WELCOME TO MARDU PYROMANCER

"A meta where Mardu Pyromancer can exist is a healthy meta" - Anonymous

Over the past years, as I've been making this primer, I heard someone, on some social network, describe Modern MTG this way. I agree, and hope that Modern MTG stays healthy and diverse.

To give some history and context, Boros Allies Beatdown was my first ever deck, followed shortly by Orzhov Allies Lifegain. I fell in love with the Vampire archetype and built Rakdos Vampires, and settled on mono-black Vampires for a long time. I was working on tribal Mardu Vampires when I started seeing Mardu Pyromancer come to fruition. As you can see, I have always revolved around Mardu, with even my commanders including Edgar Markov and Queen Marchesa. I’ve always loved these colors.

When I heard about this collaboration, and saw the potential it had, I fell absolutely in love! I love burn and tokens, and I love the idea of midrange and controlling the progress/tempo of the game. Between token generation, burn, card draw, spot removal, and board wipes, Mardu Pyromancer literally has everything cut out for it, and has game against every and any build out there in the meta.

Comments and critiques are appreciated and accepted! Also feel free to add or challenge me on MTGO. Username: nUKe13

In addition, I am part of a Facebook group dedicated to Modern Mardu Pyromancer. The members are great and have been extremely helpful with suggestions and critiques.

Lastly, there is a discord dedicated to Mardu Pyromancer, other Mardu variants, non-Mardu decks, and even different formats:

discord.gg/WZ33Fe5

Personally, I’ve played Mardu based decks for a long time, even though I didn’t know it. Mardu Pyromancer included all the aspects of the game that I love: a combination of aggression from spells, disruption with , and control with . Lingering Souls has always been my favorite card in Modern, and is a nice added bonus to an already grindy deck.

I ended up looking up common inclusions in popular builds then tweaked to make my own. I always feel like it’s a good way to go about builds one may be unfamiliar with.

http://www.starcitygames.com/articles/37493_The-Mardu-Pyromancer-Primer.html

https://www.mtgsalvation.com/forums/the-game/modern/established-modern/midrange/796127-mardu-pyromancer

https://www.mtggoldfish.com/archetype/modern-mardu-pyromancer-46451#paper

https://mtgdecks.net/Modern/mardu-pyromancer

https://m.youtube.com/watch?v=cU-Ohjld2YM

http://magic.tcgplayer.com/db/article.asp?ID=14403&writer=Riley+Knight&articledate=1-18-2018

https://magic.tcgplayer.com/db/article.asp?ID=14414&writer=Riley%20Knight&articledate=1-24-2018

https://www.evernote.com/shard/s143/sh/1f659c3b-9fa5-46b3-9d94-64fc95b012b7/baef1b24f1b5d09f1c584765ce0a96e8

https://www.channelfireball.com/articles/mardu-deck-guide/

https://www.mtggoldfish.com/deck/1105865#paper

http://www.starcitygames.com/article/36603_Mardu-Pyromancer-For-GP-Toronto.html

https://www.topdecked.me/decks/5460b945-8efa-41b8-b899-d5e7c0791022

  • Bedlam Reveler - playing 4 with the exclusion of Young Pyromancer. We don't have to play Bedlam Reveler early, as it's essential for late game gas. Usually only 2 cmc for the amount of instant/sorcery spells we play. Prowess is perfect for big damage or keeping it alive. We will always try to play Bedlam Reveler for 2 cmc, but think wisely about when to drop the big bad boss boy. Sometimes, it can be better to hold on to Bedlam Reveler for another turn in order to interact with opponent, so we don’t waste a spell without Flashback, like hand disruption or Lightning Bolt.

  • Hazoret the Fervent - great, hasty, indestructible beat-stick. Amazing to close out games with some of these more modern control decks, including Tron, that can't really do anything about her, with the exception of Dismember, in which they have to take a ton of damage anyways, or Path to Exile, which ramps us. Jund also has a hard time, since they usually don't have anything that gives their huge creatures trample, so we can chump block for days. We can also burn late game to close out a close match, via discarding needless top decks, like hand disruption or lands.

