Pyrostatic Pillar

Legality

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

Printings View all

Set Rarity
Scourge (SCG) Uncommon

Combos Browse all

Pyrostatic Pillar

Enchantment

Whenever a player plays a spell with converted mana cost 3 or less, Pyrostatic Pillar deals 2 damage to that player.

Pyrostatic Pillar Discussion

SideBae on Gas Powered Stick (Complete)

1 month ago

Yo! RG decks are interesting. Here's what I think -- feel free to disregard it:

The main attraction of running green is having access to one-mana mana-dorks. Llanowar Elves , Birds of Paradise , Fyndhorn Elves , Elvish Mystic and Orcish Lumberjack will all speed up your deck tremendously, while giving you bodies for Overwhelming Stampede or similar finishers. Exploration is a good accelerator, though it can be expensive; search for tomorrow is similar. There are some two- or three-mana dorks you might also want to consider, like Priest of Titania , Shaman of Forgotten Ways and Somberwald Sage . Having dorks ramps green faster than any other color is capable of.

Overwhelming Stampede is an excellent card; in that vein, Overrun and Triumph of the Hordes are both good finishers. If you want to put money into the deck, Craterhoof Behemoth is a great card in Legacy Elves that also works here. Grabbing Craterhoof with something like Natural Order can produce a really fast win. Green Sun's Zenith is another good tutor-spell, which can also fetch Dryad Arbor turn one.

I see you're running Nature's Lore . Farseek is a great card to fetch a mountain, especially if you choose to run Stomping Ground , Sheltered Thicket and/or Cinder Glade . Taiga is good, too, but that's pushing $200 these days... effing OG duals.

Growing Rites of Itlimoc  Flip is a good card, and an affordable version of Gaea's Cradle . Similarly, Slate of Ancestry is a very underrated EDH card that would be a powerhouse in this deck. In the line of card-draw, Beast Whisperer and Harmonize are worth considering.

Karplusan Forest , Spire Garden , Command Tower and Grove of the Burnwillows are four excellent non-basic, ETB-untapped lands for your colors. You should run these, if at all possible. I think they're better than Jund Panorama and Naya Panorama , as well as Rogue's Passage . You should consider Kessig Wolf Run , as well as cutting one or two lands from the final list.

Depending on how sadistic you are, you may also want to consider running some stax pieces. Thorn of Amethyst is an excellent card in most green decks, as these decks tend to produce oodles of mana and not cast too many non-creature spells. Pyrostatic Pillar and Eidolon of the Great Revel are excellent ways to keep low-curved decks in check. Harsh Mentor varies with meta calls, though it can be very strong. Stranglehold can ruin some strategies, and Price of Glory can nuke counter-heavy decks. Similarly, Vexing Shusher is useful to avoid getting countered, especially since you don't have to activate it until after an opponent casts a counterspell. Scab-Clan Berserker is worth considering.

I suggest Gamble . It's the best tutor in your colors. Eternal Witness is another pretty good card you may want to consider to get you back in the game after a board-wipe. I suggest running Grim Flowering or Nature's Resurgence for the same reason.

Your spot removal will be dependent on how hard you want to lean into Ruric Thar, the Unbowed . If you want to keep him, Reclamation Sage and similar effects are the way to go. Without him, or while thinking of him as a secondary creature, you should run Nature's Claim and/or Krosan Grip . Chain of Acid is an interesting card I've been wondering about recently, so you may be interested in experimenting with it. Hull Breach is similar to Decimate , and is often a two-for-one. Shattering Spree , By Force , Ancient Grudge , Vandalblast and Fiery Confluence are good as well.

Neheb, Dreadhorde Champion is an efficient, powerful creature that helps cycle away dead cards in your hand, all while generating mana. Huntmaster of the Fells  Flip is another super-efficient creature. Boartusk Liege is valuable for its anthem effect and not-insignificant body. Siege Behemoth is another recommendation, for obvious reasons.

Depending on your meta, Sunder Shaman , Choke , Carpet of Flowers , Flashfires and Boil are options. If you keep your mana-base with only a few non-basics, Blood Moon , Magus of the Moon and Ruination are good cards. If your meta is super aggressive, you should consider Loxodon Warhammer or Basilisk Collar in order to recoup life points. Runic Armasaur is another good consideration if your meta has a lot of fetch lands and the like.

