Young Pyromancer pEDH

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Young Pyromancer makes a 1/1 creature token every time you cast an instant or sorcery. So lets do that! This deck looks to win by going nice and wide to overwhelm opponent’s blockers and then use one of our many global buffs to close out games. We’ve got a number of things all working together to take advantage of our numbers, plus a nasty trick up our sleeve. Let’s get into it!

We have several instant and sorcery spells that also make 1/1 creature tokens so cards like Krenko’s Command, Cathartic Reunion, and Dragon Fodder all become two mana, create three token spells with Young Pyromancer out. Additionally, while it’s cheaper Kuldotha Rebirth nets us three tokens if we have an expendable artifact / treasure token, and Hordeling Outburst can net us four tokens for three mana.

Now that we have our tokens we move on to the next step of our gameplan, swinging! Not that of swinging kind, these tokens are vanilla as they come. Sure, having a bunch of tokens is great, but even 3-4 blockers can make profitable combat difficult. Seismic Stomp and Demoralize don’t make our creatures as unblockable as Ember Gale but will make swinging in with the team a hell of a lot safer.

Now that we have a ton of tokens who (mostly) cannot be blocked, we need to take advantage of our numbers with global buffs. Ambitious Assault, Trumpet Blast and Burn Bright are all basically the same spell (great for singleton by the way) and make those pesky 1/1’s into 3/1’s. Plus they net us a token on top of it! Pack Attack is a nice new card from CL2, that can give us 4/1’s but we’re going to need to attack each player for the full benefit. But hey, it draws a card, right?

Beyond the main gameplan we have a number of synergies worth mentioning. Since the majority of our spells are non-creature we have the three musketeers of red: Kessig Flamebreather, Firebrand Archer, and Thermo-Alchemist to peck away at our opponents life total.

Wildfire Elemental is a bit pricey, but pairs well with Raid Bombardment and the new creature from New Capenna, Witty Roastmaster is a perfect addition to this deck for obvious reasons. Regular old burn damage from bolts and Needledrops apply here as well, but he pairs well with Flame Rift.

One of the main drawbacks here is just how vulnerable our board is to Pauper EDH’s wipes. Hopefully we’re able to put a Hissing Iguanar down to help make that less advantageous for the wiper.

In terms of card draw, we’re in red so we’re mainly relying on cantrips to keep our creature count up. Besides that we’re running the usual looting spells: Faithless Looting, Thrill of Possibility and Cathartic Reunion, plus the two, four mana looting spells that make us treasure tokens.

For our late-game, we’ve got Caterwauling Boggart who helps with that whole “being blocked” thing, Mob Justice to help pick off low life players, and Empty the Warrens to restock on our tokens. Beyond that, we have a six drop that we’ve added, just because it’s fun. Remember that bit of nastiness we mentioned at the beginning? Read on.

We’re including a pair of “x” damage spells in form of Fireball and Lava Burst to help close out games running into late turns. However, we’ve also slapped Coalhauler Swine in here to serve as a nuke. Aiming our high damage spells at our piggy (Dogpile included) can end the game swiftly, though just be sure you’re not hitting yourself with lethal (unless you’re into that sort of thing).

Pros:

  • Combat matters deck with lots of creatures is a lot of fun.
  • Cheap commander with a good value engine will keep you engaged for most of the game.
  • Mono-red means fast, easy mana.
  • Lots of bodies will make attacking you profitably difficult for your opponents, lest they incur the wrath of your clap-back

Cons:

  • Squishy board is easily dispatched with the formats board wipes.
  • Echoing Truth exists
  • No real way to protect our commander. Expect commander tax to be fairly high here.
  • No real evasion means flyers have a hall pass to our face.

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