  • Seasoned Pyromancer - an absolute godsend for the deck, especially after losing Faithless Looting. Use to begin to overwhelm the opponent and filter our hand. Flashback is nice for late game resilience. It's up the match, and personal experience, to know when to discard a non-land card to create a token, or discard needless lands.

  • Blood Moon - great against Tron and other big mana decks, like Amulet Titan or Titanshift. Big Mana is back, and so is control. We need Blood Moon in order to stun and out value opponent. I'm testing between the big 3 Blood Moon main and 2 main and 1 sideboard to combat Tron, Titan, and Control decks. 1 would be in the sideboard just in case we face a myriad of unfavorable match-ups, including Burn, Prowess, Gruul aggro, or Storm. As I predicted, Mardu Pyromancer can suffer to early game aggression, from Burn, to Prowess, to Infect, and to common aggro strategies (including tribal variants). We need to be able to have a fighting chance in game 1, so we don't have to fight back and win game 2 and 3 back to back. Therefore, 1 Blood Moon and 1 Smiting Helix (since, often times, we would be in too big of a hole to cast Smiting Helix to affect board state) move to the sideboard and 2 Collective Brutality come in main. I have tested this change, and I have not been disappointed, even game 1 against Big Mana decks.

  • Fatal Push - modern meta removal. Essential against basically any creature based deck outside of Tron. I’ve seen different ratios, but with Jund back on the rise, at least 3 is necessary. This also allows for optimal side boarding for match-ups where Fatal Push is ineffective (for example, swapping all 3 out against a control deck or a Tron/Titan).

  • Kolaghan's Command - does everything this build needs: needed for graveyard recursion should we discard any of our creatures, force the opponent to discard (especially on the opponent’s draw step so we can "timewalk" them), artifact hate (especially with Urza, Lord High Artificer and the never ending artifacts they play) and small creature removal (again, against artifact tokens and other token or mana dork strategies). With Stoneforge Mystic off the ban list and changing the meta, Kolaghan's Command has been perfect to 2 for 1 the opponent, taking out the artifact equipment and creature in one swift, instant swoop.

  • Lightning Bolt - number 1 card in modern, played in practically every build with , and obvious burn is obvious and glorious. Mardu Pyromancer is midrange/control, with early disruption and some late game bounce back with Bedlam Reveler, and flashback on Seasoned Pyromancer and Lingering Souls. So Lightning Bolt helps us apply early aggro/burn pressure, while adding to the efficacy of Bedlam Reveler for late game sweeps. Lightning Bolt, like Fatal Push, is also great against mana dorks, like card:Nobel Hierarch and Birds of Paradise to prevent them from dropping a big creature early in the game.

  • Terminate/Dreadbore - Terminate is unconditional, instant, creature Rakdos removal, minus indestructible creatures. 2 cmc is generally better than Hero's Downfall or Slaughter Pact. As for being instant vs sorcery speed, I’ve seen metas where there are more man-lands as threats, and others which prefer planeswalkers. Some manlands change to artifacts, so Kolaghan's Command or Wear can help us here too. Basically, I’m always changing the ratio based on expected meta. Dreadbore has been better with the slower meta and a plethora of planeswalkers. Basically, in my local/current meta, the ratio is always adaptable to whatever the present meta calls for, as well as the overall adapting/changing meta of the game. Dreadbore has helped with evolving meta controlled by the diversity of Planeswalkers, especially Tron and Control.

  • Collective Brutality - just like Kolaghan's Command, this card does everything we need to outlast an aggro opponent: discard, damage, and lifegain. Against combo, Prowess, or burn, this is gold. It is exactly the hedge needed to remove problematic cards and preserve life total. Also, against early aggro, this puts us ahead of the curve, with anti-indestructible removal and life gain. It’s nice to discard our flashback cards, like Lingering Souls, in order to out value the opponent. I have decided to bring in 2 Collective Brutality for 1 Blood Moon and 1 Smiting Helix. There are a few reasons as to why I have made this change. 1) our game 1 needs to be more favored, to the general meta game, and going all in Blood Moon, coupled with the high front cost of Smiting Helix, made aggro games frustratingly difficult to win game 1. 2) Collective Brutality provides us with more diversity of interaction on turn 2, that we previously didn't have access to. Our turn 2 plays were either Dreadbore, Ransack the Lab, or use 1-2 removal/hand disruption spells. Collective Brutality gives us more options to interact with our opponent, sometimes providing both the hand disruption AND the removal in 1 card. 3) Collective Brutality helps us to discard Lingering Souls or needless Bedlam Revelers that may clog up our hand. Doing this opens up a play where we can Flashback Lingering Souls AND play another 1cmc spell on turn 3. Or just using another spell. The point is: with Collective Brutality we have more options than before, at the cost of not having a more consistent turn 3 Blood Moon against Big Mana decks. However, the key, I have found, to beating Big Mana, is hand disruption, THEN Blood Moon, because our deck is slower and Big Mana will eventually have enough mana to cast their threats through Blood Moon.