Using Sylvan Tutor can let you stack your deck for Lurking Predators , and you can cast Worldly Tutor in response to it triggering to just fetch whatever creature you want from your deck for .

Strionic Resonator is a way to copy your general's trigger, and may be tremendously helpful. Resolving them in succession on the same creature results in quadrupled power.

From Modern Horizons, Collector Ouphe and Throes of Chaos are worth considering.

Alright, that's all I got for now. I hope you found these suggestions at least a little helpful. Good luck with deck building!

SideBae on 5 Color Dragons

1 month ago

The easiest way to speed up a deck is by removing ETB tapped lands. I highly suggest running Command Tower , as well as City of Brass and Mana Confluence . If you have access to it, Cavern of Souls is a good option for any tribal deck, but Unclaimed Territory is another good option. Forbidden Orchard , Exotic Orchard and Reflecting Pool are more interesting lands to consider.

Green dorks and two-mana rocks are also very good. I see you're running Birds of Paradise , but Elves of Deep Shadow , Llanowar Elves , Rampant Growth , Fyndhorn Elves , Orcish Lumberjack and (if you can) Noble Hierarch are also great additions. If you want to invest relatively heavily into your dork-base, Bloom Tender is REALLY good in chromatic decks. If you find yourself facing a lot of blue decks, Carpet of Flowers is a good idea, too; Joiner Adept acts as a second Chromatic Lantern .

Fellwar Stone is good. The talisman cycles ( Talisman of Dominance , Talisman of Indulgence , Talisman of Impulse , Talisman of Unity , Talisman of Progress and the new five from Modern Horizons) are all good; I suggest that most, if not all, of your mana rocks should be two or less mana. Using a land like Ancient Tomb also helps cast these turn one. Signets like Dimir Signet or Boros Signet are good too, although I think most of the time the talismans will be better. Gilded Lotus is a good exception to my CMC rule in a deck with as many fat creatures as yours.

I don't think Nissa's Renewal is very good; generally, ramp is good in the early game, but not so good by the time you reach six mana. Nature's Lore , Rampant Growth , Farseek , Cultivate and/or Kodama's Reach are all powerful ramp spells you can fire off early. I think the first three are better, if only because they can fetch non-basics like Breeding Pool or Godless Shrine . I'm not as much a fan of the other two, but experience will show if they're worth including. Finally, I think Skyshroud Claim is better than Explosive Vegetation .

If you're going in the Quicksilver Amulet direction, Elvish Piper and Thran Temporal Gateway are good ideas as well.

If at all possible, tutors are good. Demonic Tutor is the gold standard here, but Diabolic Tutor is a good, more affordable alternative. Vampiric Tutor , Worldly Tutor , Sylvan Tutor , Dark Petition and Gamble are all good cards as well, though their affordability varies tremendously.

Red comes with good counter counter magic options. Price of Glory is a good card if you want to discourage opponents playing on your turn, and Pyroblast is a good way to stop Counterspell and friends. Cards like Pyrostatic Pillar can punish decks with lower curves.

Card draw is at a premium in EDH. Staff of Nin is easy on the colored mana and gives you an extra draw each turn, and Phyrexian Arena is another good option. Harmonize , Concentrate and Painful Truths are good draw-threes.

Because your deck is running a LOT of fatties (and the best fatties, at that, 'cause they're dragons), you may find cards like Lurking Predators is be pretty good; Descendants' Path is a similar card. Depending on how fatty-heavy your meta is, Eureka effects like Show and Tell may be good. Sneak Attack is good if you want to use one-time face-smacks like Nicol Bolas or your already included Oros, the Avenger .

If you DON'T want to run dorks, and opt for artifact ramp instead, depending on your meta you may have a good time with cards like Porphyry Nodes or Night of Souls' Betrayal . Effects like Pyroclasm and Volcanic Fallout can also wipe out opponent's boards if they choose to go wide.

