Pyroclasm deals 2 damage to each creature.
|Have (2)||gildan_bladeborn , Thunderbeard|
Combos Browse all
|Commander / EDH||Legal|
Pyroclasm occurrence in decks from the last year
Latest Decks as Commander
1 week ago
nmerves I think Hydra Omnivore will be very helpful because it damages each opponent instead of one! If you find you're getting attacked a lot you could play things like Pyroclasm or Winds of Qal Sisma to remove attackers. If you find your creatures get removed a lot you can try things like Essence Harvest or Heroic Intervention to protect your board. When you get targeted a lot you should run more interaction to prevent people from stopping you. I can provide some more card ideas if you need them, depending on what problem you're having.
1 week ago
1 month ago
okay so a few things of note here.
first. i'd suggest running 4-ofs for your best cards. there isn't any clear reason why you'd want 3 ofs in this scenario except mogis who is legendary in which case it's fine.
second. Lightning Bolt. it's one of the best red cards in the game and it's cost effective way of solving problems cannot be understated. i think it's important that it gets a slot in this deck.
third. your win con appears to be Mogis/burn. Mogis is a very slow way to win. normally for a control deck you are controlling them until you can drop some threat that you can protect that will win the game shortly after that or at least create such a lock as to make getting out of it futile. mogis will never turn on in your deck so at most it's going to be 2 damage a turn from mogis assuming they aren't doing a wide strategy. perhaps a planeswalker like Liliana, the Last Hope who you can +1 to help remove creatures and win off of her ult.
fourth. your mix of control spells is heavily weighted towards destroying creatures after they hit the field. thats something you want to respond to but people play other cards that you'll need to deal with. enchantments like Wilderness Reclamation, artifacts like Amulet of Vigor and non-permanents of all kinds. you also will lose pace with decks that use creature that have ETBs such as Omnath, Locus of Creation and Uro, Titan of Nature's Wrath which yes you can kill but you'll be losing card advantage. you need a few more proactive responses and ways to gain incremental advantage over your opponent. discard spells like Thoughtseize or at least multipurpose cards like Kolaghan's Command and Collective Brutality can help. other proactive cards such as Blood Moon and Ghostly Prison can shut down or at least slow opposing decks to keep them from racing ahead of you.
with the above things in mind i'd suggest something along the following changes.
cards to remove:
-3 Crackling Doom: soul shatter and other remove should be sufficient
-3 Lightning Helix: lifegain is great for stabilizing but the power removal comes from it's mana efficiency. on turn 2 being able to play a discard spell and hold up a Lightning Bolt for their creature is much more powerful than the life gain from helix. still a great card for sideboard to bring in against lightning fast agro decks like burn or zoo.
-1 Soul Shatter: i'm not sure you need any of these in the mainboard. you have Anguished Unmaking to get around indestructible should it come up. Dreadbore and Anguished Unmaking can kill planeswalkers. That leaves hexproof is the only thing that this gets around that you don't have an answer for already. hexproof is uncommon enough that i'd personally put this in the sideboard, but considering how many of this effect you have in your deck i'm assuming your meta has enough hexproof to warrant 2 mainboard slots.
-4 Divine Gambit: 1 for 1 at best, 1 for 0 at worst. the ability to exile most types of permanents is powerful but the downside seems too risky and likely to set you behind.
-3 Anger the gods: you don't need 7 soft sweeps. with the amount of removal you have a board wide damage spell is likely for hitting tokens or other wide strategies. for most of these scenarios 2 damage should be enough. in the scenarios where 2 isn't enough, 3 likely isn't either. Wrath of God or similar would be a better bet for those situations.
-1 Pyroclasm: you probably don't even need 4 soft sweeps in the main unless you are expecting a dearth of going wide strategies in your meta.
-3 Mogis, God of Slaughter: without a way to turn him on or a way to create a true lock outs like teferi-pool you aren't going to get as much value out of mogis as you need to make him your win con.
cards to add:
+4 Lightning Bolt: this is solid removal or a damage to face if you don't need to use it as such.
+2-4: Thoughtseize: considered one of the best discard spells in the game because it hits basically everything at the cost of 2 life.
+2-4: Duress: you can choose Inquisition of Kozilek or Raven's Crime or another discard spell of your choice. i'd suggest at least 6 discard spells and you can decide the split between your discard spells depending on how aggressive your meta is.
+2 Kolaghan's Command: small creature removal, artifact removal, discard spell. very versatile.
+4 Liliana, the Last Hope, a strong contender for win con. i went with 4 copies because it doesn't have innate protection and you want it early if you can as it provides good value.
+1 Path to Exile: to make it a 4 of.
+1 Fatal Push: to make it a 4 of.
??? Tibalt's Trickery: I don't know if this is a good idea in control. you are giving up a card to change what card your opponent is casting. but they are still getting something. so you are 1 for 0ing them in a way. if they are casting a spell like Scapeshift for the win then obviously this will help but the risk of them flipping an equally scary threat off the top is very real. but your choices in counterspell are pretty limited.
if you are willing to mess around with your mana base you can probably make good use of Blood Moon as well but that would require some careful maneuvering in a 3 color deck.