  • Inquisition of Kozilek - in modern, the turn 3-5 format, this card hits basically everything that it needs to in the first few turns, or if we can rip a card draw the opponent may have in the late game. Optimal for turn 1 plays since most players keep a hand with 1-3 cmc drops for the first few turns. Anything else is taken care of by Thoughtseize. Practically essential since it doesn't have to compete with Faithless Looting for a turn 1 play after its ban.

  • Lingering Souls - in Modern, if you’re playing , you’re almost always playing this. However, since we play Mardu, hard casting may be not as viable as discarding to Ransack the Lab or Collective Brutality (or any other discard outlet) and flashback for a cheaper cost. Just think ahead in turn sequences. Lingering Souls is great for always providing chump blockers and fliers when we need to turn the game around. There is an important note about discarding cards that have Flashback. Think about it this way: if we were to discard a card without Flashback, and we don’t run Snapcaster Mage or Past in Flames, we wouldn’t be able to play them any more. It’s important to use every part of the card, including Flashback. Also, since the meta is moving away from graveyard hate, our Flashback spells are usually safe in the graveyard. Think and plan ahead in order to maintain VALUE and advantage against opponent.

  • Ransack the Lab - our replacement for Faithless Looting post ban. Actually not a bad replacement, in all honesty. Only 1 more mana than Faithless Looting and in black, which is fine, since we will usually want to cast hand disruption, if possible, our first turn. Ransack the Lab helps fill our graveyard for Bedlam Reveler, and filter our upcoming interaction with the opponent. Also, I’ve found Ransack the Lab fills the graveyard quickly if opponent exiles the graveyard via 1 time effects, like Ashiok, Dream Render or Nihil Spellbomb.

  • Thoughtseize - see Inquisition of Kozilek. Same idea: take away threats before they hurt us. Great for board wipes and big planeswalkers and, mainly, Big Mana (like Tron or Titan). Just be extremely careful about life total. With all the shocks, fetches, and this, life can go down really fast. Definitely side out in burn match-ups, or aggro builds, like Humans.

  • Castle Embereth - this land acts as a pseudo spell/land that can pump our tokens in late game scenarios. It can be activated instantly, which is nice when an opponent thinks they will only take 2 or 3 and end up taking 4 or 6.

  • Bloodstained Mire/Marsh Flats/Arid Mesa - perfect fetchlands. Gets basic for hand disruption or both of the main basic lands if we are conserving life. Basically, we generally want to cast a discard spell our 1st turn, since we don’t have to compete with Faithless Looting anymore. This makes Marsh Flats trump Arid Mesa, but having access to both and makes Bloodstained Mire better than both.

  • Blackcleave Cliffs/Dragonskull Summit - basically, Blackcleave Cliffs are better for consistency, and Dragonskull Summit for budget. On average, we will most likely fetch our first turn for several reasons: first, get a shock land for diversity and land duality. Second, thin the library. Last, keep our opponent guessing in game 1 about what we are playing. After turn 1, Dragonskull Summit actually becomes better than Blackcleave Cliffs. The only issue is that low probability that we draw a hand with only Dragonskull Summit, in which case, we might mulligan away anyway. Blackcleave Cliffs makes the build run much more smoothly, but if they are outside of budget, I would run 2 Dragonskull Summit and 1 more Mountain and 1 more Swamp.

