Sideboard


Maybeboard


Intro

Have you ever wanted to get extra value out of your burn spells? Do you like to swing with a army of tokens? Or how about finishing your enemy with lightning? Well if any of those are the case you may like Pyromonk. This deck is designed to attack on two axis' while using one game plan. The idea behind the deck is to play a creature that benefits from spells which generate value, or kills your opponent. Also the deck has a lot of cards with selective effects. This allows us to get full value and flexibility out of our deck, while still sticking to the game plan.

Mainboard

This deck is still currently in testing so if you have any suggestions on cards, card count or ideas, it would be appreciated if you share them. Anyways here I'll discuss some of the reasons behind certain card choices.

Creatures

  • Bedlam Reveler: This card is a great card for this style of deck. Filling the graveyard to 5-6 spells is not really a problem. The refill ability is the biggest benefit of the card, being able to fill your hand after you empty it. The big body stacked with prowess also has nice synergy.

  • Monastery Swiftspear: This card has been great in most match ups. The 1/2 haste with prowess is extremely good for 1 mana. This card is able to whittle the opponent down over time along with your burn spells and can win games by itself.

  • Young Pyromancer: This card is in fact one of the main build around cards. It creates 1/1 elementals any time I cast a instant or sorcery spell. This helps against midrange and control decks, often overwhelming the opponent and getting in incremental damage., as well as putting creatures on the board in aggro match ups.

Spells

  • Atarka's Command: One of the main reasons to splash green. Atarka's Command has a lot of versatility.

  • Boros Charm: Four damage, that is the most used mode. However the indestructible mode on this charm can be a game saver. IT can save one of your creatures from removal, or your army from a boardwipe.

  • Dromoka's Command: One of the cards I am most hesitant on. However it does help a bit. The card is extremely useful in getting rid of annoying enchantments, such as Bogles, Blood Moons, Scales and a couple others. The +1/+1 counter is really nice, especially on Bedlam or Swiftspear, giving both creatures +2/+2 for the turn from a single spell. The damage prevention can help, as well as the fight mode, but generally those two aren't used as much.

  • Forked Bolt: This deals with tokens and dorks real well, getting me a two-for-one sometimes. Although a bit weak compared to Bolt it still useful. I generally use this for removal but it still can help your clock.

  • Lightning Bolt: 3 damage, 1 mana, red based deck. All the boxes are checked. Auto include.

  • Lightning Helix: A extremely useful card in the deck. Dealing 3 damage and gaining 3 life is really relevant to our gameplan. Extra life helps us live a bit longer to win as well as it softens up the use of our fetchs and shocks.

  • Manamorphose: Often this card is fools gold. It looks real shiny and good, but won't perform in the deck as well as you think. In this case however, every part of it is relevant to the plan. Since this is a free card that replaces itself and we get value out of spells it it a must include. It also has the benefits of fixing our mana and filling our graveyard for Bedlam.

  • Path to Exile: One of the best removal spells in Modern. It is great against large creatures and helps us save our bolts for burn spells. The ramp can be a downside, especially early game or against control.

  • Raise the Alarm: A token generator that gets extra value if it is played well Pyromancer in on the field. This spell creates two 1/1's at instant speed, which allows for blockers and being able to hold mana up for a Boros Charm or Deflecting Palm.

Lands

  • Fetches and Shocks should be pretty self explanatory. I have four Heath vs Mesa because most of my spells are red and we play Bloodmoon in the sideboard. We also don't play any G/W lands because most of our spells are red or gold with red.

  • Fast lands are included because most of our spells are 1 or 2cmc. This means we don't care as much about our fourth + land entering tapped. The use of fastlands also helps us have a less painful manabase.

  • Gavony Township: A good mana sink, and a great card late game. This thing can pump a army of tokens or a few creatures to stupid amounts of damage if left unchecked. However early game it isn't good providing only colorless mana.

Sideboard

Here I will discuss sideboard choices. Like with the mainbaord I am still testing the list so any suggestions are appreciated. However I need more help with my sideboard as I play at a smaller LGS. But want a sideboard for a open meta for when I can play on MTGO.

  • Blood Moon: Great card to cheaply win games. Most of my deck is red so it doesn't affect us too much. As well as manamorphose helps us cast spells through Moon, being able to fix colors. It is simply to good to pass up.

