Young Pyromancer

Young Pyromancer

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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

cmskinny on Once in a Blue Moon

16 hours ago

Solid build. I really like the entire idea of this deck! Have you tried Electrolyze? The split damage and card draw is pretty sweet. Also I don't really understand your creatures. Master of Waves is nice, but you don't have a lot of blue devotion going around. Snapcaster Mage seems like he should be a 2 or 3 of, and you could probably fill the slots with other things. He is weak-bodied and you have a lot of counters which are situational spells.

Young Pyromancer & Talrand, Sky Summoner are really great when you have a lot of instants and sorceries.

Battlefield Thaumaturge + Fireball might be fun; I literally just thought of it.

Anyway, sorry I couldn't be more of a help. +1 dude!

zandl on Your best Duels 2015 deck?

17 hours ago

I've kinda gotten back into Duels 2015. After the meta diversified itself from being 40% Spider Spawning variants and 40% R/W Tokens, there is actually a lot of fun to be had.

I've been rocking Grixis Control from awhile now with decent success on the ranked 360 leaderboards (was in top 10 for awhile, then I started experimenting...). It had 3 Darksteel Ingot and 2 Obelisk of Alara as a stabilizer/finisher backed up by a ton of removal, counterspells, and bombs (i.e. Griselbrand and Inferno Titan).

I've grown bored of that, though. While it was consistent and strong, the games took forever and aggro decks were always a challenge unless I saw Anger of the Gods or got a lucky break. I decided to start looking for something faster with more strength in turns 4 and 5.

I looked to Green midrange strategies as an archetype to build around, what with Cultivate being amazing and giving me either Stormbreath Dragon or Arbor Colossus on turn 4. But then I started losing really hard to bigger control decks that could wipe out my first few threats and then go toe-to-toe with my later ones (or just cast Spider Spawning 7 times in one game). The search continued for an answer.

I'd been toying around with Goblin Tribal for awhile considering there are a ton of great Goblins in the game. With Goblin Bushwhacker, Krenko's Command, Goblin Rabblemaster, Goblin Arsonist, and Foundry Street Denizen, there's definitely potential. Add in Raid Bombardment, Trumpet Blast, Quest for the Goblin Lord, and Shock, and the deck essentially built itself. I wound up being stuck in games where I ran out of steam too early, especially when Rabblemaster would be killed early, could be blocked efficiently (I'm looking at you, Guard Gomazoa), or just didn't pop up at all. I needed some way to generate fuel in the mid-game turns without having to resort to utter garbage, like Burning Inquiry.

I turned my attention to a splash of Blue, seeing both Military Intelligence and Bident of Thassa as possible support. A few iterations of the deck went by and I found myself staring at an evenly split U/R Tempo list. It was fun and could hold up to a lot of different archetypes by drawing insane amounts of cards over the course of the game. Now my only problem was that I would lose my opening creatures and then peter out before I could get much from my draw engines.

Then, in February's small expansion, along came muthafuckin Young Pyromancer. After dropping 3 copies of Hellspark Elemental for the 3 copies of Young Pyromancer I received, there's been no looking back. This is what I'm currently sitting on:

U/R Tempo (11-2 ranked 1vs1 record)

Creatures: 19
4 Cloudfin Raptor
4 Triton Shorestalker
4 Goblin Arsonist
3 Young Pyromancer
2 Chasm Skulker
2 Goblin Rabblemaster

Other spells: 20
4 Vapor Snag
4 Shock
2 Void Snare
3 Military Intelligence
4 Krenko's Command
1 Trumpet Blast
2 Bident of Thassa

Lands: 21
9 Island
8 Mountain
4 Izzet Guildgate

Now we're cookin' with gas. The goal is to use either 1-drop creatures that have some form of evasion and/or an overwhelming force of tokens to crash through for damage and draw a ton of cards. After playing ranked 1vs1 on 360 this morning, the deck is currently sitting at a record of 11-2 with the only losses being caused by unreasonable land-flooding. (Seriously; how do I draw 13 lands out of the top 18 cards? Twice?)

What's your pride and joy in Duels 2015?

JundGrixisNayaBantEsper on Tempestuous Clarity

1 day ago

I really like this list! I absolutely love Tiny Leaders! +1 from me!

I am actually thinking of making Jeskai Tiny Leaders as well. It will be more burn-like and maybe 10-14 creatures to help interact with burn (i.e. Delver of Secrets  Flip Goblin Electromancer Young Pyromancer Monastery Swiftspear Seeker of the Way stuff like that =) ). I think Goblin Electromancer would do some good here.

Nixin72 on VampireArmy

1 day ago

3 Young Pyromancer in the mail addressed to you :) feel free to send out the mires whenever you have time.

lemmingllama on The Way of Tempo

1 day ago

Lightning Angel is a step in the wrong direction. She causes you to entirely tap out to deal 3 damage, then eats some removal. You want either Restoration Angel or Monastery Mentor in that spot, Restoration Angel to save your creatures and flash in at end of turn, and Monastery Mentor to be a win-con by himself, but also one that creates tokens even if he dies.

Personally, I would cut the Lightning Angels for Restoration Angels, and then cut a single Young Pyromancer for a Monastery Mentor. Test them out and see if they work. Alternatively, you could try a 1/1 split on the two angels, see which one performs better.

nutellaisgreaterthanlife on UWR Delver (Post FRF)

1 day ago

I would prefer Young Pyromancer to Monastery Mentor, just because in the modern format, 3 mana can be a lot. pyromancer is much more efficient. I also think that Lightning Helix could be really really good in here.

Femme_Fatale on 2015-02-23 update of Trans-Forming the ...

2 days ago

I'm not "acting like a dick" and I apologize if I came off that way. I'm literally just saying what Noises has already said: Golgari Grave-Troll is just too hard to consistently work. There isn't enough reliable ways to make it hit the grave with the method of deck that Alesha, Who Smiles at Death leads to.

As someone who has been using Alesha in modern as well, grave filling isn't the way you want to be going with her. She is a value card, a tempo card. She negates opponents' spot removal by bringing back bears, keeping the onslaught going for the last few turns. Grave filling is pointless as you want to be dumping the creatures in your hand out first, then using Alesha, you reanimate the ones that have fallen. They will continue to fall and you will continue to reanimate. It's the same with Tiny Leaders. Grave filling is important if you have things that can return from the grave at mass, or special things you want to target. Neither of those are here. What's the point on putting in 4 creatures in the grave when you can only reanimate one a turn? Especially when that one creature you reanimate is most likely going to die? What's the point in putting 3 creatures in the grave when Alesha will most likely die herself? She's prime removal target and very prone to removal, and even blocks. When they remove her, any card that you've invested in grave dumping just becomes a complete waste.

In short, Alesha's ability of only reanimating one creature a turn makes putting multiple creatures in the grave pointless. As a grave tempo focused card, she acts very much like Young Pyromancer or Monastery Mentor but in reverse, she comes down when all the spells have already been played, and brings extra value out of each of those individual cards.

Power / Toughness 2/1
Color(s) Red
Cost 1R
Converted cost 2
Avg. draft pick 2.17
Avg. cube pick 1.88

Legality

Format Legality
MTGO Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Modern Legal
Duel Commander Legal

Printings View all

Set Rarity
Magic 2014 Uncommon

Combos

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