Young Pyromancer


Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Mind vs Might (DDS) Uncommon
Eternal Masters (EMA) Uncommon
Magic 2014 (M14) Uncommon

Combos Browse all


Young Pyromancer

Creature — Human Shaman

Whenever you cast an instant or sorcery spell, put a 1/1 red Elemental token onto the battlefield.

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Young Pyromancer Discussion

Emzed on Freishutz

3 days ago

You have a lot of discard (10 sorceries plus 4 enchantments), which are cards that try to control the game so you can win unimpeded. However, if a single big creature like Thought-Knot Seer, Gurmag Angler or Tarmogoyf ever hits the battlefield, all your discard won't help you get rid of that thing (in theory, you can use multiple burn spells to kill it, but that's not really a great plan). So you either need answers to threads like these, or you need to be fast enough to win even if you can't answer the problem card. Currently I think you are somewhere in the middle, and that's not where I would want to be. My suggestion is to cut 2-3 of your sorceries and 1-2 Simian Spirit Guides to make room for a) a few copies of Fatal Push and Terminate as answers or b) Lava Spike and Rift Bolt to go the more aggressive route.
It might even be a good idea to build the deck in a way that allows the inclusion of Young Pyromancer and Bedlam Reveler, which means you would need a few more instants and sorceries.

berryjon on Pattern Recognition #45 - We ...

3 days ago

Part of my problem with Heroic comes from my problem with Theros in general. It's just a very meh block that might have done better if it wasn't caught between RtR and Tarkir.

As I wrote, I just couldn't shake off that feeling of ambivalence that came with going through the block again. And I'm feeling drained just trying to defend this position.

But building a Hero, as you point out, doesn't quite work as the Heroic only comes into play when the spell resolves. If it had been worded as being a passive boost if affected by an Aura and at the same time, an active trigger for being the target of an instant or sorcery, I would see that.

But it's not. It's a passive bump whose design space got taken over by Prowess, and Prowess-like effects.

Another commentator off-site replied thusly (crossposted for completeness sake):

  • Yes, strive was deliberately designed to combo with heroic. - See here.
  • Also heroic was designed to reward Auras and building up a hero over time, not to to enable hyper aggro deck. While aggressive, its nowhere near as fast as landfall.
  • What was other mechanic were you going to address besides Prowess?
  • Heroic is a four on the storm scale, the same as monstrous (which came back in Conspiracy 2) . And in a 1 block model where every large set is supposed to have a returning mechanic, I expect to see Heroic come back someday.Prowess gives blue a combat based keyword which opens up a ton of design space...
  • Prowess also gives a blue-red keyword overlap.
  • Prowess was play tested with variable numbers and anything higher than +1/+1 and was found to be too good.Prowess that gives the creature a +1/+1 counter was placed at rare in Ixalan, presumably for limited power level reasons.
  • Prowess gives less of a boost, but considering the sheer lack of deckbuilding restrictions you need to use it combined with the risk of being 2-1 with every trigger, this completely fair. Heroic has a bigger cost, and thus gets better boosts.
  • And in Dragon of Tarkir the Jeskai had a secondary non-named mechanic of effects that trigger off casting noncreature spells. So yes, Prowess effects that function like Heroic Exist... (White pumps your team, a blue enchantment that makes tokens, a Dragon that gives itself +2/+2 until end turn as double prowess.).
  • Contrast Akroan Crusader with Monastery Mentor and Young Pyromancer at why power creeping prowess triggers is a bad idea and why WoTC only made the +1/+1 until end of turn variant evergreen. Prowess having a fixed and limited output is good....
  • As was choosing to make Prowess evergreen.
  • "Outside of of the block it ran into larger problems where Creatures don't matter" is not going to stop it from being re-used for limited play and probably won't effect it in standard any worse than it already was in a format with heroes downfall and ultimate price/murderous cut.

And then another person replied:

  • Nitpicking the nitpick. The storm scale only refers to how likely a mechanic is to return in a standard legal set. Being printed in Conspiracy 2 doesn't really count.

Maaagic on Jeskai Rush

4 days ago

Delver of Secrets is a very fast clock for a 1-drop, so you may consiter replacing the Goblin Guides with them (Delver of Secrets also never can give them card draw).

Young Pyromancer in the main deck would get some more value than Monastery Swiftspear, as Young Pyromancer is just better.

Maybe Vapor Snag?

You seem a lot like a tempo deck to me.

TreyV on Mardu Control

5 days ago

I dig this. My thoughts are the Monastery Swiftspear don't fit that well here; they work much better in aggro, not control. I would drop them and bump up Young Pyromancer and Liliana of the Veil one each. Way more control power in those to cards. I would also go down a Surgical Extraction and Fatal Push in the sideboard for two Fulminator Mage.

