So I played the base selfeisek list for the first time this past weekend and went 3-0-1, lost top 4.
Rd 1 - Burn, got pretty lucky here as game 1 he stumbled at 1 land, game 2 he curved out and beat me, then game 3 I drew Kambal and Dragon's Claw and I dont think he was prepared with any artifact destruction.
Rd 2 - Infect, again... lucky, he had no chance. 2-0.
Rd 3 - Elves, thank the matchmaking gods as a nice easy 3-0.
Rd 4 - Intentional Draw with Lantern. I really didnt want to play that deck anyway.
Top 4 - I have play vs Merfolk, a good buddy of mine. G1 I go discard into pyro into second pyro and continue casting cheap spells and am able to race his average hand. G2 I open with a rather weak hand but I remember there being a pyro and a shattering spree with an average amount of lands so I kept. He plays vial, I kill vial, then he proceeds to play a vapor snag and a couple lords while I attempt to kill lords and stick some kind of threat. It ends when he gets a master of waves out, even after i finally find and cast a reveler. G3 I had a 1land7 with no looting, a 0land6 and then a mediocre 5 keep. I just remember this one being a chump fest for me and my lingering souls until he landed a lord and swam all over me.
Overall, the deck ran pretty well and my lack of experience with the deck was prevalent. I probably could have went on to the top 2 vs the Elf player if I didnt have such bad opening hands in game 3.
There were a couple awkward things with the deck:
Burst lightning and Forked Bolt would often just be looting discard fodder or 2 damage to the face which didnt feel particularly useful. Lightning Helix with no godless shrine and RR for reveler and so few lands just felt horrible.
Monastery Swiftspear never really got more than 1-3 damage in for me and always just felt worse than T1 discard or often T1 looting looking to sculpt a better hand.
Bloodmoon G1 felt largely unnecessary in my small local meta as we have a skred player who frequents modern events(im sure would be better in an open meta).
Kolaghan's Command just sat in my hand most games. I can see the usefulness but more often than not I would burn through my hand and have a KCMD and Reveler and end up ditching the KCMD. Once again, that was vs a few fast decks and would understand its value in the longer grindier games.
As a final note, some changes I am contemplating to rememdy my brief experience with the deck:
-2 Swiftspear
-1 KCMD
-1 Blood Moon
-2 Helix
-2 Forked Bolt
-1 Burt Lightning
-1 Dreadbore(card i least wanted to cut but I dont see a lot of planeswalkers running around my meta)
+1 Blood Crypt
+4 Collective Brutality(this may be to many, but with the playset it leaves me 12 discard outlets for Fiery Temper)
+3 Fiery Temper(in the proposed shell, basically 5-8 lightning bolts with minimal effort)
+2 Fatal Push(i desperately craved a way to get master of waves off the board and between these and collective brutality that shouldnt happen again)
SB:
3 Blood Moon
4 Nihil Spellbomb/Leyline of the Void
3 Dragon's Claw
2 Wear Tear
2 Fatal Push
1 Shattering Spree
I feel with 4 MD Brutality, 4 IOK, and 3 Thoughtseize I can often put the big mana decks at the mercy of topdecking G1, while adding blood moon to the mix G2-3 and having a chance. **Untested**
Please post thoughts and critiques.
I can honestly say that I think Fiery Temper is too slow for this deck. While it's nice to discard and fire off a bolt to any target, a lot of the times were playing Looting on 1, which means we don't get to discard this for extra value and sometimes were tapped out when we play Bedlam Reveler to discard Temper. from my testing of it, it feels too slow and clunky when this deck is all about keeping options open and this kind of chokes our options. There are small decisions to make in the deck that is crucial to the success of it and I just think the slot is better used elsewhere. Concerning Collective Brutality I don't think there should be 4 in the 60. I like the list from GP Santa Clara where it played 4 in the 75 with 2 main and 2 in the board but I don't think 4 main is right. Going up to a 20th land I feel is correct for sure, though. I love Dreadbore as it gives options for Planeswalkers but if your local meta doesn't have many PW it should be put in the board. I love Blood Moon in the main though. It's such a great free win and I think it deserves a spot in the main after much testing. Rally the Peasants is an option to test. I tested it and loved it, winning in one big swing was very likely. But it feels more of a win more card than anything. I found by the time I was swinging with the team I was already winning as it was. But, it is something to test out and if you find it good, then by all means keep it!
