T1: plains, Kor Duelist
T2: plains, Adventuring Gear, equip it to Duelist, swing for 2
T3: plains, Trusty Machete, equip Machete to duelist, swing for 10,
He plays a ground guy during his T3.
T4: plains, kicked Kor Aeronaut targeting Duelist, swing for lethal
Horseshoe Hermit: Rites can still help a little for your SB cards like Meddling Mage and definitely a good card to use against some of the meta's weapons, like Broodmate Dragon, BSA, Malakir Bloodwitch among other candidates, and even a kicked Rite on Gatekeeper of Malakir or even Sphinx of Lost Truths can ensure a blowout.
I might go for the taplifelands myself if I do not include 1 drops to be honest.
Spreading Seas out of the board. Goblin Ruinblaster works too. Relic of Progenitus can also work. Jund Charm works. There's a lot out there to deal with graveyard shenanigans.
Whats the general thoughts on the lucky charms combo version? is it playable and if so what would the ideal decklist look like. me and my states group are pushing to have one combo player this year and Warp World is just disappoiting and Pyromancers Ascension is so much more fun lol
Make sure it is well tuned to beat Jund. For that, RGWU is better than BRGW, because you have access to Swerve and Double Negative. The card draw spells are nice too. Divination with an active Ascension is a powerful play.
Another note: Pithing needle is pretty useful in the sideboard as well. Use it to name Hexmage in the Vamp matchups or a planeswalker if you happen to have that one.
Also stops anyone planning to beat you with Luminarch Ascension.
I have been trying to find more Day of Judgment but my local store does not have any yet. I know, however, that I can get more 2 more of Scourglass. Should I try to do that, or go online to buy more of DAy of Judgement???
I am having trouble with the control aspect of this deck. I really miss the blue `permission' spells. I won once the other day, but my life was down to 2 . I should be able to get a few of Enigma Sphinx's tommorow at the magic shoppe and add them. I guess I still need some help with this deck.
sorry but "cast" is not in question with cascade. it only asks when you "play - (this spell)"... copies are concidered played too.
copies trigger cascade effects.
Play = cast.
You only cascade once off a cascade spell, even if it's copied. You DO get to copy the effect though. So if you play Captured Sunlight with an active Pyro on your side, you still gain 8 life, but you only cascade once.
Yea, I've lost only one game playing any Grixis-color deck after I resolved a Cruel. I only lost it to Vamps because I was at 5 pre-Cruel and they had Malakir Bloodwitch, Vampire Nocturnus, and Guul Draz Vampire ready to kill me.
What happens? Does the captured sunlight get copied because the two cascaded spells resolve first? Or does it not get copied because when I "cast" it, there weren't two counters on the ascensions? I'm leaning toward the second one.
Pyromancer's Ascension only checks on how many counters are on it when an instant or sorcery is cast (not resolved), so assuming nothing other than what was given, the Captured Sunlight won't be copied.
It is a necessary at least 3-of, better than banefire I think....
It changes games in your favor immensely and wins ones you have no business winning (-6 Cards, -10 life, -2 creatures?? you get + 6 cards, + 10 Life = ridickulous reset)
If you hit your opponent with even one Cruel, they have a hard time getting up.
I don't think Magosi would work in a meta that is pretty much all bushwhacker or jund aggro with a dash of pyromancer variants thrown in. Giving Boros Bushwacker an extra turn early on is pretty much asking them to put the knife to your throat.
So there were 3 Pyro Ascension variants at my 13 person FNM tonight. Of course, a Jund deck won. My Lucky Charms variant has a surprisingly good matchup against Bushwacker Boros, with Volcanic Fallout/Jund Charm being something that those decks can't recover from.
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T2: plains, Adventuring Gear, equip it to Duelist, swing for 2
T3: plains, Trusty Machete, equip Machete to duelist, swing for 10,
He plays a ground guy during his T3.
T4: plains, kicked Kor Aeronaut targeting Duelist, swing for lethal
You can't pay kicker costs on a clone.
Make sure it is well tuned to beat Jund. For that, RGWU is better than BRGW, because you have access to Swerve and Double Negative. The card draw spells are nice too. Divination with an active Ascension is a powerful play.
Also stops anyone planning to beat you with Luminarch Ascension.
Tezzy looks out of place in that build.
Play = cast.
You only cascade once off a cascade spell, even if it's copied. You DO get to copy the effect though. So if you play Captured Sunlight with an active Pyro on your side, you still gain 8 life, but you only cascade once.
Yea, I've lost only one game playing any Grixis-color deck after I resolved a Cruel. I only lost it to Vamps because I was at 5 pre-Cruel and they had Malakir Bloodwitch, Vampire Nocturnus, and Guul Draz Vampire ready to kill me.
Only if it's targeting a single spell.
Pyromancer's Ascension only checks on how many counters are on it when an instant or sorcery is cast (not resolved), so assuming nothing other than what was given, the Captured Sunlight won't be copied.
If you hit your opponent with even one Cruel, they have a hard time getting up.