Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters 25 (A25) None
Modern Masters 2017 Edition (MM3) Uncommon
Duel Decks: Heroes vs. Monsters (DDL) Uncommon
Duel Decks: Sorin vs. Tibalt (DDK) Uncommon
2011 Core Set (M11) Uncommon
2010 Core Set (M10) Uncommon
Tenth Edition (10E) Uncommon
Ninth Edition (9ED) Uncommon
Eighth Edition (8ED) Uncommon
Deckmasters: Garfield vs. Finkel (DKM) Uncommon
Seventh Edition (7ED) Uncommon
Portal (POR) Rare
Ice Age (ICE) Uncommon
Promo Set (000) Uncommon

Combos Browse all



Pyroclasm deals 2 damage to each creature.

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Pyroclasm Discussion

Spud9000 on The Indomitable Emrakul

6 days ago

The classic way to cheat out stuff would be Polymorph (check out my take on it if you are interested: Poly-bilities)

Your playing loads of stuff that let's you loot through your deck, which is nice, because it let's you pitch an Emrakul in case you draw one. Another option to get a finisher out of your hand would be Through the Breach. It's easier to cast should you decide on going multicolor.

As you are playing combo (kinda) it's always nice to have some control aspects. Maybee think about adding board wipes (Anger of the Gods, Pyroclasm). Those can be important in aggro matchups. Some "targeted" "removal" like Lightning Bolt won't hurt either (maybee in the sideboard).

In red, you have Pyretic Ritual, Rite of Flame and even Simian Spirit Guide to accelarate into your combo. I'd say add a few more of those.

Chuubii on Mono Red Stax (Land Destruction)

6 days ago

@euananddalesaccount I started with Electrickery in the sideboard, then put 1 in the mainboard, then 2.. then 3.. then 4, and every time I'm seeing better results. Often I am glad to use it and trade a goblin or two, to take out an X/2 or X/3; I am not glad to do it, but more often than not for me it's not a dead card. As the description says, it is purely a meta thing, faeries, birds, elves, and goblin everywhere.

Tormod's Crypt definitely seems better, I actually hadn't noticed that it has been printed as a common. Thanks.

Inflame deals damage to creatures that have dealt damage, not ones that have been dealt damage. It clearly is 10 times worse than Pyroclasm, but that isn't common, so I have deal with 2 toughness creatures any way I can. I have been wanting to try out Swirling Sandstorm, but I am not too optimistic about i because of the mana cost.

daseeker25 on Jeskai Flyers - Paper

1 week ago

-BirdWizard- Both great suggestions! I like firespout as a 3cmc without double red in casting cost. I like the 2cmc ones better and the 2 versus 3 damage does not matter often. Although firespout may be more useful since it won't hit my 3 toughness flyers. I will have to test Rough! Pyroclasm is good at hitting lingering souls/birds of paradise too which may be better than playing rough

Maaagic on do you need ice for that BURN?

1 week ago

Molten Rain is better than Ghost Quarter for you. Also Anger of the Gods is better than Pyroclasm as it is more useful in different situations. Finally Hellspark Elemental is better than Lightning Strike.

xyr0s on Pattern Recognition #59 - Slivers

1 week ago

@Tyrant-Thanatos define "vast majority", since there's 96 sliver creatures, of which 65 are modern-legal. Sure, Muscle Sliver had been nice, but there are already 2 +1/+1 slivers at 2 cmc in modern, as well as flying-sliver, both mana-slivers, tutor-sliver, and a bunch of other things slivering. What horrors is hiding in un-modern-legal slivers, which makes them the object of such fear?

I actually think that it's only if there were very little removal in the format, they would be intimidating. Other than that, they are a very fair tribe - none of the broken barf-your-cards-everywhere that elves can do, for example. A couple of slivers aren't threatening, just on their own (unless you're playing a game that has gone way too long, and it's some of the really big and many-colored slivers).

So actually, I think it's the card pool, that made slivers fade into just another tribe. Black has a colorshifted wrath of god, some very mana efficient spot removal (neither Doom Blade, Go for the Throat, Fatal Push, or Victim of Night were there during the time when slivers were good), and at least 2 discard spells that wreck any hope of early victory (Thoughtseize and Inquisition of Kozilek (both of these are also new). Red has not just 1, but 2 early game sweepers (Pyroclasm and Anger of the Gods). White doesn't just have sweepers, but also Ghost Quarter. Compared to the anti-cards back when slivers really scared everybody, this is a lot better (although there are similarities, like Ghostly Prison to Propaganda, it is so much easier to find good cards to fight tribals and creature heavy decks with now, especially without having to splash colors for it). So, yeah, I think it's newer cards that has outclassed the slivers, and that they are one of the less scary tribes.

xyr0s on Grimoire: Radial Control

1 week ago

Curious here: what kind of decks have you played this against?