  • Deflecting Palm: A good card against any deck that employs large creatures. Often times this card will put us in a winning position when employed. This helps against Bogles, Infect, Scales, Shadow, and Titan match up's mostly.

  • Destructive Revelry: This is a great hate card for us. We deal damage, deal with the threat and usually produce value. The damage can go through hexproof like Leyline (we usually target it anyways.) It helps with any artifact or enchantment based deck.

  • Gaddock Teeg: This card is good hate against Tron, As Naus, CoCo and Control decks. It also doesn't have any negative effect on us either making it a good choice.

  • Monastery Mentor: This card was originally in the mainboard in place of a Bedlam. Mentor tends to generate a ton of value if it sticks around for a turn or two. It also helps a lot in match up's that aim to go longer, as a army of prowess monks is threatening to stare down. I did find it a bit slow against combo and aggro decks, so for the time being I am testing a extra Bedlam main and Mentor in the side.

  • Rest in Peace: This card is a easy include in any white sideboard, being able to hose any graveyard strategy. With phoenix and dredge being things, let alone the other decks that use the 'yard, this is an easy choice.

  • Stony Silence: This card is a great against artifact decks, especially KCI and affinity.

I currently am missing some sideboard pieces so for the mean time I am running 1x Fiery Justice, 1x Myth Realized, and 1x Isochron Scepter.

Final Words

I hope you like the deck, or at the very least find it interesting. Any critiques or comments are appreciated. I also do have a budget version of the deck you can upgrade from, or slowly build into this one. Budget Boros Prowess. If you wanna help me test this out and share ideas, please do I would love to tune this deck to be able to compete at a higher level. Cheers and thanks for checking it out.

Suggestions

Updates Add

I play at a small LGS so my meta isn't what I would find in a open field. I am attempting to tune this deck for a bigger event or MTGO.

2-1

Game 1 vs 8-Rack 2-0

Match 1: I had a early swiftspear and kept swinging throughout the game. I would hold lands after I got to 2 to prolong the game long enough for me to close it out with swiftspear and burn spells.

Match 2: Both me and my opponent mull to 5. Fortunately I kept a decent hand full of lands and two swiftspears. I landed one early before it was removed. I kept going through my burn spells and removed their rack with a Revelry. Eventually I closed the unexciting game.

Game 2 Infect 2-1

Match 1: I got a t1 Swiftspear and they got a Hierarch. I removed the Hierarch and Swung keeping a mana open on t2. They play a elf and I remove it. I then play a few manamorphose and swing, they scoop.

Match 2: I have a bit more reactive removal heavy deck post sideboard. However I mulled to 5 to have lands and they had a strong hand. I lost t3.

Match 3: This had a similar beginning to match 1, however they had some gas. I pathed their Moth and removed most of their threats. I landed a t3 Mentor and it stuck around for a few manamorphose to create a army. They scooped.

Game 3 Stompy 1-2

Match 1: I had a strong hand and landed and stuck a t2 Pyromancer. They kept attacking but I drew enough Helix's to survive and swing with my army of tokens. Simple aggro game.

Match 2: They curved nicely into a Strangleroot which I pathed on t2. This ramped them into a Renegade and Steel Leaf. The game didn't last long after that.

Match 3: Another back and forth but they removed my Pyromancer and traded with my Swiftspear. I ended up being out aggro'd.

I went 2-1 and game in second place. Overall I did pretty well besides a bad call on the Strangleroot.

Comments

Revision 16 See all

(4 years ago)

+1 Bonecrusher Giant main
+1 Cindervines side
+1 Dreadhorde Arcanist main
+1 Lovestruck Beast main
+2 Monastery Mentor main
+2 Plague Engineer main
+5 Recruit the Worthy main
+1 Sunbaked Canyon main
+2 Veil of Summer main
Top Ranked
  • Achieved #11 position overall 6 years ago
Date added 6 years
Last updated 4 years
Legality

This deck is Modern legal.

Rarity (main - side)

0 - 4 Mythic Rares

27 - 6 Rares

26 - 5 Uncommons

4 - 0 Commons

Cards 60
Avg. CMC 2.00
Tokens Elemental 1/1 R, Human 1/1 W, Monk 1/1 W, On an Adventure, Soldier 1/1 W
Folders Cool Ideas, Shit-Fuck, Nugget-Suck, Modern Decks, Unique Modern, andere Decks mit coolen karten, A Very Cool Modern Folder, Cool Decks, To play test, Favorites, Modern woman
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