Card
Pyrohemia
Mana cost {2}{R}{R}
At the beginning of the end step, if no creatures are on the battlefield, sacrifice this enchantment. {R}: This enchantment deals 1 damage to each creature and each player.
Part of 32 known combos, 4 of them two-card. 3 official rulings.
- Commander
- Legal
- Printing
- Uncommon · PLC · #119
- Cheapest printing
- €4.36
- EDHREC salt
- 0.52
- Color identity
- Red
Bracket
- B1 Exhibition — Not in the same deck as its two-card combo partners: Ojer Axonil, Deepest Might // Temple of Power, Smaug the Impenetrable, Raphael, Ninja Destroyer, Maha, Its Feathers Night
- B2 Core — Not in the same deck as its two-card combo partners: Ojer Axonil, Deepest Might // Temple of Power, Smaug the Impenetrable, Raphael, Ninja Destroyer, Maha, Its Feathers Night
- B3 Upgraded — Not in the same deck as its early two-card combo partners: Ojer Axonil, Deepest Might // Temple of Power, Smaug the Impenetrable, Raphael, Ninja Destroyer
- B4 Optimized — allowed: No restriction beyond the banned list
- B5 cEDH — allowed: No restriction beyond the banned list
Why
- Two-card combo with Ojer Axonil, Deepest Might // Temple of Power, Smaug the Impenetrable, Raphael, Ninja Destroyer, Maha, Its Feathers Night (early with Ojer Axonil, Deepest Might // Temple of Power, Smaug the Impenetrable, Raphael, Ninja Destroyer)
How Lotus Vault estimates a bracket
Bracket: Lotus Vault analysis, with Commander Spellbook flags
Combos
32 known combos, 4 of them two-card.
- Ojer Axonil, Deepest Might // Temple of Power + Pyrohemia
Produces: Each opponent loses the game, Near-infinite damage
View on Commander Spellbook - Smaug the Impenetrable + Pyrohemia
Produces: Near-infinite damage to all players, Near-infinite damage to creatures, Near-infinite artifact ETB
View on Commander Spellbook - Cacophodon + Rite of Passage + Pyrohemia
Produces: Infinite damage, Near-infinite +1/+1 counters
View on Commander Spellbook
Combos: Commander Spellbook
Rulings
- 2011-06-01 · Wizards of the Coast
Note that "until end of turn" effects wear off after "at the beginning of the end step" triggered abilities, so an artifact that animates until end of turn can keep this on the battlefield. - 2011-06-01 · Wizards of the Coast
It will stay on the battlefield if there is a creature that is put into the graveyard during the end step. This is because this ability will not trigger at all if there is at least one creature on the battlefield as the end step begins. - 2004-10-04 · Wizards of the Coast
Each activation is considered a new damage effect. An activation can only be 1 point of damage.
Rulings: Scryfall · Wizards of the Coast