|Commander / EDH||Legal|
Printings View all
|Duel Decks: Elves vs. Inventors (DDU)||None|
|Modern Masters (MMA)||Common|
Combos Browse all
, Sacrifice Pyrite Spellbomb: Pyrite Spellbomb deals 2 damage to target creature or player.
, Sacrifice Pyrite Spellbomb: Draw a card.
Pyrite Spellbomb Discussion
4 days ago
2 weeks 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.
2 weeks ago
Sensei's Divining Top allows you to draw past lands in your deck when you are comboing
1 month ago
I play a sub-metalcraft theme with Kuldotha Phoenix that plays really nicely with Relic of Progenitus , Mind Stone and Pyrite Spellbomb and Mishra's Bauble ... the extra "draw" in red is really nice and the recurring 4 damage in the air is pretty fun/unique to put pressure on but Glorybringer / Stormbreath Dragon are also really good.
3 months ago
5 months ago
anything that 'stores a draw' seems like a good inclusion. The Mind Stone and Commander's Sphere life sounds gud, but maybe even Chromatic Sphere and Chromatic Star might be worth your time to get your hand artificially empty quickly, and be able to sippy cup your cards back to hand at your leisure. Those might be extreme examples, but certainly anything with utility like Cranial Archive or Relic of Progenitus seems aces. Hedron Archive , Magnifying Glass , Pyrite Spellbomb , Scrabbling Claws , Silent Gravestone are a few other reasonable effects in that style.
5 months ago
Thank you, K1ngMars! I'm glad to hear you liked my deck.
In the back of my head, I've been thinking about trying to adapt this deck to put Breya, Etherium Shaper in command for quite some time. The need to rebuild the mana base is the primary roadblock right now, but I can't deny that Breya holds quite a bit of appeal, both as a combo toolbox and as an extension to the color identity. I'm itching to test out cards like Pyrite Spellbomb and Goblin Welder and see how well they perform.
As for that particular art for Sharuum the Hegemon , I love it. It's gorgeous and I want one.
5 months ago
Dark Depths is a land with no (relevant) activated abilities. Lands can be tutored with reasonable efficiency in modern, and the fact that you can't Pithing Needle / Sorcerous Spyglass the depths makes it very hard to interact with and very powerful. Throw it in a deck with Life from the Loam and I think that even as a 1 of, depths would be a reasonable combo piece.
Punishing Fire already plays one of the slowest game plans modern could have to offer. Teching in 2 Muddle the Mixture s or something to tutor it up is completely reasonable. The fact that it's an instant which can change zones at instant speed (activate Grove of the Burnwillows to make fire go from yard to hand) means that the only real way to deal with Punishing Fire is Dissipate / Rest in Peace / Scavenging Ooze leaving up a bunch of green. Punishing Fire is rarely the limiting factor in decks of its kind. The limiting factor is locking your opponent out of the game so thoroughly that they can't kill you faster than you can kill them with the Storm Crow of instants. Sure it's not quite the same as nugging someone for 8 every time they gain a life, but if izzet whir can win with Pyrite Spellbomb and Academy Ruins (both as 1 ofs) I'm sure Punishing Fire could find a way to rear its head in modern even if it were restricted, as 4 Grove of the Burnwillows plus one Punishing Fire in the late game is still 4 damage per turn. It's at least faster than grixis/izzet whir.
Pyrite Spellbomb occurrence in decks from the last year
All decks: 0.05%
Commander / EDH:
All decks: 0.0%