Pyrohemia

Pyrohemia

Enchantment

At end of turn, if no creatures are in play, sacrifice Pyrohemia.

(Red): Pyrohemia deals 1 damage to each creature and each player.

Latest Decks as Commander

Pyrohemia Discussion

zapyourtumor on Fire blood

2 weeks ago

Neat concept! Pyrohemia is a super cool card.

I think you could maybe lean a bit more into the prison theme here. Some cards like Manamorphose and Fling seem more like filler. Deflecting Palm also doesn't really do much here, since it will only redirect one instance of Pyrohemia. The next cards to cut, if you do need to cut more, would probably be Rile and maybe a land.

To replace these cards I would probably go up to a 3rd Pyrohemia. Some classic prison cards are Ensnaring Bridge and Blood Moon, which are unfortunately pretty expensive but do a lot of work. Maindeck Blood Moon especially looks very strong here, even if you can only get a hold of 2 copies. Some other cards like Fury could probably be good here to pitch extra copies of Pyrohemia, but its unfortunately quite expensive as well and I would definitely prioritize getting Moons over this.

Blasphemous Act is a very strong card, but also pretty conditional. I think including a a few smaller wipes like Slagstorm would be a good idea (maybe 2?). Chandra, Torch of Defiance is a very strong walker that isn't too expensive, and you could include 2 or so copies here. Walkers seem good since they aren't hit by Pyrohemia.

Monored Prison frequently plays rituals like Desperate Ritual (and used to play Simian Spirit Guide rip monke) to ramp faster into their 3 drop prison pieces. It could help you drop an earlier Pyrohemia, although it wont let you drop a turn 2 3-drop into a turn 3 pyrohemia.

wallisface on Fire blood

2 weeks ago

Yeah I guess that comes down to how badly you need Pyrohemia in play to compete. So long as you can comfortably win games without it, then you'll be fine running any number of it.

wallisface on Fire blood

2 weeks ago

Some thoughts:

  • you have a pretty steep mana curve, but a very low land count, which makes me think you’ll get stuck for land a lot of the time. On the play, you’re going to draw your 4th land on average turn 6, which is very late in the piece. I’d suggest running 23-24 lands.

  • If your deck is based around Pyrohemia, i’m surprised you’re not running the full playset of it, to maximise your odds of drawing it.

  • I would suggest playing Blasphemous Act over Chain Reaction. Act is just a much, much stronger card, and will often be less mana-intensive.

freezerboy on Gisela's Fury

1 month ago

Got a couple good potential damage options here. Mainly taken from my own deck Scorching Winds that I've found to be pretty useful. We have a different theme, but you may find some others that I've forgotten especially since you're running Repercussion:

Volcano Hellion, Martyrdom, Pyrohemia, Star of Extinction, Flamekin Village, Master Warcraft, Intimidation Bolt, Comeuppance

I've had some good success using the last ditch effort cards like Chance for Glory, but that's personal preference of course. Always good to see a Gisela deck.

griffstick on Should I Put Circle of …

1 month ago

I agree with everything bushido_man96 said. Side note I run Chromatic Lantern in 2 decks. Both makes sense to run them. My Iroas deck has 116 color pips. It's tons of Devotion. although it's not necessary for it to be in the deck, it really helps the deck run smoothly. Especially with things like Pyrohemia

But again put Circle of Dreams Druid in the deck

NV_1980 on GG Scrub

2 months ago

Hi there,

I like your deck but there's a few flaws in there that will really bite you in the ass unless you have ways to deal with them. This deck can be halted way too easily by someone playing enchantments. In its current configuration, the deck will not be able to cope with anything like Ghostly Prison, Sphere of Safety, Propaganda, Pyrohemia, Rest in Peace or Leyline of the Void. The same goes for some inhibiting artifacts. You need some counter- or removal options in order to deal with these.

Aside from adding say 4-5 Counterspell-like cards, maybe consider Cyclonic Rift, Feed the Swarm, Mire in Misery and Nevinyrral's Disk.

Also, the deck could do with some more draw. Options that come to mind are Cryptbreaker, Graveborn Muse, Fact or Fiction, Ponder/Preordain, Phyrexian Arena/Underworld Connections.

Have fun brewing.

NV_1980

KongMing on The Salty Garrison

2 months ago

Need removal, you say?

Devout Chaplain, Five-Alarm Fire, Pyrohemia, Intrepid Hero, Resurgence and Bounty Agent are a good start.

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