He says the deck could possibly be "the deck" at the Pro Tour, but I sincerely doubt that. The best thing I think we're all hoping for is at least a solid top finish for the deck. It's super solid, and the pros should be looking at the deck and taking it seriously in my honest opinion. I love this deck so much, it's the most fun modern deck I've ever played, and I think we're all really hoping for a great finish at the PT! The Mardu Pyromancer hype continues!!!
So I'm bringing Mardu pyro to SCG Philly (only the modern tournament, not teams) and wanted some thoughts on some potential changes (from the usual list):
-1 Forked Bolt, -1 Burst Lightning
+2 Collective Brutality
I LOVE THIS CARD. It is so good, but is it better in the main deck than these 2 one drops? Not sure, maybe I should only bring in one.
For the Sideboard I don't have leylines or shattering spree, so I was thinking about:
2 Molten Rain, 3 Nihil Spellbomb, and possibly 2 Surgical Extration. What are your thoughts on these in the sideboard?
All of those changes are great. Molten Rain + Surgical is great to help battle Tron temporarily and to shut Valakut off of their main win con. Terminate and Dreadbore take care of the rest of the threats they have. The switches to drop Burst Lightning and Forked Bolt for Collective Brutality is solid as well; Collective Brutality is just one hell of a card, and every mode is relevant. I'd definitely up your curve very slightly to play Collective Brutality over the very weak Burst Lightning and the matchup dependent Forked Bolt. I've been considering dropping Helix for Brutality since it's much easier on our Mana to do that and it's just an amazing spell with every mode being relevant in every matchup.
Mardu Pyromancer also made top 16 in the Modern Classic this weekend at SCG Columbus. Great showing for the deck this weekend at GP Santa Clara as well; first big result in paper for the deck so far! Not sure how it did individually, the player on the deck could have been carried by their team to make it to top 4. Nonetheless, Mardu Pyromancer is getting the attention and recognition it deserves! Really some super exciting stuff!
Has anyone tested out Dark Confidant over Monastery Swiftspear? Or is the extremely rare chance that you hit a Bedlam Reveler too risky? I've been playing a stock list with the only change being no Blood Moon main (replaced with Fatal Push) and one additional Lightning Helix. Swiftspears just seem to underperform. Most of the time I would rather be casting a discard spell or looting, holding up bolt or fetching without shock turn one. I end up discarding them to looting a lot so I'm just looking for something a little better.
I like the two swiftspears in the main. They're great to put the pressure early and they are great in the late game since you can pump them with prowess triggers. I'm actually trying to look for a spot for the third swiftspear.
Finally someone else on Swiftspear! Felt like a lone ranger with the Swiftspear love. It's just good in most points of the game in most matchups. Glad it's successful for you, too!
Has anyone tested out Dark Confidant over Monastery Swiftspear? Or is the extremely rare chance that you hit a Bedlam Reveler too risky? I've been playing a stock list with the only change being no Blood Moon main (replaced with Fatal Push) and one additional Lightning Helix. Swiftspears just seem to underperform. Most of the time I would rather be casting a discard spell or looting, holding up bolt or fetching without shock turn one. I end up discarding them to looting a lot so I'm just looking for something a little better.
This has been talked about a lot, but do not ever play Dark Confidant along Bedlam Reveler. Never ever. Seems like a great idea until you find yourself taking 8 out of nowhere. As far as creatures go to replace Swiftspear, I don't think there is any other substitute. Swiftspear applies pressure early and helps late game when we draw it off Bedlam Reveler and have a hand with a few burn spells in it. For instance, I drew one and a Young PZ and a land off Bedlam Reveler, played Young PZ and then next turn I drew another Reveler, played Swiftspear, played the Reveler, and was able to throw a Bolt and Helix at the opponent against humans. Granted, I had a lot of lands in play which isn't always going to happen (thank you Faithless Looting) but the Swiftspear was able to outsize their creatures by that point. I personally think the card is solid in this deck, even if it's one of the worst cards we can play. If you want to try something else, there was a list that recently 5-0'd a league this week that had spells in place of the Swiftspears. Collective Brutality is a catch all kind of card, and every mode is relevant in any matchup. K-command is something else to consider as well. Hope this helps!
