Pyroblast

Pyroblast

Instant

Choose one &mdash

  • Counter target spell if it's blue.
  • Destroy target permanent if it's blue.

Latest Decks as Commander

Pyroblast Discussion

Gummy1313 on Mono Red Dragons

6 days ago

Great deck. Tried it by proxy. It's faster then expected. The Magmaquake as instant boardwipe is rare, comes unexpected. It's great. I also included Arcbond ; also intant boardwipe. Because it works great.

And I replaced the planeswalker with a Pyroblast / Red Elemental Blast to counter the counter from the Dragonstorm

multimedia on Wyleth, soul of combat card draw

6 days ago

Hey, saw your forum topic asking for help. Nice deck, you have good card sense with a high budget.

Grand Abolisher and Conqueror's Flail are helpful to protect Wyleth on your turn to safely equip and attack. Puresteel Paladin is repeatable draw with equips as well as can be 0 cost equip. If adding Puresteel than adding a few artifact lands: Ancient Den and Great Furnace helps to activate metalcraft. Imperial Recruiter and Recruiter of the Guard can get Stoneforge or another support creature.

Could replace the Diamonds with Signets: Arcane Signet and Boros Signet since they make either color and ETB untapped. Mox Opal and Mox Amber are more powerful mana rocks for more speed. Aggravated Assault combos with Sword of Feast and Famine for infinite attacks. Bloodforged Battle-Axe and Mask of Memory are good equips especially with double strike.

Spectator Seating is a Boros dual land upgrade. Bloodstained Mire and Windswept Heath are two more Fetch lands. Deflecting Swat and Flawless Maneuver can protect Wyleth for no mana cost. Pyroblast and Red Elemental Blast are helpful to counter an opponent's counterspell. Generous Gift and Chaos Warp are removal spell upgrades. Jeska's Will is a powerful ritual.

If interested in any of these suggestions then I offer more advice of cuts to consider. Good luck with your deck.

Herb48 on Vintage - Paradoxical Outcome

1 month ago

Hey!

Nice looking deck :) I'm working on building a PO deck for vintage myself, I really enjoy Dack Fayden in this shell. Have you thought about Bolas's Citadel instead of Blightsteel Colossus as a Tinker target? In my opinion it synergizes better and is less susceptible to opposing Dack s and Sword s. Also, I can't see any reason to run Red Elemental Blast over Pyroblast , because in the off chance you ultimate Dack , you can target any permanent, even if it isn't blue.

Here is a link to my list:

The One Who Mentored Them All

Cheers :)

StopShot on I need help choosing another …

2 months ago

I enjoy playing competitive EDH and one of the recently spoiled Strixhaven cards I already know is going to shake-up my meta and make things difficult for me. Namely Witherbloom Apprentice is the card I'm dreading as it can close out a game if it's controller casts Chain of Smog as it can be copied infinitely if the controller always targets themself with it. It's very likely every BGx deck in my play group is going to run this combo given how easy it is to setup and when you pair the possibility of closing out the game on turn two through Dark Ritual or Sol Ring into a mana rock, it becomes a lethal threat I can't ignore when making deck building decisions. As such, I feel I need to add another one mana creature removal spell in my deck, but I'm stumped over which spell I should include not just to address this potential combo but also have the most practical use outside of it as well.

My current list of removal spells are: Path to Exile , Swords to Plowshares , Sinister Concoction , Dismember , Lightning Axe , Molten Vortex , Red Elemental Blast , Pyroblast and Terminate (I enjoy playing more reactively than proactively.)

The removal spells I'm considering are: Dark Betrayal , Fatal Push , Human Frailty , Lightning Bolt , Magma Spray , Weight of Spires and Seal of Fire . (The last one I'm considering for its use around counterspells by casting it early.)

Notable exclusions are: Deadly Rollick , Defile , Dispatch , Force of Despair , Galvanic Blast , Murderous Cut , Mutual Destruction , Necrotic Wound , Pyrokinesis , Reckless Rage , Skred and Tragic Slip as I feel I don't have the means to meet these card restrictions consistent enough to be useful in my deck, especially in the early game. I'm also not considering two mana removal spells like Go for the Throat because I feel at this point cost effectiveness matters more than removal range.

Of course the best removal spell is going to depend heavily on the meta, but I'm generally trying to figure out which of the spells I'm considering is the best in a competitive environment in general. I'm looking for feedback and second opinions on whether you think any of the spells shines well above the rest through your own play experiences. I appreciate any insight I can get, thanks.

BrassLord on First day of persisting

2 months ago

Howdy! I think your take on this deck is a decent one! That card seems really good! Another payoff (possibly sideboard) would be Carrion Feeder get huge. I've seen a similar brew online that used Rendclaw Trow and Ivy Lane Denizen .