Also, possibly consider some Blessed Alliance for one or two of the Lightning Helix. People never see that one coming, and it can get creatures you can't target.

Elijia on Naya Heroic

1 week ago

@zephyr_chang I like the idea of adding Monastery Mentor to the deck in place of the Fabled Hero as a progression of the go wide strategy. I really enjoy playing the Hero as a very heavy hitter, as if you hit him with 2 Gods Willing and another pump spell, or give him trample and other pumps, he can almost end the game on his own, but Mentor Doesn't have to do it alone, which I like in a list that intends to use Phalanx Leader and Young Pyromancer

I think I prefer Selesnya Charm over Pit Fight As it functions as a trample effect in lieu of removal for smaller creatures, provides a body, or simply is a removal for larger creatures, such as Death's Shadow or Primeval Titan. I might also give Valorous Stance a try.

If I can, I want to try to keep Mutagenic Growth in the list, as paying 2 life to respond to a Bolt, or dumping your stockpile of Growths before damage can be very, very powerful. The spells are what I feel need the most finalizing, and when I played, Martial Glory felt too slow.

As for lands, I'd probably just pull the fast lands, add in a couple more fetches, 10 does sound about right, and just add more fetchable sources. This deck likes to play fast-and-loose with it's life total, much like a Death's Shadow based list or a conventional burn list, in that it doesn't matter how low your life is, if his hits 0 first.

Thanks again for your feedback! I really appreciate it.

zephyr_chang on Naya Heroic

1 week ago

You're welcome. I really like Heroic as a mechanic back when it was in Standard. However, a deck based on Heroic does run into several problems, like drawing spells when there are no creatures on board, not drawing enough spells to complement the creatures, running out of gas beyond Turn 5, etc. That was why I thought spells that can be cast more than once (Rebound, Flashback), and creatures that generate creatures (Vanguard of Brimaz, Brimaz, King of Oreskos, Monastery Mentor, Young Pyromancer) are key to this type of deck. A go-wide strategy is good because we have ways to pump the whole board, with Phalanx Leader and Anax and Cymede.

Therefore, my own suggested list is this: 4 each of Monastery Swiftspear, Favored Hoplite, Young Pyromancer, Phalanx Leader, 2 Anax and Cymede and 3 split among Brimaz, King of Oreskos and Monastery Mentor (21 creatures); 4 each of Gods Willing, Emerge Unscathed, Blossoming Defense, Pit Fight (I think we do need some mainboard removal), and 3 Warriors' Lesson (19 spells); 10 fetchlands (4 Windswept Heath, 4 Arid Mesa, 2 Wooded Foothills), 4 basics (2 Plains, 1 Forest, 1 Mountain), 5 shocks (2 Temple Garden, 2 Sacred Foundry, 1 Stomping Ground) and a Horizon Canopy (20 lands). I upped the fetch count because I think the maximum number of lands we ever need is about 4 or thereabouts.

This is all theorycrafting though. I have not actually tested a deck like this in Modern before. Do let us know what your testing results are.

zephyr_chang on Naya Heroic

1 week ago

You could consider Travel Preparations, rebound spells like Emerge Unscathed etc. Young Pyromancer is a nice touch, I think you'll need more bodies on board usually in Modern (rampant removal).

RenagadeJedi on Jeskai Delver(Input Appreciated)

1 week ago

Boros Charm, Emerge Unscathed, and possibly Distortion Strike give the deck better aggressive options. I agree with Nimbleturtle, Young Pyromancer is really not that good in a deck like this, a far better choice would be Monastery Swiftspear, it is an aggressive turn 1 threat that just gets better. unfortunately Nimbleturtle's suggestion that you replace the pyromancers with Lingering Souls is just not as feasible as he suggests, as lingering souls requires black mana in it's flashback cost (don't get me wrong, lingering souls is a phenomenal card, just not in your deck).

if you want 4 tokens for 5 mana I'd recommend Secure the Wastes, it's an instant that gives you as many tokens as you have mana-1. I love waiting for my opponent to swing, and then- suprise! 4 tokens for the block.

for another creature, I have to recommend Bedlam Reveler. it comes out generally for 2-4 mana, and immediately gets you 3 new cards in hand with a nice body to boot. in my opinion there is no better card for a tempo deck.

I do hope that you find a decent replacement for Gitaxian Probe maybe you can use one of the cards that someone suggested here to replace it, but it will be very hard to satisfactorily fill the void left by probe's banning.

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