@doomfall19 why it doesn't synergize with our creatures? Because we have to discard for lili? I can't afford blood moon right now, but I got 2 lili ^^
I thought Prowess worked like Young PZ's ability did at first, so I was mistaken. Sorry for the confusion. It does synergize with our threats aside from You guys PZ, so if it works and you like it, try it out by all means!
Hey guys, I'm new here what do you think about 2 liliana of the veil main deck? I speak for the pyromancer list
If you're playing Blood Moon in the main, you gotta account for the double black mana cost of her. It doesn't exactly synergize with the creatures if you play the original 10 creatures, but the power of LotV is undeniable. I'd go no more than one in the main 60. Something else I'd try is Collective Brutality in the main; the card is powerful and works really well in this deck as is. Does not hurt to test LotV, though!
Sorry to double post, but Cory Burkhardt (sorry if I misspelled his name) posted an article on CFB of Rat Moon, but mixed with Mardu Pyromancer. Comments I have are:
1.) Wow this deck really wants Lingering Souls; and
2.) No sure if we go in being all in on Blood Moon or not with Pack Rat.
I'm kind of attached to Monastery Swiftspear in the original list; it's been so good for me personally. Pack Rat seems good, but I'm not too sure. I'd love to know what anyone else has to say about it!
Ye it's more of a budget concern than anything. I'd go with a 3/3 split with thoughtseize and inquisition once I get my 3rd copy.
Oh I see. My thinking runs somewhat the reverse of yours when it comes to faithless looting. I feel confident keeping one-landers with a looting in my hand. I can use it to dig through the deck for the 2nd land, which is what I feel the deck needs to work quite well. Never had a problem with 2 lands in play unless I really need to cast K-Command. Souls can just be tossed with looting so the majority of the deck is really just 2 cmc.
As for the third K-Command, I originally had 3 but had to trim it down to 2 due to it being an expensive spell (@ 3cmc). I frequently find myself holding on to it, discarding it to faithless looting, or to reveler itself. But when it gets to be cast, it's amazing.
I am in the same boat with K-Command. Sometimes it just feels so good; it's such an incredible Magic card. Regarding FL, I agree with you. I've just gotten punished sometimes for keeping one-landers and not finding the lands I need in time xP It's more of a variance issue than anything, I guess. I might have to go back to testing with 19 lands and see what I think.
Hi guys! Haven't posted in forever, but after a lot of testing and a lot of time playing the deck, I have come back to playing something closer to Selfeisek's version of Mardu Pyromancer. I have the 20th land in place of one K-Command, and one less Forked Bolt and have omitted the Burst Lightning for two Fatal Push in the main. What I have, being that it's closest to the original version, feels SO much better than anything else I've tried. Every card is amazing in the deck. I was wondering what anyone else's thoughts and testing has been?
Hello. I'm glad I'm not alone with including Fatal Push in the main. That card is good against a lot of decks.
My meta has a lot of 8-whack, elves, affinity, humans, and other creature-based aggro decks. From my testing, the deck works well against any DS variant and against most decks that have tiny creatures due to Young Pyromancer and Lingering Souls. Kolaghan's Command is really good in buying back a threat, having the burn player discard their card after their draw step when they are hellbent, going 2-for-1 against affinity and more. Forked Bolt is good against affinity and tiny creatures. Terminate I find too slow to have more than 1 in the main.
Haven't played a lot of storm so I don't know how that might go. A little graveyard hate from the SB helped me when I played against them. But then again I have 2x Grafdigger's Cage, 1x Rest in Peace, and 1x Rakdos Charm to help me. I have 2 cages due to the prevalence of dredge in my meta. Rest in Peace hurts us as well so I'd be wary in using that. However, I'm limited by my budget so I don't have Leyline of the Void, which is the superior option.
My meta has no tron up until 2 weeks ago so I don't have Blood Moon in my 75. But they started showing up recently together with scapeshift that I feel I need to do some tweaks to combat them.
How has the 20th land do for you? I once went to 21 lands and went back down to 19 due to how frequently I feel I encounter mana flood.
Seems great to me! Like your list of spells. Any reason not to have the third Thoughtseize in the main? I guess probably budget concerns?
20 lands feels just right, and definitely no more than that. When I was on 19, I frequently got stuck on 2 lands during a game. This deck really wants the third land, and sometimes the fourth in a game. Faithless Looting is an all-star in this deck, really helping with ensuring you get the right combination of spells and lands, and when there is too many lands in your hand, just discard the lands appropriate to the situation you're in. An extra spell seems really great, and I really do wish I had a third K-Command sometimes, but I'd much rather play Magic by making land drops than wishing I could do just that. Just my two cents on the 20th land.
