
Pyrohemia
Enchantment$10.87
At the beginning of the end step, if no creatures are on the battlefield, sacrifice this enchantment. : This enchantment deals 1 damage to each creature and each player.
Legal in Commander
Is
Does
Combos 28
Pyrohemia + Ojer Axonil, Deepest Might // Temple of Power
- Each opponent loses the game
- Near-infinite damage
Commander Spellbook ↗How it works
Before you start
Your life total is equal to or greater than the highest life total among your opponents divided by Ojer Axonil's power, rounded up. You have a way to give Ojer Axonil indestructible or protection from red if its toughness is less than the highest life total among your opponents divided by Ojer Axonil's power, rounded up.
Steps
Give Ojer Axonil indestructible or protection from red, if needed. Activate Pyrohemia by paying {R}, dealing 1 damage to each creature and to you, and dealing damage equal to Ojer Axonil's power to each opponent. If any opponent has 0 or less life, they lose the game as a state-based action. Repeat from step 2 until each opponent has lost the game.
Pyrohemia + Smaug the Impenetrable
- Near-infinite damage to all players
Commander Spellbook ↗How it works
Steps
Activate Pyrohemia by paying {R}, dealing 1 damage to each player and creature. Smaug triggers, creating a Treasure token. Activate the Treasure by tapping and sacrificing it, adding {R}. Repeat.
Pyrohemia + Cacophodon + Rite of Passage
- Near-infinite +1/+1 counters on creatures you control
- Infinite damage
Commander Spellbook ↗How it works
Before you start
You control a permanent that can tap to add {R}. You have the highest life total.
Steps
Activate the permanent by tapping it, adding {R}. Activate Pyrohemia by paying {R}, dealing 1 damage to each creature and each player. Cacophodon and Rite of Passage trigger. Resolve the Rite of Passage trigger, putting a +1/+1 counter on each creature you control. Resolve the Cacophodon trigger, untapping the permanent that can produce {R}. Repeat.
Pyrohemia + Sonic the Hedgehog + Amulet of Vigor
- Near-infinite colored mana
- Near-infinite Treasure tokens
- Near-infinite damage to all players
Commander Spellbook ↗How it works
Before you start
Sonic has indestructible.
Steps
Activate Pyrohemia by paying {R}, dealing 1 damage to each creature and each player. Sonic triggers for each creature you control with haste or flash that is dealt damage, creating that many tapped Treasure tokens. When the Treasure(s) enter, Amulet of Vigor triggers that many times, untapping the Treasure(s). Activate a Treasure by tapping and sacrificing it, adding {R}. Repeat.
Pyrohemia + Raphael, Ninja Destroyer
- Near-infinite damage to all players
Commander Spellbook ↗How it works
Before you start
Raphael is indestructible.
Steps
Activate Pyrohemia by paying {R}, dealing 1 damage to each creature and player. Raphael triggers, adding {R}. Repeat.
Pyrohemia + Bruce Banner // The Incredible Hulk + Fire Nation Palace
- Near-infinite combat phases
- Near-infinite damage to all players
- Near-infinite +1/+1 counters on a creature
Commander Spellbook ↗How it works
Before you start
An opponent cannot block and kill The Incredible Hulk.
Steps
Activate Fire Nation Palace's second ability by paying {1}{R} and tapping it, giving The Incredible Hulk firebending 4 until end of turn. Declare The Incredible Hulk as an attacker. Its firebending ability triggers, adding {R}{R}{R}{R}. Holding priority, activate Pyrohemia by paying {R}, dealing 1 damage to each creature and player. The Incredible Hulk triggers, putting a +1/+1 counter on it, untapping it and giving you an additional combat phase after this one. Repeat from step 2 each combat phase.
