Surtland Frostpyre

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Surtland Frostpyre

Land

Surtland Frostpyre enters the battlefield tapped.

: Gain .

[[symbol:U], , Sacrifice Surtland Frostpyre: Scry 2. Surtland Frostpyre deals 2 damage to each creature. Activate this ability only at any time you could cast a sorcery.

eliakimras on Ur dragon, need recommendations

1 year ago

Hello! I saw your deck help tag and wanted to give some insight.

I don't run Miirym as commander, but I do have her in the 99 in Smashing Faces with the Ur-Dragon, and she always pushes me to victory whenever she's allowed to stick on the battlefield.

Some areas you might want to change to improve your consistency:

1 - Ramp

2 - Draw/Haste

3 - Removal/Boardwipes

4 - Protection

5 - Card draw

6 - Better threats

7 - Some utility lands you might want to run

forneyt on

2 years ago

Okay, thanks for the clarification haha. I think in the case of a more casual environment, Izzet Charm is great because it provides you different options, so it is rarely a dead card. Keep in mind that Izzet Charm only counters noncreature spells, whereas Mana Leak counters any spell, which is why having a couple of each is good. Mutiny looks like a fun, on-theme card, but it is very conditional, so I would suggest only doing 1 mainboard and maybe 1 sideboard. My issue with Illusory Wrappings is that if you enchant the creature and then bolt it, that is a 2-1 exchange in your opponent's favor (your enchantment [1] + your removal [1] for their creature [1]). A good replacement could be Polymorphist's Jest, which is an instant so you could swing in with your creatures then use it as a combat trick to take out more of your opponent's creatures with 1 spell. That is intensive and conditional, so that should probably be a 1-of in mainboard or max 2 in sideboard.

A couple Shocks should be plenty because it's a budget build, but no more than 2 of each because they are inefficient. Although, I think Shock would be better than Opt in this deck because you want to maximize damage, so perhaps you could push those out and replace them with Shocks and Izzet Charms. Once you have the budget for Skullcrack, the Shocks should be the first to go. I also believe that Guttersnipe, while it is undoubtedly a good card, should be replaced with Soulfire Grand Master because 3 mana is a lot when you have so many creatures in the deck. The Electrostatic Fields are cheaper, and they can be good blockers (on theme) and are resistant to opponents' Lightning Bolts, unlike Guttersnipe.

Classic Counterspell could also be good in this deck once your mana base is secure. Negate is also an amazing counterspell in the right meta, and it's cheap! One in the mainboard and/or a couple in the sideboard could prove valuable. Counterspells are important, but they are only helpful if they are applicable and castable. Make sure you have some variety and not too many with severe restrictions. So 4x Counterspell is good, but 1x Counterspell, 1x Mana Leak, 1x Negate, and 1x Izzet Charm is better. The 1x Mana Leak takes away the restriction without taking away the variety, the 1x Negate allows the mana flexibility of Mana Leak without the mana restriction at the expense of restrictive targets, and 1x Izzet Charm allows for greater variety in plays, but it's hard to beat the power of Counterspell so it deserves its spot.

That brings me to your mana base. My biggest suggestion is to avoid lands that don't tap for because almost all of your spells use in some way, and you can get mana screwed really easily if you don't have access to it. The pain lands would be perfect for your deck: Shivan Reef and Battlefield Forge. They provide you with your colors and come into play untapped, which is huge. In my opinion, Nephalia Academy is not helpful and you might as well have a Wastes instead because at least that can be tutored if a creature gets Path to Exiled. But I have some other utility lands to suggest for you.

If you find yourself building up a good board presence, Castle Embereth would be very helpful. If you find that your opponents are going wider, Surtland Frostpyre could be a good boardwipe. Geier Reach Sanitarium would be good to cycle dead draws, but it doesn't tap for a helpful color. Needle Spires and Wandering Fumarole are great manlands in your colors, and although Celestial Colonnade doesn't tap for , it can be the difference between staying behind and pulling ahead in longer matchups and is worth an include. Temple of Epiphany and Temple of Triumph are decent Turn 1 plays, as they can let you plan your next turn and counterstrike. Also, the longer I look at Soulfire Grand Master, the more I think it's perfect for the deck. If you take advantage of the lifelink it gives, the pain lands will be absolutely no trouble. It also allows you to recast your spells as you go into the late game in longer matchups, which is amazing. Keep in mind that for Mutiny, the opponent's creature is doing the damage, so you won't gain life.

Anyway, a solid manabase would be 4x Shivan Reef, 4x Battlefield Forge, 2x Raugrin Triome, 1x Needle Spires, 1x Wandering Fumarole, 2x Temple of Triumph, 1x Temple of Epiphany, 1x Celestial Colonnade, 3x Mountain, 1x Plains, 1x Island. About a third of these land come into play tapped instead of half as your deck currently stands, they all tap for relevant colors, and several give you some utility if your spells fall short. Some of the numbers will need to be tweaked depending on what your spells are, but this should be a great improvement! And all of these lands are around a dollar, many are less than a dollar (except for Celestial Colonnade, which is only a couple dollars, but it's really that good). Depending on the requirements, you may need to switch a Mountain for an Island, but your dual lands should cover it well.

GolgariGlenRoss on Thraximundar the Unpronounceable

2 years ago

Can't believe not long ago I was going to buy a cheap Island of Wak-Wak for this deck. Now, even if I had one, I wouldn't play it because it's worth the rest of the deck hundreds of times over.

+1 Blackbloom Rogue  Flip +1 Immersturm Skullcairn to do: get a Surtland Frostpyre

legendofa on RED WHITE 1st deck build

3 years ago

Welcome to the club! Here's a few general deck building tips for Constructed formats--anything that's not draft.

First of all, pick the cards that you most want to have in your deck, and put 4 of each of those cards in. This will ensure that you regularly draw the cards you want to see.

Second, how do you want your deck to run? In this collection, I see a couple of landfall cards, a few control cards, some general-utility cards, and a Lithoform Engine . None of the individual cards are bad, but they don't really have any cohesion. If this is a draft deck that you're trying to upgrade, decide which direction you want to go in and focus on that. A deck that does one thing perfectly will be a better deck that does a lot of things decently.

Are you sticking to red and white cards? The Surtland Frostpyre in here is diluting your mana base. I would pull that and the Shimmerdrift VAle s out and set them aside for a different deck that can use them more reliably. This will also cut your lands from 29 (almost half your deck) to 24 (40% of your deck), which is an excellent baseline for lands. Very aggressive decks might drop to 20 lands or so, while decks that try to control the opponent tend to have 25-26 lands.

I also noticed you have 65 cards here. More cards in your deck means a smaller chance of drawing the cards you need.

You also have a lot of 3+ mana cards, so you won't be doing much during your first couple turns. You need more 1-2 mana cards to help set up.

So, first step here: cut the unnecessary lands, then pick the cards you like and buy/trade for more copies of those. Cut some of the 3+ mana cards and find cheaper replacements. Decide if you want to attack aggressively, protect yourself until you can overwhelm your opponent, or how you want to win.

Deck building is complex, so if you have any questions, please ask. Good luck!

RogueDeck on Seismic Hunt

3 years ago

Nice List! I made a Treasure Hunt + Seismic Assault deck too using Zirda, the Dawnwaker as companion together with manlands and Surtland Frostpyre to help control the board if needed be:

Zirda Seismic Hunt