Hi guys! Haven't posted in forever, but after a lot of testing and a lot of time playing the deck, I have come back to playing something closer to Selfeisek's version of Mardu Pyromancer. I have the 20th land in place of one K-Command, and one less Forked Bolt and have omitted the Burst Lightning for two Fatal Push in the main. What I have, being that it's closest to the original version, feels SO much better than anything else I've tried. Every card is amazing in the deck. I was wondering what anyone else's thoughts and testing has been?
I'm usually disinterested in 60 card formats, but with the rise of Mardu I find myself finally being intrigued enough to step in and take an active interest and particpate.
Blood Moon, Fulminator Mage, and Molten Rain all seem like better options for fighting Tron than Anguished Unmaking. The best way to stifle Tron is to attack their real combo engine: their Tron lands. The Moon is the cleanest answer because it eliminates all three Tron lands as viable mana sources and cuts of future copies of each card as well. It also shuts off Eldrazi Temple if you're facing Eldrazi Tron (the superior option in my opinion). Their only real answer against the Moon is a resolved All is Dust or an activated Oblivion Stone. However, the cost of screwing our own mana base seems way too high. Stax strategies are usually effective because their Stax cards (Trinisphere, Thorn of Amethyst, etc.) help buy time for their permanent based win conditions to get there. I don't see that there are too many incarnations of Mardu where there is a high enough density of permanents to actually close the game. Especially Reveler lists. In short, I think that the Moon hinders our strategy enough to help buy our opponents extra turns instead of being a nail in the coffin that it needs to be.
I've been thinking about where I perceive the meta-game to be at this current state. It seems like Humans, Tron, Storm, Death's Shadow variants, and Burn are the big players in the game, with Jund, Abzan Vizier Combo, Jeskai Control, and Merfolk rounding it out. First, that's a huge meta-game to prepare for, which is kind of cool as an EDH player to observe. There are a ton of different strategies and cards to account for, which is a challenge I like. Anyways, of the decks that make out the top players, I've always been attracted to Burn. It's a clean way to kill people and requires that each card be maximized in terms of efficiency. I like that. It's vulnerable to a lot interesting hate cards, but it's always been pretty consistently at the top.
In light of those observations, I think I'd like to submit a list for review here. It's a mid-range take on Burn with the absolutely vital elements of discard that B brings to the table. I've thought about each slot pretty thoroughly, and I'll explain each card choice as to why it's included in this list.
I play the 61st land as a self-imposed "lucky" card. I don't know why, but when I played Standard aeons ago I always played 61 cards and it helped either make me feel lucky or increase my luck. But that's besides the point.
Lightning Bolt - I feel is very obvious. It defines pretty much every format it's legal in. What's important about the card is that you understand the role that you play from the beginning of the game, as that determines how this card is used. Do you need to be the control player? Or do you need to be the Aggro player? Bolt can function either way, but it's a very important spell in either regard so it needs to be used wisely.
Lightning Helix - Aggro-Tempo decks are very powerful, and this spell helps shorten the clock or kill an enemy creature, all while buying us some time with its built-in lifegain ability. Similar to Bolt, a great card.
Goblin Guide - I really think that the best way to approach a format is by being proactive. The Guide is simply the best R 1 drop, ever, and puts a ton of pressure on an opponent from T1 onwards. It's a staple in the Burn archetype for a reason and I think it's the best T1 play a deck could be doing. Maybe Bolt is better.
Hellspark Elemental - this is a card choice I'm keen to explain. With the rise of both Fatal Push and the heavy rise of discard as the control route of choice, threats absolutely need to be resilient to discard and cheap removal. I think it's why Snapcaster Mage and Lingering Souls are so well positioned; they help you recover cards that an opponent forced you to discard. Cards with flashback or Unearth are therefore sources of virtual card advantage. Hellspark fits the bill on being a resilient threat that you can recur from the 'yard to continue pressuring the opponent. It's especially good since you can happily discard it to escalate Collective Brutality and not miss too much on tempo. It's also a ton of fun to have someone Bolt it the first time only for you to Unearth it later for value. I think Hellspark and Lingering Souls are great cards because of their resiliency.