  • Blood Crypt/Sacred Foundry/Godless Shrine - Blood Crypt is best shock to fetch, which is why we run 2. Primary colors are and . Almost always fetch this first. What’s next is up to opening hand. If we are conserving life, we can always grab Swamp or Mountain. Diversity of lands and nice to even out mana necessity, according to the pie chart here on TappedOut. Sacred Foundry is usually the next best shock for us, staying with mana. I used to hate drawing basic Plains, but it’s better to have the basic option, especially under Blood Moon. I’ve thought 2 Sacred Foundry and 1 Plains seem like a good ratio. I used to play the 1-1 split between Sacred Foundry and Godless Shrine, but I always felt off fetching for Godless Shrine, or having it in my opening hand with a basic Swamp.

  • Mountain/Swamp/Plains - since most of our lands are based, it’s nice to have some basic Mountain to fetch after a Path to Exile, Ghost Quarter, or Field of Ruin. Also nice to conserve life. I’m using basic Plains as a split with Sacred Foundry and Godless Shrine to help our land base with more mana necessity. Also, since we are running main board Blood Moon, we need Plains/Swamp to cast some spells under its effect. 22 lands is the new ratio. I personally wouldn’t go lower, especially since we have a multitude of 3 cmc spells after side boarding.

  • Young Pyromancer - original namesake for the deck. Play early (at least turn 3 so as to play a spell so you trigger the effect and gain a token) and overwhelm the opponent through straight value. Unfortunately, I'm actually testing the deck without Young Pyromancer, since we need to remain interactive to disrupt opponent's strategy. We can lean heavier on Bedlam Reveler since there is not too much graveyard hate. Basically, Young Pyromancer hasn’t remained competitive in recent times.

  • Sunbaked Canyon - testing taking out 1 Ransack the Lab for 1 Sunbaked Canyon to increase our land count, since we have some higher cmc costs. It is almost acting as a pseudo-draw spell. I’ve done some games, and it seems to not be as essential as we may have needed. It’s nice late game to have Ransack the Lab to super filter our draws with top 3 cards instead of top deck.

  • Engineered Explosives - This is really great against Jund/Golgari Midrange (Tarmogoyf, Scavenging Ooze, and Dark Confidant) and other token or mass creature producing strategies. When we destroy targets, we want to exile them almost immediately, so we can sub in Surgical Extraction for added graveyard exile effects. This hasn't been needed since our removal suite of Fatal Push and Dreadbore, plus endless tokens, seem to deal with other creatures based decks. If Bogles and Jund completely take over meta, these will be perfect to sub back in.

  • Bonecrusher Giant - I really like the card, and it makes for a great turn 2 into turn 3, which often are our weaker turns. The downside is that it doesn’t add to the instant/sorcery count for reducing Bedlam Reveler’s cost. However, I think Bonecrusher Giant could be considered for a few reasons: 1) Makes our turn 2 more interactive. 2) It’s a decent sized body that also punishes opponent for interacting with it. 3) It can “go on an adventure” and stay safe from interaction, discard (ourselves or by opponent) or destruction. This also allows us to play it later when we might run out of gas. 4) It prevents us from drawing into double Bedlam Reveler in which we might have to get rid of one via the other. Honestly, I would consider dropping 2 Bedlam Reveler for 2 Bonecrusher Giant if grave hate became too prevalent. For now, 4 Bedlam Reveler, I think, is king.

  • Kaya, Orzhov Usurper - this has the potential to remove problematic cards against grave decks, and ultimate to blow them away, in tandem with Leyline of the Void. I'm currently testing other choices, but Kaya, Orzhov Usurper is on my radar.

  • Nahiri, the Harbinger - another Planeswalker that functions similarly to Kaya, in exiling threats, and also can ultimate to bring our Bedlam Reveler in a pinch. Nahiri, the Harbinger also has the added bonus to loot away needless top decks. Again, I'm trying other techs, currently, and I want to see how they work out first, before returning back to Planeswalkers.

  • Chandra, Torch of Defiance - when I had originally built this deck, I had tried out many different planeswalkers and I was always subbing them out for something else. I believe Chandra, Torch of Defiance is one of the best planeswalkers we can use right now. With her, we can 1) card draw to find outs, 2) add mana to pool to push through counters like Mausoleum Wanderer, Spell Pierce, Logic Knot, and Mana Leak, and 3) burning a creature and, eventually, opponent. However, I want to try a “Planeswalker-less” Mardu build and see how that helps.

