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Yung Peezy And The Boys (Blue Splash Pyromancer)

Modern Casual Competitive Control Primer Spellslinger Tokens

JKRice


Sideboard


Maybeboard


Gameplay section is not complete

Welcome to blue splash mardu pyromancer, featuring the star, Yung Peezy . He is joined by his crew, comprised of Tiago , who we will simply refer to as “snappy”, and the mysterious man known only as Skunk Monk .

This deck follows with the normal Mardu pyromancer control shell, except for two things. First, it doesn’t have the traditional Thoughtseize s and Inquisition of Kozilek s. Instead, this deck focuses more on red and white instants to keep the opponent off the board. The second is that this has a blue splash in order to play snappy. Snappy is an all around good card, especially in a deck that plays a lot of instants, but he is made better by the inclusion of Unearth . Although you can’t pull off instant speed tricks with this, you can still make your snapcasters recursive, which generates a lot of value late game.

Real quick, there is another pyromancer deck that spawned off of this one. It is quite a bit faster (it’s a combo deck) but not very consistenct. I’d like some help with it.


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1: Yung Peezy is the first main threat, and at two mana, he is a surprisingly big one. This is kind of a spellslingey deck, so if it sticks, you will get a lot of tokens. It’s basically just a Sulfuric Vapors but with more utility. If he doesn’t stick, don’t worry, you have seven more copies.

2: Skunk Monk represents the other four Peezy copies, but with more life pressure. With just two tokens, you will deal 15+ damage in a turn, which is why most opponents will immediately spend their turn killing him.

3: Tiago is the final member of the gang, taking a role that is more utility than aggro. Especially in a pyromancer deck (and especially in a deck playing Unearth ), making all your spells recursive will win games.

CMC 1

1: The Anti-Bolt is probably the most useful spell in the deck. The first couple of turns will just be you fighting with your opponent over whether or not you get to keep Peezy on the field. Unearth lets you draw out all their removal, then ruin their day. It also combos with snappy, since you get his ETB trigger when he is reanimated.

2: Path to Exile and Fatal Push are their to make sure your opponent stays off the board, and to protect your life total.

3: Lightning Bolt is there for planeswalkers. A big issue I have found with the new meta is that there are a lot more walkers, and not enough ways to get rid of them. In a couple of other decks, I would just lose to some new walker because they could keep me off the board and I only had Fatal push in hand.

4: Faithless Looting is only a three-of because it’s actually card disadvantage, but it’s still a wry good card, letting you set up for a snappy or put some Lingering Souls in the yard to reduce their cost. The card draw is also ok I guess.

CMC 2

1: Azorius Charm is an amazing situational card. Into aggro matchups it can set the opponent back by a lot, especially against decks like hogaak dredgevine because they can’t just cast it against from their graveyard. Into slower/control matchups, and even sometimes into aggro matchups, gaining 5+ life isn’t really nice. Into matchups or situations in which it is useless, it replaces itself.

2: Lightning Helix gets rid of walkers like bolt, but the lifegain is just as important in outpacing the opponent.

CMC 3

1: Lingering Souls is the staple of all Peezy decks. With a single Peezy on the field, this will quickly flood the board. This basically doubles the threat provided by any of the eight copies of pyromancer.

2: Kaya's Guile is a great value modal card, acting as kind of a fusion of lingering souls and collective brutality. The mainboard dredge hate is also really nice. This is basically a defensive modal card.

3: Kolaghan's Command is the more offensive of the modal cards, basically doing everything it can to ruin the opponent's strategy while at the same time making it harder for them to keep Peezy dead.

1: Azorius Charm , Kaya's Guile , and Kolaghan's Command just finish off play sets of the three situational Mainboard cards.

2: Bedevil is a good card in general, but is made especially good because of the many many planeswalkers that were just printed, like Narset, Parter of Veils and Teferi, Time Raveler , which will definitely be played in U/W and jeskai control.

3: Crypt Incursion is a good one of to have into specific matchups like hogaak or arclight phoenix.

4: Legion's End is my favorite new removal card, acting as Path to Exile and Surgical Extraction in one go. Instead of “bolt the bird ” you now “end the bird.

5: Timely Reinforcements is a very good sideboard card in general, especially into even matchups, and fits with the token theme of the deck.

6: Harsh Sustenance is an interesting card that I am trying out in the sideboard. It works as removal for big creatures when Fatal Push won’t do the job, and it can also be a finisher against decks with Ensnaring Bridge . You can also sustenance your own creature for some lifegain if you really need it.

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Date added 4 years
Last updated 4 years
Legality

This deck is not Modern legal.

Rarity (main - side)

4 - 0 Mythic Rares

29 - 8 Rares

18 - 4 Uncommons

3 - 3 Commons

Cards 60
Avg. CMC 1.93
Tokens Elemental 1/1 R, Monk 1/1 W, Soldier 1/1 W, Spirit 1/1 W, Spirit 1/1 WB
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