Lingering Souls - probably the reason to play Mardu in the first place. It can spawn an instant chump blocking force, it can create a swarm of Spirits to close out the game via Aggro, and it has Flashback to create a late-game presence in the case that you and your opponent are in top-deck mode. A fantastic card, I think it's one of the better cards in the whole format.
Blightning - this is a card I'm very interested in people's opinions of. I think that in the current climate of discard and cheap removal, whoever has the most cards in hand can win. Blightning simply ensures that the shredding of hands we do throughout the course of the game via Thoughtseize, Inquisition of Kozilek, and Collective Brutality stays effectual. It also deals more damage to the dome than its competitor, Kolaghan's Command. I think that the extra damage and the extra card that Blightning offers is marginally superior to K-Command, but I could see the utility and value of K-Command outweighing Blightning. Testing will tell, I suppose.
Collective Brutality - pretty much the sleeper hit of Eldritch Moon in my opinion. All 3 modes are totally relevant for the meta-game, and we are happy to pitch [CARD}Lingering Souls[/CARD] and Hellspark Elemental to its Escalate cost in order to get more value. It forces additional discard, kills early creatures, buffers our life, AND shortens the clock against opponents. A fantastic tempo card, I think this card could easily go up to a 4-of.
Thoughtseize - like Lightning Bolt, you need to understand the role that you're playing once you sit down for the game. Do you need to prioritize removing their combo pieces, their early game plays, or their late-game bombs? That decision rests on what you know of your opponent. It's also important to determine if you should play it first or a Burn spell first. I personally like to play discard first, so that I know what I'm up against and then craft a strategy around that. You also want to disrupt their strategy as quickly as possible so that your burn spells are more effective.
Inquisition of Kozilek - see Thoughtseize. It rounds out the classic discard suite that defines Modern right now.
Path to Exile - there are a ton of threats that Bolts and their variants can't kill. Some stupidly pumped Thalia's Lieutenant, Wurmcoil Engine, Tarmogoyf, Death's Shadow, most of the Eldrazi creatures, the Delve creatures, etc. Path gets rid of them all for a clean CMC that's is very cheap.
Fatal Push - this card has pretty much revamped the entire Modern format and heavily influenced Legacy already. Play it because it helps us clear the board of blockers so that Goblin Guide and Hellspark Elemental can push through for damage. Hellspark and Fetch-lands trigger the Revolt trigger, so you can frequently trade up with the Push to kill bigger creatures, notably Huntmaster of the Fells.
The land package is fairly straightforward, I think, so I won't delve into those choices too much.
The Sideboard is configured to beat Tron, Affinity, Dredge, Tarmogoyf decks, Storm, and a few other supplemental cards against Aggro strategies. Hazoret the Fervent is a really cool card that is a great topdeck. It also helps keep the pressure on to help close the game. I really want to find a spot for it in the maindeck, but just a singleton.
Anyways, this list is different from the Reveler and Planeswalker lists that are popular, and I think it might be a viable strategy to attack the meta-game in a unique and proactive way.
K-Command is completely better than Blightning for that Mana cost. K-Command can buy Hellspark elemental back and destroy an artifact, shock face or a creature, or have the opponent discard a card, which is way more flexible and compresses four cards into one, essentially. Blightning is great but I'd take K-command any day.
I can honestly say that I think Fiery Temper is too slow for this deck. While it's nice to discard and fire off a bolt to any target, a lot of the times were playing Looting on 1, which means we don't get to discard this for extra value and sometimes were tapped out when we play Bedlam Reveler to discard Temper. from my testing of it, it feels too slow and clunky when this deck is all about keeping options open and this kind of chokes our options. There are small decisions to make in the deck that is crucial to the success of it and I just think the slot is better used elsewhere. Concerning Collective Brutality I don't think there should be 4 in the 60. I like the list from GP Santa Clara where it played 4 in the 75 with 2 main and 2 in the board but I don't think 4 main is right. Going up to a 20th land I feel is correct for sure, though. I love Dreadbore as it gives options for Planeswalkers but if your local meta doesn't have many PW it should be put in the board. I love Blood Moon in the main though. It's such a great free win and I think it deserves a spot in the main after much testing. Rally the Peasants is an option to test. I tested it and loved it, winning in one big swing was very likely. But it feels more of a win more card than anything. I found by the time I was swinging with the team I was already winning as it was. But, it is something to test out and if you find it good, then by all means keep it!