Because in all the excitement about transmute, you forget that it's not for free. It costs 3 mana each time. At sorcery speed, so you can't keep counterspell mana up and transmute at opponents end of turn. And the cards you can transmute to aren't exactly the kind that turns the game around: Pain Magnification is win-more card, only good when you already are hitting your opponent hard, and the value of Soul Manipulation decreases a lot when you consider that you have to reveal it when you transmute, so now your opponent knows what counterspell you have. Add to this the added mana cost of transmuting, and it's kinda bad (6 mana for countering a creature with a Raise Dead tied to it).

Same goes for the 2 cmc transmute: You transmute from a conditional counterspell to a card that lets you draw one card, and opponent gets to influence what you can get. Even on the best of days the cumulative effect reads: "pay 5 mana to get a card from among the top 5 cards of your library. Opponent chooses one or more cards, that you really can't be allowed to have". Flexible, perhaps, since you use alternate abilities of cards and have options and all that. But not particularly good ("5 mana for 1 card has been the worst cards-for-mana deal in the history of cards-for-mana deals, maybe ever", to paraphrase the oddly orange guy).

I know that a budget deck isn't supposed to match up to tier 1 decks. But you'd do yourself a service by actually having a look at expected opposing decks and planning for it: What do you do against tron (even a cheaper tron build, with budget-level threats), against elves (even at budget, they have you dead at turn 4), or monowhite blink, or maybe against something like my two monored budget decks Daughters first deck/kuldotha 8whack? This is a grixis deck, so there should be plenty of control options - you could have a single Pyroclasm to transmute after, for example (that takes care of tokens and a bunch of go-wide strategies. Especially when you claim that your deck is a control deck, it's smart to have a look at what other decks are doing, and find some strong answers to that.

Pheardemons on

2 weeks ago

Since you're playing Crack the Earth I would recommend some Simian Spirit Guides. If you're on the draw, you can exile Simian Spirit Guide to play Crack the Earth, then play your land. You've effectively just time walked in modern.

I'm not so sure I like the potential draw back of Shivan Wumpus and Dark Confidant. If you're life is low, your opponent can just keep sacrificing lands to put it on top so that you continuously lose 4 life. Maybe if you had a way to compensate for the life loss it wouldn't be that bad.

Because you're playing Boom I'd recommend upping your fetchland count. Boom allows you to target your fetchland, then fetch in response (by holding priority) so that your opponent loses their land but you don't. You could potentially play Darksteel Citadel here as well to help with the same combo.

I would recommend adding in some Lightning Bolts or Fatal Pushes mainboard. You have a lot of great deterrences because you'd be slowing your opponent down, but nothing if they actually get their stuff out. Granted, Shivan Wumpus and Smallpox do help, but it would be better for targeted removal that YOU get to choose. Death's Shadow players don't care abut having less than two lands in play.

Since you decided to take out the utility lands, I would recommend upping the Swamp count and adding in Blood Moon. Again, it'll help you stall the game until your opponent can no longer play because you've destroyed all of their lands.

Sideboard options. I would replace Smelt with By Force or Shattering Spree. You play enough red lands that Shattering Spree would be better. I'd also take one out, and add in a Shatterstorm just as a backup.

Pyroclasm isn't terrible, but I'd recommend replacing that with Anger of the Gods, Sweltering Suns, Kozilek's Return, or Volcanic Fallout. Anger of the Gods is arguably the best here because of the exile effect. Also, many creatures in modern have three toughness, so it is a better board wipe in general. Sweltering Suns is good because you can cycle it if you don't need it. Kozilek's Return and Volcanic Fallout are good because of the instant speed. Volcanic Fallout also deals damage to your opponent, and Kozilek's Return can hit pro-red creatures. They all have their benefits and drawbacks. I would say that all of these are better than Pyroclasm.

Overall here is what I'd recommend.

-2 Shivan Wumpus, -4 Manamorphose, -2 Blood Crypt, -2 Graven Cairns, -2 Mountain,

+3 Simian Spirit Guide, +2 Fatal Push, +3 Marsh Flats (or any fetchland for black), +2 Swamp, +2 Blood Moon


-3 Smelt, -2 Fatal Push, -2 Pyroclasm

+2 Shattering Spree, +1 Shatterstorm, +2 Anger of the Gods, +2 Defense Grid.

RedPlaneswalker on Ride The Lightning

2 weeks ago

I agree with the suggestions for Hellspark Elemental & Magma Jet & Smash to Smithereens.

I really don't think Shard Volley is worth it.

Instead of Searing Blaze, maybe Pyroclasm for the same cost. Or Flamebreak or Volcanic Fallout for 3 and it hits both creatures and player. They hit your creatures too though. :(

I really like Searing Blood.

Since your Spark Elemental is going to die anyway and maybe your Monastery Swiftspear might be useless in later turns, I'd suggest maybe running Reckless Abandon.

I would suggest Browbeat somehow in case you get to mid-game. Definitely not x4 but maybe x1 or x2. By turn 4+ you won't have a hand left. From my experience Mono-Red burn doesn't do well when it gets to mid-game so you may need some kind draw. Or Dangerous Wager or Magmatic Insight.

Speaking of mid-game, another suggestion for sideboard would be Ensnaring Bridge, making what people used to call a Burning Bridges deck.

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