If you're leaning into the combo, Shred Memory acts as a tutor. Faithless Looting is another resilient way to continue to cycle through your deck.

Sideboard is always meta dependent, but currently I don't see a whole lot of interaction with your opponent in the deck. Combo decks always run the risk of being run over by aggro. So things like Lightning Bolt Fiery Cannonade Cast Down Abrade can go a long ways in dealing with Affinity or Elves. Control matchups are a nightmare, though your combo seems pretty resilient. Pyroblast helps resolve needed spells.

Would also experiment with having some of the Lessons like Introduction to Prophecy Introduction to Annihilation Environmental Sciences as one offs just so you still get value from going for the combo win even if your opponent messes with that interaction!

OmniDreamer on Casual Velomachus

2 months ago

I played a 3 player game with this list just to get a feel for the commander which means some of this should be taken with a grain of salt because I don't know how some of the cards would work in a different situation with only one game to base my experience on.

Out of several attack triggers from Velomachus, most of the free spells were a bit underwhelming. I think one I got Mana Geyser as my free spell and had nothing to spend the mana on during combat. I did manage to win the game, but primarily because one opponent had trouble getting lands early on and fell behind, and also because that player cast Song of the Dryads on the other opponent's Golos, Tireless Pilgrim which shut him down from getting lots of card advantage from activating his ability. Justice Strike unfortunately didn't feel useful, most of the creatures I wanted to kill had more toughness than power. Probably replace it with Path to Exile .

Myth Realized helped a lot, so did Boros Charm and Sunhome, Fortress of the Legion . MVP though had to be Valakut Exploration . I got a lot of value from it.

I felt like the deck could use another spell or two that give extra combats. That would be a great thing to hit off of Velomachus triggers. Akroma's Will would also be a nice thing to hit off of his trigger. Also you have a lot of token producing cards, but nothing really to pump the team. Maybe consider Cathars' Crusade , Shared Animosity , Intangible Virtue , or Balefire Liege to make your tokens more threatening. Another neat card that can also be used politically to buff an opponent's attacker is Duelist's Heritage .

Other cards to consider:

TriusMalarky on None

2 months ago

First, can I state the the conversation is about Hybrid, not or . Those should not be used in any argument, because all three are vastly different. For example, something with in its cost is definitely a Green card. It was built to be a green effect on a green card that had a weird casting cost to help some players out when their mana is weird. Additionally, Dismember is 100% a black card.

And can I say that I absolutely hate the "slippery slope" argument, especially in Magic. It's entirely irrelevant. It isn't even capable of holding water.

Now, the Hybrid mana thing is weird. The design of the mechanic allows mono-colored decks to use effects that are supposed to be 2-color. Technically, you can also use them in 2-color decks that don't line up, like Nightveil Specter in a deck, but that puts a lot of strain on your manabase and I don't recommend it.

The problem comes down to, do we actually want some of these cards in certain monocolor decks? Looking through the cards, most of them wouldn't even be played in commander. And honestly, oh no mono blue gets Overbeing of Myth is not all that scary. There's a couple minor pie stretches and breaks that would happen, but for the most part very few of the cards are playable and very few of them actually change much about what the mono color decks already have access to.

The only cards I can see actually being crazy are Guttural Response , which is a third member of green's Autumn's Veil and Veil of Summer package and another anti-counterspell in red's gang of Red Elemental Blast , Pyroblast , Ricochet Trap .... etc. Or maybe Vexing Shusher ? Hmmm, well . . . no. Again, red and green on their own are perfectly capable of saying "screw you blue" without either of those cards.

Or Waves of Aggression in mono white? Oh, wait . . . most mono white lists are stax or janky creature mcSlappies. And them getting one Extra Combat effect is honestly meh. It wouldn't break anything. Honestly, I don't even think it's all that powerful.

Or Dovescape in mono white? Oh, wait, monowhite has better stax pieces. In monoblue? Nah, monoblue is spellcaster. It loses to Dovescape.

The impact of making such a change is so small that, for those campaigning for the change, it is entirely an ideological victory. The impact is quite literally restricted to "now I have to explain why I'm allowed to run this card". Which honestly is no worse than having to explain some of your more complicated turns to newer players. Which I have to do all the time.

I don't have a stance here, because there isn't actually a compelling reason to make the change or to refuse the change. Actually, check that, there is one reason to refuse the change, and that is "actually bothering to make the change". So this change will not happen, because the single point awarded to either side is against it.

Grind on

2 months ago

Cool deck!!
Sigarda's Aid seems good.
Inventors' Fair seems playable.
Salvage Scout or Buried Ruin allow you to return a destroyed artifact.
Not sure if you would run any of Lapse of Certainty or Pyroblast or Tibalt's Trickery for your sunforger package.
Just some ideas cheers!

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