access to haste, although there are options to give haste to creatures that are viable as well), and non summoning sick Emry's on a board where the opponent has no blocker wins, some variants run a singleton Lab Maniac. No need for Ballista or Ravager in the game plan at all when it only detracts from optimal deck operation. I've tried the concept with and without cantrips and to be honest the concept performs better without them at all and instead relying on Outcome lines if it has to find a win.
3 months ago
Yea, sorry about that one. I have had busy weeks and limited access to this PC where I had the suggestion written up. I loathe TappedOut's text formatting and small comment typer, so I usually write in Notepad and copy over for larger amounts of text.
For the kicks of it I'll post my response to the Divine suggestion and my raw draft on Collide that I had written up but not reevaluated before posting.
Divine Feedback Show
A possible fix that leans into Theros' existing mechanics;
Divine boon - If your devotion to the colors of this card is five or more for a single color or seven or more for multiple colors, gain benefit. (Each colored mana symbol in the casting cost of permanents you control, count towards your devotion to that color.)
Divine boon - When ~ enters the battlefield (/ when you cast ~), if your devotion to colors of this card is 5 or more for a single color or 7 or more for multiple colors, gain benefit.
I would have wanted to include (or if you control a god that shares...) but it would be too long a text.
Pull from the Underworld
Target creature gets -2/-2 until end of turn.
Divine boon - If your devotion to the colors of this card is five or more for a single color or seven or more for multiple colors, that creature gets -4/-4 until end of turn instead.
Now one might think; "Why not just write devotion to black when the card is only black?" The reason would primarily be templating, especially for cards that could be more than just 2 colors, and to allow shenanigans with cards like Painter's Servant .
Although I'm uncertain if the wording is correct, as "card" is usually not used in oracle text and instead is used "this spell" - however if it's an ETB trigger, could you still use the word "spell" to refer to the permanent? Card may also refer to the printed card and therefore there would be no shenanigans with Painter's Servant or Eight-and-a-Half-Tails .
Figurine of Faith
~ enters the battlefield tapped.
When ~ enters the battlefield, choose a color.
: Add one mana of the chosen color.
~ counts towards your devotion to the chosen color by one.
Seat of the Pantheon
Legendary Artifact Enchantment
Divine boon - When you cast ~, if your devotion to the colors of this card is five or more for a single color or seven or more for multiple colors, you draw 3 cards and gain 10 life.
For each white mana spent on this ability, create a 1/1 white Human Cleric creature token,
for each blue mana spent on this ability, you may tap target nonland permanent,
you may return any number of creature cards from your graveyard to the battlefield with total combined converted mana cost less than or equal to the amount of black mana spent on this ability,
for each red mana spent on this ability, deal 1 damage to up to one target creature,
for each green mana spent on this ability, you may have target creature gets +1/+1 until end of turn.
By linking the ability back to devotion, it makes it way easier to design for limited and still has a benefit when playing with gods (as those decks usually wants to run devotion).
The threshold to achieve Divine Boon may be subject to balance testing to secure it can trigger both in limited and constructed formats and that benefits match that difficulty.
A possible bad side is that we go directly back to using Devotion as a threshold, meaning it would be weird to not bring Devotion back as a mechanic overall or a similar mechanic - meaning less new creativity.
Old challenge: Collide Show
As has been mentioned by Boza, the keyword leans up toward a creature/combat centric mechanic, but could also be considered a synonym with Clash, which is a top library mechanic based on converted mana cost. I started with the creature centric and went on to the alternative but couldn't formalize it in time and well... it's gone to time now.
Collide - When this creature blocks or becomes blocked, gain effect.
Collide - If this spell targets a blocked or blocking creature, amplify or add effect.
Collide - This spell can be cast any time you could cast an instant, if it only targets blocked and/or blocking creatures.
(Could be good if Flash was a keyword you could stuff on any spell.)
Tuckk's Bag of Surprises
Artifact - equipment
Collide - When equipped creature blocks or becomes blocked, flip a coin. If you win, ~ deals 3 damage to the controller of the creature the equipped creature blocks or is blocked by. If you lose, ~ deals 1 damage to you.
(Picture a bag full of fuselit bombs)
Tuckk, the Daredevil
Legendary Creature - Goblin
Creatures you control have "Collide - when this creature blocks or becomes blocked, create a colorless artifact token named Spellbomb with ", sacrifice Spellbomb: Deal 2 damage to any target.""
(Could have been great to actually make tokens of Pyrite Spellbomb but I don't want the card advantage.)
