Pyrite Spellbomb

Pyrite Spellbomb

Artifact

, Sacrifice Pyrite Spellbomb: Pyrite Spellbomb deals 2 damage to target creature or player.

, Sacrifice Pyrite Spellbomb: Draw a card.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Duel Decks: Elves vs. Inventors (DDU) None
Modern Masters (MMA) Common
Mirrodin (MRD) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Pyrite Spellbomb occurrence in decks from the last year

Modern:

All decks: 0.05%

Commander / EDH:

All decks: 0.0%

Pyrite Spellbomb Discussion

dingusdingo on Why isn't Aetherworks Marvel played ...

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.

jaymc1130 on Ballista Emry

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.

Tzefick on Ability challenge

3 months ago

Woiteck

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


Old challenge: Collide Show


I'll need some time to think about Nobility.

dingusdingo on I think Eldraine’s Fervent Champion ...

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.

However

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 .

The other scenario I foresee this card rising to prominence is if Wizards smokes meth and prints a card that is Pyrite Spellbomb stapled to Bloodforged Battle-Axe with an equip cost of 3.

5dollarMTG on Scrapheap

5 months ago

You might try Implement of Combustion instead of Pyrite Spellbomb - it will draw you a card when you sacrifice it to Vandal, Shrapnel Blast, etc.

Xindlepete on Jhoira's Breakfast of Champions

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.

Bchong on Jhoira's Breakfast of Champions

5 months ago

you should play Curiosity it is like a hidden combo with Firebrand Archer Reckless Fireweaver it is a must in

Chain of Vapor doubles as a combo enabler and removal Pyrite Spellbomb this is another egg that is worth its weight in gold and is able to ping annoying creatures

Sensei's Divining Top allows you to draw past lands in your deck when you are comboing

Windfall Ponder Preordain Winds of Change are good cards to dig for your fast mana

also your deck is like a glass cannon...i have felt the pain when something like Sphere of Resistance is played you should try and run counterspells like Mental Misstep

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