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Whenever you cast an instant or sorcery spell that has the same name as a card in your graveyard, you may put a quest counter on Pyromancer Ascension.
Whenever you cast an instant or sorcery spell while Pyromancer Ascension has two or more quest counters on it, you may copy that spell. You may choose new targets for the copy.
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Pyromancer Ascension Discussion
1 week ago
You should put in a few Pyromancer Ascension since it is one of the strongest storm cards in modern.
1 week ago
Isochron Scepter is one of my favorite cards and I wish it was more competitive. I like this list and the ideas here. In the interest of thinning the deck down a bit, it seems to me that you are very heavy on potential win-cons and that would be the easiest thing to take out without affecting the usefulness of the Isochron Scepter. I would do something like:
-1 Dack Fayden-1 Tamiyo, the Moon Sage-2 Pyromancer Ascension-2 March of the Machines-2 Archmage Ascension-2 Metallurgic Summonings-1 Battlefield Thaumaturge-2 Laboratory Maniac-2 Prototype Portal+2 Ral Zarek
I like Ral Zarek because he seems the most psynergetic and his ultimate can easily win you the game with a Silence on an Isochron Scepter. If you have any questions about the reasoning behind any of this let me know. Good luck with this!
I have a list built around Isochron Scepter also. Check it out and let me know what you think. +1 for great minds!
1 month ago
Pyromancer's Swath is fun but a little on the slow side.
1 month ago
I had him in an older list, but yeah I agree. The deck is lacking in the threats department, and Stormchaser Mage can leverage the deck's ability to cast discounted spells to put pressure on opponents. I've slotted him back in as a 2-of for now, as well as some Gitaxian Probes for the easy Prowess triggers. Had to take out the Sage of Fables to make room, which seems fine; my only issue with Stormchaser Mage is the two-color cost, which doesn't get discounted by Stonybrook Banneret. I'm also trying out Grapeshot as an alternate win-con/board clear, though it might not work as well as I think without running any rituals or Pyromancer Ascension.
2 months ago
I'd recommend Pyromancer Ascension. It lets you copy the spells without having to pay for them, though it isn't online immediately like Harness the Storm. The copies also see the original in the yard, so the are just as strong as the real one you're casting instead of 1 less. I'd maybe try a 3/3 split, add 2 lands, and take out the Divinations. Once you've played with both probably switch to a 4/2 split, favoring whichever one proves itself better.
2 months ago
Thanks for the upvote! I have actually yet to play the deck much at all, I've played very few games with the deck but in what I've done the deck feels extremely good. I do, however, have an extensive background and much experience with Jeskai Giest lists and traditional storm, and this deck is more or less a hybrid of both.
In my opinion, if you are able to splash white, you should do so, and this deck needs it primarily more for Rest for the Weary against burn or naya/temur tempo decks. It is very easy to just gain 16 life with this deck due to Pyromancer Ascension and it is such a nice padding even if you don't NEED the life. On top of that comes helix and path plus the potential for even more sideboard flexibility, such as the newer card Blessed Alliance which is super duper.
I'll look at your list next and leave a comment over there... I peeked earlier and am not sure what to make of it, but I'll go get more in depth with that now! One card I noted for both our decks actually is adding a one of Harvest Pyre in the side board... Still unsure of this though.
2 months ago
Very nice build. I especially like the "pimped" foil touch and I'm a HUGE fan of the two Thunderous Wrath(s) that you're running mainboard.
As a Modern mono-red Burn player, I have a few suggestions for you to consider. For reference, here is my Burn deck, Blistering Blitzkrieg.
I would recommend the following alterations as potential room for improvement in your deck:
2) Swap both Searing Blood(s) for two more Searing Blaze(s) ((which you can afford to run four of since you're running 20 land mainboard) the landfall factor still works fluently with 19 land F.Y.I., but in case you're ever worried that it wouldn't, all you need to do is hold a land back in your hand until you top deck or Browbeat into one of them). I would consider adding your two Searing Blood(s) to your sideboard to board in match-ups when your opponent is running an ample number of creatures with a toughness of two or less.
3) As good as Vexing Devil is, it's not ideal for a decent number of match-ups against Burn (i.e. when we're up against control decks that run removal, disruption, and/or countermagic). Therefore, I would consider swapping two Vexing Devil(s) for two Goblin Guide(s). I know they are expensive to get in foil, so I'd recommend just getting the regular ones unless you're willing to shell out the dough for two of them as "investment cards" (see MTG Stocks or Quiet Speculation). It's important to note - if you're really really attached to the Vexing Devil(s) and don't want to drop any - that there are other choices of potential switches for the Guides (e.g. dropping one or two Lighting Strike / Incinerate or even potentially a land. Really though, it's up to you as to what you'd like to do.
4) So I was going to ask: "Why 20 land?" It seems a bit much given that the true converted mana cost for your deck is actually 1.50, since Rift Bolt is almost always cast for its 1R suspend cost and since Thunderous Wrath is almost always cast for its 1R miracle cost. Don't get me wrong, I understand why you would feel the need to run 20 land so that you could potentially hit one of your four Browbeat(s) on turn 3 or 4; however, it would seem a bit much since most opening hands featuring Thunderous Wrath would presumably be pitched (mulligan'd) if you drew one at the beginning of a game. Fact of the matter is that you would never want to cast one of those for 6 mana unless you Browbeated your way into one of them, in which case you would likely get the extra land(s) you would need to cast them via one or more of the Browbeat(s),
5) I would NOT recommend Valakut, the Molten Pinnacle or Pyromancer Ascension as the former is a tap land and as both are too slow and usually take too much of our valuable time to get effectively used before the game expires. If you decide to keep 20 land then Shard Volley is worth considering yet I honestly wouldn't suggest ever running four or even three of them since the the cost of sacrificing a land can end up being too detrimental to the tempo of our game plan. If you are going to run it then two is probably the correct number to run but only with 20 land and no less. Furthermore, if you do decide to keep a 20 land build, then running two Awaken the Ancient(s) might be worth considering instead because NO ONE would predict it given the very spicy and fairly unpredictable nature of your Burn deck build.
Anyway, that's my two cents. I hope these suggestions help.
Best of luck to you,
P.S. Build a yourself a proper sideboard; if you look at my deck you'll see that they can be tremendously useful.
P.P.S. Please give my Burn deck an upvote if you like it; I will be doing the same for your deck as well.
P.P.P.S. What are your thoughts on Flames of the Blood Hand vs Skullcrack ? Furthermore, what are your thoughts on running both between mainboard and sideboard instead of just one of them mainboard? I imagine that having both would be very helpful if you go up against stuff like Kitchen Finks, Huntmaster of the Fells Flip, and/or Wurmcoil Engine, etc. post-board.
2 months ago
It depends on your meta.
Abrupt Decay handles alot of threats, including Ensnaring Bridge vs Lantern Control, Pyromancer Ascension vs Storm, Retreat to Coralhelm vs Knightfall, AEther Vial vs hatebears, Cranial Plating vs Affinity, Liliana of the Veil vs Jund, Oblivion Stone vs Tron etc etc...
I would go with Abrupt Decay..