Pyrohemia + Bruce Banner // The Incredible Hulk + Enduring Vitality
- Near-infinite +1/+1 counters on a creature
- Near-infinite combat phases
- Near-infinite damage to all players
Commander Spellbook ↗How it works
Steps
Declare The Incredible Hulk as an attacker. Holding priority, activate Pyrohemia by paying {R}, dealing 1 damage to each creature and each player. The Incredible Hulk triggers, putting a +1/+1 counter on it, untapping it and giving you an additional combat phase after this one. Holding priority, activate The Incredible Hulk by tapping it, adding {R}. Repeat from step 2.
Pyrohemia + Maha, Its Feathers Night
- Destroy all creatures opponents control during each turn
Commander Spellbook ↗How it works
Before you start
Your life total is at least 2.
Steps
During any turn, activate Pyrohemia by paying {R}, dealing 1 damage to each creature and each player. Each creature your opponents control dies as a state-based action due to having 0 toughness. Repeat each turn as desired.
Pyrohemia + Bruce Banner // The Incredible Hulk + Fire Nation Turret
- Near-infinite combat phases
- Near-infinite damage to all players
- Near-infinite +1/+1 counters on a creature
Commander Spellbook ↗How it works
Before you start
An opponent cannot block and kill The Incredible Hulk.
Steps
At the beginning of your combat phase, Fire Nation Turret triggers, giving The Incredible Hulk +2/+0 and firebending 2 until end of turn. Declare The Incredible Hulk as an attacker. Its firebending ability triggers, adding {R}{R}. Holding priority, activate Pyrohemia by paying {R}, dealing 1 damage to each creature and player. The Incredible Hulk triggers, putting a +1/+1 counter on it, untapping it and giving you an additional combat phase after this one. Repeat each combat phase.
Pyrohemia + Bruce Banner // The Incredible Hulk + Sozin's Comet
- Near-infinite combat phases
- Near-infinite damage to all players
- Near-infinite +1/+1 counters on a creature
Commander Spellbook ↗How it works
Before you start
An opponent cannot block and kill The Incredible Hulk.
Steps
Cast Sozin's Comet from your hand by paying {3}{R}{R} or from exile for its foretell cost by paying {2}{R}, giving each creature you control firebending 5 until end of turn. Declare The Incredible Hulk as an attacker. Its firebending ability triggers, adding {R}{R}{R}{R}{R}. Holding priority, activate Pyrohemia by paying {R}, dealing 1 damage to each creature and player. The Incredible Hulk triggers, putting a +1/+1 counter on it, untapping it and giving you an additional combat phase after this one. Repeat from step 2 each combat phase.
Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.
Best commanders
Commanders whose abilities work with this card and share its colors, from what the cards do.
- Solphim, Mayhem DominusPyrohemia damages opponents and Solphim, Mayhem Dominus multiplies your damage.
- Torbran, Thane of Red FellPyrohemia damages opponents and Torbran, Thane of Red Fell multiplies your damage.
- Gisela, Blade of GoldnightPyrohemia damages opponents and Gisela, Blade of Goldnight multiplies your damage.
- Kuja, Genome Sorcerer // Trance Kuja, Fate DefiedPyrohemia damages opponents and Kuja, Genome Sorcerer // Trance Kuja, Fate Defied multiplies your damage.
- Neriv, Heart of the StormPyrohemia damages opponents and Neriv, Heart of the Storm multiplies your damage.
- Tor Wauki the YoungerPyrohemia damages opponents and Tor Wauki the Younger multiplies your damage.
- Hawkeye, Young AvengerPyrohemia damages opponents and Hawkeye, Young Avenger multiplies your damage.
- Rem Karolus, Stalwart SlayerPyrohemia damages opponents and Rem Karolus, Stalwart Slayer multiplies your damage.
- Taii Wakeen, Perfect ShotPyrohemia damages opponents and Taii Wakeen, Perfect Shot multiplies your damage.
- Rankle and TorbranPyrohemia damages opponents and Rankle and Torbran multiplies your damage.