I think EDH decks tend to need a lot of mass removal. By Force is a favorite of mine, and Toxic Deluge , Wrath of God , Ritual of Soot and Supreme Verdict are all great if you have access to them. Back to Nature is good if you choose to cut down on the number of enchantments you're running, but Nature's Claim or Krosan Grip are also pretty good options.

If your curve is really high, things like Timesifter can be pretty brutal.

I'm not super sure Niv-Mizzet Reborn is very good. I don't know if you'll be getting very much card advantage, because you have a lot of cards that are more or less than exactly two colors. I think a card-draw spell like the ones I mentioned above would be better, like Treasure Cruise or Dig Through Time .

Good luck with deck building my man!

SideBae on Rise of the Underworld

1 month ago

As with most Rakdos decks, I advise a reanimating package with Sire Of Insanity as the target. Animate Dead , Reanimate and Necromancy are all rather good when paired with Entomb or Buried Alive . In Rakdos, you’re generally the king of top decks. So embracing it with Sire is typically a good play.

One mistake I find in a lot of EDH decks is the prevalence of one-for-one removal. Cards like Demolish , Roast and Necrotic Wound are alright if you’ve only got one opponent, but in EDH you’re already facing 2x-3x as many cards as you have in your 2-3 opponents. This is why I suggest more efficient spells, like the Ritual of Soot I see you’re already running. Fire Covenant , Ashes to Ashes , By Force , Toxic Deluge / Damnation / Blasphemous Act and Syphon Mind are all good ways to regain card advantage when you’re facing down multiple opponents.

Another thing I suggest is that you run more mana rocks. In any non-green deck, artifact mana is the main form of ramp available. I’ve noticed there’s a tremendous difference between 2- and 3-mana ramp; cards like Mana Geode and Rakdos Locket are generally worse than Rakdos Signet and Talisman of Indulgence . Mind Stone , Coldsteel Heart , Fire Diamond , Charcoal Diamond and Thought Vessel are also options. Treasure Nabber is a good way to disrupt opposing mana.

Hand-in-hand with what I’ve been talking about is card draw: You need cards to cast with your mana, as well as powerful spells in the first place. Phyrexian Arena is an excellent source of card advantage in black, as are Night's Whisper and Harvester of Souls . Faithless Looting , Magmatic Insight and Cathartic Reunion are ways to filter your cards from red, as well as ways to get creatures you want to reanimate into your graveyard from your hand.

Fighting counter magic is something red does very well. I advise cards like McToters suggested: Price of Glory is one of my favorite cards to run in red. If you want to go deeper on disruption, his suggested Stranglehold is good, as well as Blood Moon , Ruination and Magus of the Moon (though you’d have to craft you land base to accommodate these last three). If your meta is blue-heavy, Boil is good; white-heavy means Flashfires and Dread of Night may be helpful. I don’t know your meta though, and that’s what will dictate if the color-hate cards will be good. If your meta is filled with pesky dorks, Blast Zone is a good consideration.

Harsh Mentor is a card I like landing early, as is Scab-Clan Berserker . Because your curve is relatively high, Pyrostatic Pillar and Eidolon of the Great Revel might be helpful as additional repeating burn effects. If their life-loss becomes too great, a Whip of Erebos can help you survive.

At least consider Necropotence if you decide to run life-gain. It’s typically only found in combo-decks, but in my experience it’s a powerhouse across the board. Getting a card for one life is typically a good deal.

Alright. That’s all for now. Good luck building your deck!

pokepower116 on Xantcha, Woke Agent

10 months ago

Gleeock - Haha, I wish I could see it stick on the board longer so I could give some stories about how much damage its dealt but it's always taken care of once it reaches 3 quest counters.

That's awesome. I wish I could run Mogis in this deck but I hate giving my opponents easy ways to get rid of Xantcha!

Enchanter's Bane is a really neat idea too! That's one thing that I really like about this style of deck, there are a lot of specific damage cards that you can tech in according to your meta. Enchanter's Bane against high CMC enchantment decks, Pyrostatic Pillar against storm decks, Rain of Gore for lifegain decks, Rampaging Ferocidon against token decks, etc. It's kind of like a mini-game while deckbuilding. I'll consider enchanter's bane for this deck too, thanks again :)

pokepower116 on Xantcha, Woke Agent

11 months ago

Gleeock Oooh I love the deck! Nature's Revolt seems pretty disgusting in this kind of build... I secretly love it. I also didn't know about the "hunted" cycle! Seems really interesting and it looks like it might be exactly what this deck needs. I can make my opponents attack every turn, but when they have no creatures to attack with it doesn't really help anything. Also Varchild, Betrayer of Kjeldor looks even better now that I take another look at her; I'll have to consider her for this deck too.

