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|Commander / EDH
|Commander: Rule 0
|Pauper Duel Commander
, Sacrifice Pyrite Spellbomb: Pyrite Spellbomb deals 2 damage to target creature, player or planeswalker.
, Sacrifice Pyrite Spellbomb: Draw a card.
2 months ago
cool deck, love Daretti!
Krark-Clan Ironworks goes great in an artifact recursion deck, and works especially well with daretti's -10. Pyrite Spellbomb is some extra repeatable draw/ removal, and Reckless Fireweaver is a good way to whittle opponents down over the course of the game :D
Some Honorable mentions:
on Boros Burn
6 months ago
I completely agree about Pyrite Spellbomb in the SB for the pro red creatures that come out games 2 & 3.... I have been considering Bonecrusher Giant myself but figure id ask you how you think it feels? the 2MV Shock with benefit is it enough? and when tapping out for the 4/3 giant is ever swinging in for a win? +1 looks great love the list!
6 months ago
10 months ago
I get that 4 drops seems scary/odd in Mono-Red... but because of your current land count this can very easily become a "Skred-Red" decklist (won a GP a few years back)... consider Mind Stone and you can have a Turn 3 Koth of the Hammer/Chandra, Torch of Defiance very easily and at its worst it draws/digs deeper in your deck for more burn spells... also Pyrite Spellbomb is great for creatures with protection from red or just burn or more draw... and Blood Moon can just become free wins for you.
1 year ago
I threw together the sideboard for the $60 version based on what I could fit into the budget, but here's a general explanation of the sideboard choices:
Abrade Abrade doubles as a removal spell against creature decks and artifact hate against decks like Hammertime, Affinity, and Hardened Scales. While you can also snag a turn one Amulet of Vigor on the draw against Titan, this might be too slow. Abrade also deals with Chalice of the Void
Dragon's Claw Whenever you are in a matchup where you need to race, Dragon's Claw gains you a ton of life. Bring it in in the mirror and against burn, for sure.
Kozilek's Return This card serves a few different purposes. Because it only deals two damage, your prowess creatures will survive the spell, meaning you can use this to clear the board in matchups like Hammertime, Yawgmoth, or Creature based decks. But the spell is also colorless, meaning that it can kill creatures with protection from Red like Sanctifier en-Vec
Smash to Smithereens This gives us some extra reach against hammer and burn while also destroying their shadowspear or getting rid of an artifact blocker.
Unholy Heat This is a removal spell for matchups like Yawgmoth where we need to get through blockers or anything where we need to kill something. This can also take care of a primiveal titan if we have delirium.
Pyrite Spellbomb This card is more Sanctifier En-Vec protection.
Tormod's Crypt Zero mana graveyard hate. Because it's zero mana, it also is good for getting prowess/delirum triggers.
Soul-Guide Lantern One mana graveyard hate that gets past leyline of sanctity, or deals with a single target in the graveyard and then cantrips.
1 year ago
You have a bunch of cards here that don't belong in a mainboard - they're sideboard cards. If you're playing with a sideboard, then they should go there. You never want these cards to ever be in a mainboard. They are: Dragon's Claw, Pyrite Spellbomb, Tormod's Crypt, Smash to Smithereens, and Leyline of Combustion. I would also suggest that Flame Slash is a really dubious choice for a card.
on Burn Moon
1 year ago
If you are gonna main deck Blood Moon and not have it as a sideboard option I'd just go all in on a Skred Red control build.
1 year ago
wallisface Updated based on some of your feedback.
Opted out of the counterspell idea. They would also have the issue of requiring keeping cards in hand, which is an issue for Ensnaring Bridge.
I don't want to splash black just for hand disruption. To compensate for that weakness, I went up to a full set of Spellskite to protect against exiles. With Emry and the engineers, I wasn't that worried about destroys, but an Anguished Unmaking would really ruin my day.
As for threat removal, options in UR are a bit limited. I went with a wildcard with Chaos Warp. Permanent removal lets the deck deal with enchantments now, as well as a wider range of creatures than just the Pyrite Spellbomb alone. Of course there is the risk that one problem permanent is replaced by another, but I'll take the gamble. It's not the most mana efficient either, but it does let me stay in 2 colors, reducing the chance of getting mana screwed.