Pyrohemia
Tracked across real Commander games played through TurnZero HQ.
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What it does
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.
Combos with Pyrohemia
Lines this card is part of — what it needs alongside it, and what the two of them do. An infinite result is the one that moves a deck's bracket.
- Ojer Axonil, Deepest Might // Temple of Power Infinite
- Each opponent loses the game
- Near-infinite damage
- Maha, Its Feathers Night Infinite
- Destroy all creatures opponents control during each turn
- Raphael, Ninja Destroyer Infinite
- Near-infinite damage to all players
- Smaug the Impenetrable Infinite
- Near-infinite damage to all players
- Near-infinite damage to creatures
- Near-infinite artifact ETB
- Near-infinite artifact LTB
- Near-infinite artifact sacrifice triggers
- Blightsteel Colossus Fiendlash Infinite
- Each opponent loses the game
- Vigor Crystalline Crawler Infinite
- Near-infinite +1/+1 counters on most creatures you control
- Near-infinite damage
- Polyraptor Earthcraft Infinite
- Near-infinite creature tokens
- Near-infinite damage to creatures
- Near-infinite damage to all players
- Near-infinite death triggers
- Near-infinite creature ETB
- Near-infinite creature LTB
- Near-infinite mana basic lands you control can produce
- Cacophodon Rite of Passage Infinite
- Infinite damage
- Near-infinite +1/+1 counters
Showing the 8 shortest and most explosive. This card appears in more than these — follow any of them through to Commander Spellbook to browse the rest.
Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.
Rulings
3 official rulings, in the order Wizards published them.
- 2004-10-04
Each activation is considered a new damage effect. An activation can only be 1 point of damage.
- 2011-06-01
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
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.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Pyrohemia, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Solphim, Mayhem Dominus | 1 | 3 | — |
| Mahadi, Emporium Master | 1 | 1 | — |
| Deadpool, Trading Card | 1 | 0 | — |
Colors it shows up in
- Rakdos 2 decks
- Mono-Red 1 deck
Every version of Pyrohemia
5 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly — a printing with no figure shows a dash rather than a zero, because Scryfall genuinely publishes none for some of them.

Inverted
Secret Lair Drop
- Normal
- $16.54
- Foil
- $16.49

The List
- Normal
- $13.70

Commander Anthology
- Normal
- $14.04

Commander 2011
- Normal
- $13.68

Planar Chaos
- Normal
- $13.71
- Foil
- $65.00
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Pyrohemia — a name search across every version, for the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only — no individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.