1 month ago
You have 6 tunr-1-castable spells. I recommend at least 8 in slower formats. In Modern, you can easily be running 16 in a higher-cmc list.
IoK and TS are by far the best reason to be in black, in the top 10 1-mana spells in Modern, and the core of black control.
You're in Mardu, and you're in control. If you're not running 4x Path 4x Push 4x Bolt you're insane.
Tibalt's Trickery in Modern is for t1 Emrakul, not a Mana Leak replacement. (see MagicAID's recent vid).
Declaration in Stone is 100% better than Divine Gambit, and it's still not worth it when Path is $3
Pyroclasm is a sideboard card. It does almost nothing maindeck. Anger is okay, but if you're running control(in Mardu) Day of Judgment or Wrath of God or Kaya's Wrath is optimal. Run a playset of your preferred 4-mana wrath.
You don't have a win condition. At all. Mogis, even if you turn him into a creature, wins on t7. That's a couple turns too slow. Seriously, Approach of the Second Sun is better at winning.
Here's some wincon ideas: Secure the Wastes, Inferno Titan, Grave Titan. Although you're not ramping, they just outvalue everything except Prime Time and, in the case of Inferno, Uro. They win incredibly quickly and can singlehandedly take you from a bad position to a win. Glorybringer is also reasonable. Chandra, ToD is not horrible either.
Smiting Helix is great spell as well.
Also, you're in control and don't have much grin capacity. Night's Whisper is sorta necessary.
1 month ago
I don't think Mardu are the worst colors for lockdown decks. However, as Xianling69 said, Mogis is way. Too. Slow.
Tibalt's Trickery is bad unless you use it for a cheeky combo of some sort (I'll let you Google how it can be abused but it then requires you to build the whole deck around it).
Divine Gambit is awful aswell. Modern isn't fair. Removing a pesky creature to let your opponent play a bigger threat (Teferi, Emrakul, you name it) for free is just not a deal you want in this format.
All in all you lack wincons. Remove specific removals for mass removals and add in tough-to-answer threats like planeswalkers or built-in protections (Baneslayer Angel or Stormbreath Dragon) or card-advantage creating cards like Seasoned Pyromancer or Glorybringer.
2 months ago
Wrath of God is an okay boardwipe, but really you don't want to potentially devastate your board AND have to wait a turn to rebuild. Most of the time something cheaper will be better - Pyroclasm if you know you're going to face weenies or RDW or something of the like, or Blasphemous Act for just more general decks. Frankly, Blasphemous Act will potentially be worth a mere most of the time against Krenko or Thalisse even. Plus it hits them as well.
Idyllic Tutor finds you an enchantment, but what enchantment do you need? Again, you're playing an aggro deck so you shouldn't be taking your turn 2 or 3 to set up for later; you should be butting heads with anyone and everyone.
Torment of Hailfire is looking so shady here. It's a mid-lategame card that's meant to be used in tandem with heavy removal and attrition, and you're just chucking it in here as what? some sort of a finisher? Sure, it could be a finisher, but I think it needs to be somewhat built around / synergised with to actually be a viable pickup.
Rootborn Defenses is to make your stuff indestructible. First off, there's cards that do the same thing for less, and there's even cards that do more for the same price - Make a Stand, Flawless Maneuver, Ready / Willing or even Heroic Intervention. Populate is going to be pretty inconsistent in this deck too, as there's only a small handful of token generators in the deck, so why not swap it out (or remove it, even) for something more efficient
Jegantha, the Wellspring is 5 mana for a max of 3 mana per turn (estimate). With so few early ramp cards, how do you expect to consistently hit 5 mana on turn 5, 4, even 3? He may be neat, and help you ramp but you need to get him in play first. I just don't think he's worth in this deck. It's a 5-colour deck, but doesn't have a strong mana base. Also an aggro deck, so a 5 mana mana dork will kinda throw off your tempo anyway
Evolving Wilds, Fabled Passage, Terramorphic Expanse, Renegade Map, Burnished Hart, Solemn Simulacrum, Yavimaya Elder, Sakura-Tribe Elder all find little to nothing. Maybe if you add in some more basics, keep Fabled Passage and Solemn Simulacrum but not the others. The reason for these caards is to thin your deck, but thin them from basics, so if you have minimal basics to begin with you're not really consistently thinning (given that the chance of drawing all your basics is exceptionally higher than it would be with, say 10+ basic lands). Fabled Passage and Solemn Simulacrum give, for sure, the highest value so that's why I suggest to keep just them.
2 months ago
Angrath's Rampage seems like just a very solid hit. If I see a decklist I will test if and send back results. Doublecast is fun, and is really just the best version of anything else to cast. Good card? Not really sure. Dreadbore is very good, maybe better than rampage. Feed the Swarm is coming for its place in the sb. Merchant Scroll is so close to being busted in this deck, even if it only hit conjuring, but no. Pyroclasm seems castable just normally but other thaan that is worse than our other removal. Take Inventory these "straight up worse" cards are not bad in our deck. I'm considering the best version of this deck Grixis by now. Wrangle hits a lot of modern creatures and works with Smallpox though I'm not sure how I feel about that combo myself.
Please someone create that decklist for me.