Collide - This spell can be cast any time you could cast an instant, if it only targets blocked and/or blocking creatures.
Target creature gets -0/-4 until end of turn.
Target creature gets -4/-0 until end of turn.
(Basically it's buffed Agony Warp but in sorcery form that can be used at instant speed if the targeted creature(s) are locked into creature combat.)
Target creature gets +1/+5 until end of turn.
Collide - If ~ targets a blocked or blocking creature, draw a card.
I'll need some time to think about Nobility.
3 months ago
Lets math it.
Fervent Champion gains effectiveness by having multiple Knights. Lets assume Fervent is the only Knight in your deck and you're running 4 of in a 60 card deck.
2 or more in opening: 6.32%
Pretty marginal benefit. However, we can assume that you don't need the second Knight until turn 2. This gives us either an additional 1 or 2 cards (play or draw)
2 or more turn 2 on play: 8.23%
2 or more turn 2 on draw: 10.3%
So if you could errata the Knights P/T to decimals, it would (effectively) be a 1.1/1.1. Does it deserve a deckslot for that power increase over say the utility of Fanatical Firebrand or Legion Loyalist ? Depends on what you want for your deck I suppose. Personally in this scenario I advocate for the slot of the Firebrand, I think the pinging to remove 1 adds much more utility than the 10% expected value on the attacks from the knight.
Fervent Champion performs much better in decks with more knights. This shouldn't be too much of a surprise but its worth showing the numbers for comparison
Assuming 12 knights in a 60 card deck (3 different 4-ofs)
2 or more in opening: 42.8%
2 or more turn 2 on play: 50.7%
2 or more turn 2 on draw: 58%
Having Fervent be a 1.5/1.5 is a significantly better than a 1.1/1.1. This does require you to run knightsgoodstuff.dec, so this is a card that will probably return in the future with the printing of a NEW knight that burn would run over Monastery Swiftspear or Goblin Guide .
5 months ago
5 months ago
@Bchong: Curiosity does work with my pingers, but until I draw into them it is effectively a dead card. Jhoira already has more than enough draw herself, and I have plenty of alternative/incidental draw cards throughout the deck. While I do like Curiosity as a card, I don't particularly like it here.
Chain of Vapor doesn't really strike me as all that great, either. I can use it on myself for some more play recursion, but it costs me sacrificing a land in order to do that and is much more limited than my other bounce spells. Or I target something on my opponent's board, and give them the chance to sacrifice a land in order to bounce Jhoira or my pingers or Aetherflux Reservoir and completely ruin any momentum I've built up with that turn? I don't particularly think that exchange would work out well for me.
The deck already has both available spellbombs, Aether Spellbomb and Pyrite Spellbomb . Typically they act as alternate draw effects when I need them to prevent whiffing, though the Aether Spellbomb can bounce Jhoira to my hand to keep her protected from removal. I agree that Pyrite Spellbomb can be useful as a removal piece if necessary.
I originally had Top in the deck, thinking that the filtering would help, but found that the deck draws too quickly and cannot afford to pay the 1 generic very often, when I would rather be spending that mana on playing another artifact. Artificer's Assistant and Riddlesmith are my answers to that problem, since they also allow me to filter my draws and continue ripping through the deck quickly, without costing me any mana after I have them in play.
The deck honestly doesn't care too much about finding the fast mana. So long as I have 4 lands and at least one R and one U source by turn 4 for Jhoira, I'm pretty much set. The mana rocks are mostly to help avoid whiffs while I'm burning through the deck, allowing me to play some of the more costly 2- or 3-cmc artifacts I draw into. Once I get a single cost reducer on the field, it gets significantly easier to not whiff, and the fast mana becomes a lot less necessary overall. Draw cards in general feel a lot less necessary when Jhoira adds "Draw a card" onto 62 total cards in the deck.
Most storm decks are glass cannons. If I can fire the cannon on turn 5 or 6 before most other players have their board states set up, then I'm golden. If I don't get it set up to fire by then, I'm extremely likely to lose. However, I am really only planning on playing this deck when my friend brings out his Cascade Slivers deck, and I am confident that this Jhoira Cheerios build can consistently fire off before he can. In general, I am not too competitive with my playgroup so I don't really care about winning or losing that much. Also, the playstyle of this deck basically forces it into not playing counterspells, since I don't typically leave mana open during my opponents' turns. I have to play out as much as I can to keep the storm count ticking up and the draw engine running in order to win. Setting aside mana for counterspell protection slows down the overall gameplan, so I decided against it.
5 months ago
Sensei's Divining Top allows you to draw past lands in your deck when you are comboing