  • Kroxa, Titan of Death's Hunger - new addition that I am testing out. I think this would be nice in long, grindy matches, like Jund or Control. I'm excited to test it. Kroxa, Titan of Death's Hunger can also be discarded early, if need be, and brought back later in game, when opponent may have forgotten about it, and we have a grave full of useless spells/lands, for the escape cost. After testing Kroxa against those grindy games and Control, the escape cost conflicts too much with Bedlam Reveler when we are trying to keep the cost low, and sometimes we end up exiling our value flashback spells. Kroxa, Titan of Death's Hunger is not a bad card; the rest of the deck would need some more tuning, and we might be running strictly rather than with prime sideboard cards.

  • Ox of Agonas - this would completely replace Bedlam Reveler. Since Dredge hasn’t completely taken over meta, grave hate hasn’t been in main deck. Therefore, Bedlam Reveler hasn’t been a bad tech, and we have been able to bring it back with Kolaghan's Command pretty consistently. If more grave hate occurs, then Ox of Agonas will most likely replace Bedlam Reveler.

  • Faithless Looting - BANNED! Can't do anything about that, except remember fondly. RIP.

  • Damping Sphere - we already run big mana hate, and greedy mana bases, in the form of Blood Moon. However, this comes down a turn earlier, and can stop Azusa, Lost but Seeking shenanigans on turn 2 (turn 1 Amulet of Vigor, turn 2 float mana, bounce land, Azusa, Lost but Seeking + 2 lands). However, Damping Sphere doesn’t play well with our plan of multiple spells a turn, especially with our flashback spells for cheaper costs. When not expected, Blood Moon punishes opponents, and we remain safe, especially when we fetch appropriately for Swamp or Plains.

  • Pithing Needle - when so many Planeswalkers were roaming free, Pithing Needle was a great catch all. Great on turn one or two, after you figure out what opponent is playing. Now, with more linear decks coming out, we need to be proactive with our own game plan, and lean on Blood Moon to stop our arch nemesis, Big Mana.

  • Surgical Extraction - most match-ups are favorable since we can go wide with tokens, bounce back with Kolaghan's Command, and discard threats via 4 sources (Inquisition of Kozilek, Thoughtseize, Collective Brutality, and Kolaghan's Command). This being said, I feel Tron and other Big Mana are our worst math-ups and I believe Surgical Extraction is absolutely needed in order to remove specific combo pieces or a Tron land in order to slow down the opponent. Also another instant card type to trigger Bedlam Reveler, which makes it better (in this sense) than Leyline of the Void. However, it doesn't remove the entire graveyard, which Leyline of the Void obviously does. Since we are not depending on Young Pyromancer for instant and sorcery spells, we haven't needed Surgical Extraction. And, since we aren't destroying our opponent's lands right now, we lose a target for Surgical Extraction anyway.

  • Path to Exile - I have been contemplating this against Blood Moon for the longest time, ever since I picked up this build. With the current meta, Path to Exile provides a cheap way to remove sticky creatures, as well as to fuel Young Pyromancer and Bedlam Reveler. In the long game of attrition, we don't want to give our opponent more lands to improve their top deck draw. Path to Exile is right on the edge to include, but instead, just running more Fatal Push and Hazoret the Fervent instead. The more and more we play Blood Moon, the more inclined we are to keep Path to Exile out of the build.

  • Dreadhorde Arcanist - I had tested and played this when it was released and it felt good with the deck going mainly 1 cmc drops. However, after Faithless Looting was banned, the deck needed to look for another draw spell source. That came in Ransack the Lab. It is 2 cmc so it doesn’t combine well with Dreadhorde Arcanist, so that is why we don’t use him. It is a maybe card if another 1 cmc draw spell enters the meta, and we can use it.