As far as redirect spells are concerned, I'm not sure what I would use them on! There's nothing really that this deck plays that needs to be protected from targeted removal except from Xantcha herself and maybe a couple huge enchantments like Havoc Festival. I LOVE the redirect spells in my Zada, Hedron Grinder deck because they effectively work as counterspells for my opponents' counterspells, but not sure how they would really help in this deck. Can you explain a little further?

scumbling1 Thanks for showing interest!! It's still a little too early to tell what's good and what's not but I was able to play two games with her using a proxy for the commander (because my cards finally arrived a couple days ago!) and I'll give you my first impressions below before I give a "formal" update after I get to jam a few more games.

First game I played went pretty horribly. Got mana screwed but I think that was moreso bad shuffling and WAY too greedy of a keep (2 lands and a Star Compass). I was only able to get a Spellshock and Xantcha to stick in the early game. Xantcha was great because I was able to use her activated ability to try and draw myself into lands, but I had to go about 4-5 cards deep before I even found another land. By the time I was able to play Painful Quandary my opponent combo'd off and took out the table. The deck ran 9 mana rocks and 35 mana producing lands (excluding Glacial Chasm and Maze of Ith at the time, which I felt was plenty. I added Thaumatic Compass  Flip to help consistently get land drops and change into a functional Maze of Ith for the late game, but might also replace one or two of the weaker mana rocks with a 36th/37th land for more early game consistency. I'd want to play a few more games though since this was a greedy keep and the first game I've played.

Second game was MUCH better. My opening hand was 3 lands, Sol Ring, Last One Standing, War's Toll, and Manabarbs. Thanks to the early ramp I was able to get Xantcha and my damage dealers online much quicker. I drew into Eidolon of the Great Revel (which didn't really do much damage that game), Furnace of Rath, Spellshock, and Exsanguinate. Unfortunately, we made a ruling mistake that allowed me to do much more damage than I was supposed to. We didn't know that War's Toll's trigger doesn't draw the mana from your lands when you tap them. Because of that, Manabarbs ended up dealing about twice the amount of damage it was supposed to. With that all being said, I was able to play Furnace of Rath, have it survive a turn around the table, and then Exsanguinate (where x=7) for 14 damage and gain 52 life. Then for the remaining player, I cast Mob Rule to take the majority of their blockers and knock them out of the game. Even though there was the ruling error that caused me to deal more damage than I was supposed to, the deck was still sitting in a prominent position and probably would have won regardless. The only complaint I had with the second game was that it took until ~turn 4 before I felt like I was really impacting the game. I wish there were more cards like Harsh Mentor, Eidolon of the Great Revel, or Pyrostatic Pillar that I could replace some of the top-end cards with. I really wanted to order Polluted Bonds for the deck for the constant damage and lifegain, but considering the curve of this deck I think I'll hold off on it.

No more major changes slated until I get to play a couple more games with it! Like I said, would love to add more low cost cards.

StardustDragon11 on Storm hate in mono red?

1 year ago

If you are playing red and you want to absolutely f*CK storm...

Eidolon of the Great Revel

Or if you are in Legacy

Pyrostatic Pillar

resolve one of these and smugly look at them and say "Come get some."

supersalamandar on blaze it with chandra

1 year ago

mortilus Thank you for the input! My playgroup has houseruled that hybrid mana costs are OK, but I would have to take the card out if I played this deck at an LGS. I would argue that Eidolon of the Great Revel and Pyrostatic Pillar would actually do more damage to me over the course of a game than my opponents, but my hope is that my other burn spells will take let me grab the win from them before their decks are ready to take advantage of my lower life total. I'll be doing some testing over the weekend, so I guess I'll find out if they're good or bad, haha.

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