Pyrewild Shaman

Pyrewild Shaman

Creature — Goblin Shaman

Bloodrush, Discard Pyrewild Shaman: Target attacking creature gets +3/+1 until end of turn.

Whenever one or more creatures you control deal combat damage to a player, if Pyrewild Shaman is in your graveyard, you may pay . If you do, return Pyrewild Shaman to your hand.

Latest Decks as Commander

Pyrewild Shaman Discussion

energizerzax on Purphoros

2 years ago

Taking out 1x Pyrewild Shaman and 4x Goblin Wardriver

gabrjaws on Bring Me Back To My Former Glory. (HELP PLEASE)

4 years ago

If you like the bloodrush mechanic as a good way to fill your graveyard and boost creatures, you should look into getting your hands on some Pyrewild Shaman's. They have decent boosting and can be used throughout the game as an aggro recursion. because of the high amount of creatures with the sub-type 'Zombie', you could easily run either Gravecrawler or Relentless Dead. You also have a high enough amount of removal that you could easily remove one or two for a Vraska the Unseen or a couple Deathrite Shaman's.

Xinofos on How can I hold all these goblins!?!

4 years ago

Frenzied Goblin and Goblin Heelcutterlooks interesting, might test it.

Tuktuk the Explorer, Warren Instigator, Coat of Arms are all simply to slow. Goblin Wardriver is in the same boat, I had it in for a while, but replaced it.

Pyrewild Shaman, Skinbrand Goblin aren't good in this deck, though they do combo well with Zada, Hedron Grinder, but that would be a different deck to this one (fyi: Zada, Hedron Grinder + Goblin Grenade doesn't work. Sacrifice doesn't target, nor would it copy grenade).

And I am not a fan of Goblin Rabblemaster, as he always forces me to attack, evem when it's not advisable.

Supahpikmin on How can I hold all these goblins!?!

4 years ago

I found a bunch of cards that might interest you:

Frenzied Goblin has obvious uses, and is a great counter to slower decks, Goblin Heelcutter stops blockers, but also can trigger/retrigger Foundry Street Denizen and Reckless Bushwhacker, Goblin Rabblemaster is good for increasing the size and speed of your army, Goblin Wardriver for damage, Pyrewild Shaman or Skinbrand Goblin to boost existing goblins or play regularly, Tuktuk the Explorer alongside Goblin Grenade for a nice 4 mana combo, Warren Instigator for speed, Zada, Hedron Grinder + Goblin Grenade= death storm, and Coat of Arms, which is slow for this deck, but can give each goblin a major boost.

Sorry that the list is a little long, but I hope it helps! <3

landofMordor on

4 years ago

Cool deck; used to have one very similar until I splashed a bunch of blue in. I'd recommend taking out all the infect stuff (just because most playgroups tend to dislike infect), and maybe put in some of the following:

Wasteland Viper is a good attacker because people don't like to block it.

Rubblebelt Maaka is a crazy instant-speed +3/+3 for R.

Wrecking Ogre can be a win-con, but maybe Berserkers' Onslaught works better for you.

Rip-Clan Crasher seems superior both to Jund Hackblade and Strider Harness.

Pyrewild Shaman can be used in place of Reclaim -- a bit more expensive, but you get to keep your topdeck. And he's a creature who can come back from the graveyard, so you can use him to attack if you don't want to bloodrush him.

I would also maybe check out some RG instants or creatures with hexproof, since all it takes to defuse your whole deck is one Unsummon or Murder on your attacking creature. There's a ton of easy 1-drop instants and creatures you can use for that.

Also, Withstand Death or Mortal's Resolve help you beat boardwipes.

Sceadugenga on "Smells Like Goblin Spirit"

5 years ago

Frenzied Goblin, Goblin Wardriver, Mogg Fanatic, Pyrewild Shaman each could merit consideration in the right metagame. I like the list!

TheSurgeon on How to Win in Modern for less than $35

5 years ago

This is a cool alternative to the mechanic! I thought you were really heavy on creatures at first glance, but then I looked closer and I'm Really digging the bloodrush thing you have going for extra pump.

First things first: add one more Rancor in place of a Giant Growth.
Why:You aren't unblockable like its G/U brethren. So, you're actually relying on trample to do the dirty work. Thus you need your creatures as BIG and unstoppable as possible.
Rancor is reusable pump and trample; because, none of your infect creatures have it.

Second, you aren't running blue; therefore, you aren't running any draw. Make your spells count or you'll be hellbent by turn 4.

Pyrewild Shaman is cool! , but take them out, and then put in one more Become Immense.
Why: This will give you a second last chance push for a win. You are casting and discarding all kinds of spells (and a few of your creatures will undoubtedly die) over the course of a few rounds. You'll have plenty of fuel to fire off another Become Immense.

Try 3x Assault Strobe for the other 2 Pyrewild Shamans you took out. Also put one in place of another Giant Growth.
Why: Trample might win you the game, but Double strike + Trample will make it happen faster.
As you are probably aware, double strike's regular combat damage doesn't carry through even when its first strike damage kills the blocker. This fixes that, and lowers your mana curve.

The other 2Giant Growths and the 3 Ghor-Clan Rampagers can probably come out too.
Why: Your green should begin the game, protect and end the game. Your creature base is primarily made of green, and you won't be attacking until turn 3. This would give you some room for 3x Llanowar Augurs: a decent one drop blocker (0/3) that can sac to give a creature +3/0 and trample. Same green mana for between turns, or just before combat damage is dealt for protection from removal/blocking with Vines of Vastwood or regeneration.
Red is everything in between. Focus more in your red (aside from the "free" Mutagenic Growths) for pump and double strike.

Finally, your land base seems high. You're currently running an average CMC of 1.92; With the adjustments I've suggested, you're running a 1.63.
To be blunt, 23 lands is about 3-4 too many for either deck. Roll back to 20. 8-9 forests, 8 mountains, and 3-4 Temple of Abandon.

This still brings you to a whooping $32.Again, this is a really great approach to the infect mechanic. I will be following this deck closely; as I have invested time researching and typing, and am very curious. I look forward to see how it evolves.