  • Stony Silence - Another major reason to play or splash in modern. Affinity hate. That’s it. Can be used against Tron with their early Expedition Map, but not super optimal. Rather use Blood Moon, Pillage, Molten Rain, and Thoughtseize to mess Tron up. Sometimes not needed due to all the other artifact hate we run, like Wear, Kolaghan's Command, and various others, depending on match-up. With the shifting meta, Surgical Extraction at instant speed, with spot removal, has seemed more effective rather than a prison-like effect. I, personally, like my Mardu Pyromancer deck to be more proactive, rather than prison oriented. However, if artifacts become a dominant thing, I’ll maybe tech them back in. Artifacts took a huge hit after Mox Opal got hit. RIP.

  • Pillage/Molten Rain - play 3 of either of these. Personally, Pillage with artifact targeting has been useful against Tron and some artifact decks, especially since we can also target the manlands as well. Tron is probably the worst match-up for this build, seeing as how our threats stay at the 1/1 power/toughness level, with the occasional 4/5 or 5/6 Bedlam Reveler. Keeping Tron from assembling is the only hope, besides Thoughtseize, of making a dent in Tron’s plans. However, with Stony Silence, and removal, we may not need Molten Rain anymore. Also, no point in sideboarding just for Tron, at the expense of a more diverse meta. Pillage replaces Molten Rain for being more versatile and hitting artifacts, especially against Tron, or some found in Amulet Titan. If life gain becomes more common, and artifacts fall out of the meta, I would sub these back in. The 3 Blood Moon main/side plan has been a pretty great hedge against Big Mana.

  • Monastery Mentor - if the build were to begin to rely more on tokens, and using Intangible Virtue, then I think we would want this. For now, as an aggro-control build, Plague Engineer acts as our tribe counter, Kambal, Consul of Allocation makes our build more controlling, and Pillage helps get rid of pesky Tron lands. We really need our turn 3 drop to be game changing and Monastery Mentor needs turn 4 to ensure the effect goes off without being hit by removal.

  • Ensnaring Bridge - great way to protect us from bigger creatures than our tokens and Young Pyromancers. It’s ok with Bedlam Reveler if you plan ahead. Leave Bedlam Reveler in hand, until 2nd main when you can drop and replenish your hand, and prevent opponent from attacking. This tech hasn’t felt as impactful (like Blood Moon) due to the opponent always being able to out it with removal, like Nature's Claim or Wear.

  • Anger of the Gods - insanely good board wipe within our colors. Only downside is that it banishes our own Young Pyromancer, Kambal, Consul of Allocation, and Goblin Rabblemaster. However, while a nuisance to us, Anger of the Gods can be an absolute train wreck to the opponent. Haven't needed to exile creatures since graveyard center decks are losing favor with the banning of Faithless Looting.

  • Goblin Rabblemaster - great for token generation and extra aggression when this build needs to become more aggro (looking at you CONTROL). This forces the opponent to make decisions about which threat to remove, unless they have a board wipe, which we can bounce back from extremely well with Lingering Souls or graveyard recursion through Kolaghan's Command. Not needed right now since Mardu Pyromancer is evolving into a control match, and has Plague Engineer and Hazoret the Fervent to diversify our creatures.

  • Lightning Helix - great against burn or if the opponent is more aggro oriented. Lifegain is much needed with all the life loss from fetches, shocks, and Thoughtseizes. However, it has and we won’t always be able to play it, or it will be awkward when fetching lands. Smiting Helix does what this does (at sorcery speed) with Flashback. The deck is slow and controlling, so we don’t need the instant speed from Lightning Helix.

  • Nihil Spellbomb - use in the mirror, Grixis Shadow, and Dredge/Delve. Not been as helpful lately since Surgical Extraction 1) adds instants to the grave for Bedlam Reveler, 2) triggers Young Pyromancer and Seasoned Pyromancer, and 3) Kaya's Guile exiles the grave while giving us other options. Also Leyline of the Void comes down Turn 0, which is what Mardu Pyromancer needs to combat Dredge decks.

  • Manamorphose - one of the first suggestions and controversies for the Mardu Pyromancer deck. A lot of debate on the inclusion of this card. My thoughts: we want every spell to majorly impact the game or board state. However, we also want to trigger Young Pyromancer and have as many instants/sorcery spells in the grave to lower the cmc of Bedlam Reveler. This also can help us cast our mana cards under Blood Moon, which I’ve already mentioned should be played USUALLY before Moon hits the board. I’ve actually read articles where some pros say the best list will eventually run 4 (Gerry Thompson, i believe). Though I am no pro, I don’t think 4 (or any) is necessary. I would rather play an immediate impact tech rather than a deck thinning tech, whose role is already covered by Faithless Looting and Bedlam Reveler. If the build begins needing extra cantrips or some sort of extreme mana fixing, these will be coming back in.