He says the deck could possibly be "the deck" at the Pro Tour, but I sincerely doubt that. The best thing I think we're all hoping for is at least a solid top finish for the deck. It's super solid, and the pros should be looking at the deck and taking it seriously in my honest opinion. I love this deck so much, it's the most fun modern deck I've ever played, and I think we're all really hoping for a great finish at the PT! The Mardu Pyromancer hype continues!!!
All of those changes are great. Molten Rain + Surgical is great to help battle Tron temporarily and to shut Valakut off of their main win con. Terminate and Dreadbore take care of the rest of the threats they have. The switches to drop Burst Lightning and Forked Bolt for Collective Brutality is solid as well; Collective Brutality is just one hell of a card, and every mode is relevant. I'd definitely up your curve very slightly to play Collective Brutality over the very weak Burst Lightning and the matchup dependent Forked Bolt. I've been considering dropping Helix for Brutality since it's much easier on our Mana to do that and it's just an amazing spell with every mode being relevant in every matchup.
Finally someone else on Swiftspear! Felt like a lone ranger with the Swiftspear love. It's just good in most points of the game in most matchups. Glad it's successful for you, too!
This has been talked about a lot, but do not ever play Dark Confidant along Bedlam Reveler. Never ever. Seems like a great idea until you find yourself taking 8 out of nowhere. As far as creatures go to replace Swiftspear, I don't think there is any other substitute. Swiftspear applies pressure early and helps late game when we draw it off Bedlam Reveler and have a hand with a few burn spells in it. For instance, I drew one and a Young PZ and a land off Bedlam Reveler, played Young PZ and then next turn I drew another Reveler, played Swiftspear, played the Reveler, and was able to throw a Bolt and Helix at the opponent against humans. Granted, I had a lot of lands in play which isn't always going to happen (thank you Faithless Looting) but the Swiftspear was able to outsize their creatures by that point. I personally think the card is solid in this deck, even if it's one of the worst cards we can play. If you want to try something else, there was a list that recently 5-0'd a league this week that had spells in place of the Swiftspears. Collective Brutality is a catch all kind of card, and every mode is relevant in any matchup. K-command is something else to consider as well. Hope this helps!
I thought Prowess worked like Young PZ's ability did at first, so I was mistaken. Sorry for the confusion. It does synergize with our threats aside from You guys PZ, so if it works and you like it, try it out by all means!
If you're playing Blood Moon in the main, you gotta account for the double black mana cost of her. It doesn't exactly synergize with the creatures if you play the original 10 creatures, but the power of LotV is undeniable. I'd go no more than one in the main 60. Something else I'd try is Collective Brutality in the main; the card is powerful and works really well in this deck as is. Does not hurt to test LotV, though!
1.) Wow this deck really wants Lingering Souls; and
2.) No sure if we go in being all in on Blood Moon or not with Pack Rat.
I'm kind of attached to Monastery Swiftspear in the original list; it's been so good for me personally. Pack Rat seems good, but I'm not too sure. I'd love to know what anyone else has to say about it!
I am in the same boat with K-Command. Sometimes it just feels so good; it's such an incredible Magic card. Regarding FL, I agree with you. I've just gotten punished sometimes for keeping one-landers and not finding the lands I need in time xP It's more of a variance issue than anything, I guess. I might have to go back to testing with 19 lands and see what I think.
Seems great to me! Like your list of spells. Any reason not to have the third Thoughtseize in the main? I guess probably budget concerns?
20 lands feels just right, and definitely no more than that. When I was on 19, I frequently got stuck on 2 lands during a game. This deck really wants the third land, and sometimes the fourth in a game. Faithless Looting is an all-star in this deck, really helping with ensuring you get the right combination of spells and lands, and when there is too many lands in your hand, just discard the lands appropriate to the situation you're in. An extra spell seems really great, and I really do wish I had a third K-Command sometimes, but I'd much rather play Magic by making land drops than wishing I could do just that. Just my two cents on the 20th land.
K-Command is completely better than Blightning for that Mana cost. K-Command can buy Hellspark elemental back and destroy an artifact, shock face or a creature, or have the opponent discard a card, which is way more flexible and compresses four cards into one, essentially. Blightning is great but I'd take K-command any day.