  • Arclight Phoenix - so much discussion has gone into this tech on various websites and Facebook groups. I personally don’t think this belongs here. We would completely have to change the midrange aspect of the deck to a strictly aggro shell. We would exchange value based removal for Manamorphose and more 1cmc spells. I think Arclight Phoenix belongs in an Izzet focused build, with a ton more cantrips, like Thought Scour and Serum Visions. Also, with the banning of Faithless Looting, Arclight Phoenix lost a lot of power and consistency; you hardly see the deck anymore, unfortunately.

  • Risk Factor - another suggestion that I have seen. This would make the deck more burn oriented. That is good and bad. Good because it can helps us get that extra damage in where we need it, or the card draw to close a game. Bad because of the high cost and the opponent makes the decision that is the best for them. At the end of the day, I wanted the deck to be more midrange and remain in my control. This definitely is a maybe, but further play testing is required to determine when and where to tech. At the end of the day, Mardu Pyromancer is meant to limit and take away options the opponent has to play, until we can out value their game plan.

  • Liliana of the Veil/Liliana, the Last Hope - I am in no way saying she isn’t absolutely amazing in Modern. I honestly believe she is the best Planeswalker in the format. However, since this build cares so much about instant/sorcery spells to continually trigger Young Pyromancer or lower Bedlam Reveler’s cost, she doesn’t help with synergy. We also run so much removal and discard that her abilities become somewhat redundant. Again, if you desire to play her, all power in the world to you. Be your own individual! Liliana, the Last Hope is similar to Liliana of the Veil, but not as great, in our build. Still great against opposing aggro strategies, but we can combat aggro/burn in other ways. Also, not all of our instants/sorcery spells have flashback, so we want to be picky/choosy about what goes to the graveyard, and when.

  • Crackling Doom - my original personal spicy tech, and one of my favorite Mardu cards ever. Non-targeting sac with burn. Downside is it costs which we won’t always be able to supply. Helps against Bogles and some Tron, mainly Big Eldrazi. At the end of the day, not as effective as I would have hoped.

OVERALL MTGO LEAGUE RECORD:

10-15 (1-4;1-4;3-2;2-3;3-2)

I will be showing the top Modern meta decks found on various record keeping sites:

https://mtgdecks.net/Modern/

https://www.mtgtop8.com/format?f=MO

https://www.mtggoldfish.com/metagame/modern

LAST UPDATE:

17 FEBRUARY 2020

Amulet Titan Show

Burn/Prowess/Red Deck Wins Show

Jund/Golgari Show

Death's Shadow Show

Vizier Combo Show

Thopter Foundry Show

Azorious Control Show

Dredge Show

Titanshift/Scapeshift/Valakut Show

Eldrazi Tron Show

Humans Show

Mono-Green Tron Show

Infect Show

Gifts Storm Show

Bant Spirits Show

Bogles (Hexproof) Show

“Immolation is the sincerest form of flattery.”

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Updates Add

This primer just hit 40 upvotes. I couldn’t have done this with all of you who visit the page and comment. Thank you all so much, and I look forward to the continued growth and changes we can make to this deck together!

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50% Casual

50% Competitive

Top Ranked
  • Achieved #16 position overall 4 months ago
  • Achieved #3 position in Modern 4 months ago
  • Achieved #1 position in Modern Primer 4 months ago
Date added 1 year
Last updated 2 days
Exclude colors UG
Splash colors WBR
Legality

This deck is Modern legal.

Rarity (main - side)

5 - 0 Mythic Rares

33 - 12 Rares

14 - 3 Uncommons

3 - 0 Commons

Cards 60
Avg. CMC 2.66
Tokens 1/1 Spirit, 1/1 Elemental
Folders My Stuff, Modern Decks, red black, Standard, Decks I wanna build, modern competitive, Other Peoples, Modern Competitives, Uncategorized, Uncategorized
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