My final note is that I really like Authority of the Counsuls for my sideboard. It's great against a lot of the aggro decks and slow down some of the degenerate decks. Another added bonus is that the opponent has less blockers for our threats. I am giving this puppy a try for a bit.
Is there any room in the mana base for Eiganjo Castle in Geist builds?
I think there is. Especially if you aren't running a Plains. There probably isn't room in the aggressive versions of the deck, but in the more controlling/midrange versions there is definitely room.
Tested the deck this week with some revisions.. was actually fairly happy with them but i do believe more testing will be required. List below for reference.
I cannot remember my other 2 Sideboards at the moment. In any case, i dropped down to 18 lands for testing as i am not running a total of 10 regular cantrips and then another 4 in the form of Remand.. I never missed a land drop, however once i have 4-5 lands it kinda sucks to draw land still. I also am testing out Young Pyromancer instead of the Swiftspear in my build now and i must say there was never a time where i didnt like having her and never did i wish she was a swiftspear.. I lost the early game dmg from her on turn 1 / 2 but i gained more value in tokens for chump blockers / swarming and for drawing out removals thereby setting my opponant back on thier game plan since they needed an answer to her. One thing to i have been back and fourth with is how many counterspells to run and which ones, i was having lots of time before where my deck was not playing true to the Jeskai way in the sense that I was not playing a threat and backing it up.. I was playing more of a "cast a threat, hope you dont remove it, and then i kill your threats" type of game, I felt i had some more control over the game with the additional counterspells but i have debated which ones i wants to use... Mana Leak it just a bad combo with the Path to Exile that if i was t put any in it would be maybe 1-2 and at that point i feel like Deprive or Logic Knot might be better instead as my hard counter.
Game 1: vs Jeskai Control
This deck was running Geist, Thalia, and Nahiri main board, and sadly the only thing that killed me in these games was lack of mana (i was still trying to run 19 land in 61 card.. strange dropping 1 land i became more consistant)
G1 - He wins with a resolved geist and i had nothing to take card of it.. not even a blocker
*8Sideboard i bring in my Negate, Dispels, Unsibstantiate, and changed Boros for Spell Snare (it remained MB after this)
G2 - I won with a resolved Geist and i beat the counter war, he tried to path my angel, i remanded, he dispeled remand... i dispeled his dispel.. feels good
G3 - Nahiri is bad Mkay? Death by Nahiri
Game 2: vs RG Tron
The only thing to say about this is.. Ulamag & The Green Eldrazi Land Destruction guy... HURT
Game 3: vs Deaths Shadow
G1 - Had Geist Turn 3 and just kept playing removal on all his creatures. Geist takes the cake.
G2 - Delerium Grim Flayer on Board w/ Deaths Shadow to my Pyro and 5 Tokens, Block Grim flayer with token and Bolt, then Path Deaths Shadow. My turn attack with everything, cast Serum Visions drawing Lightning Bolt, Bolt him for 3, cast Reveler, discard nothing draw Probe, Land Helix.. next turn with with tokens and Big Reveler.
Game 4: vs R/G Warewolves
I dont remember alot of this one but i won G1 and G3 due to just removing everything that hit the board, G2 i lost for not getting anything. no removal not creatures just land.
Game 5: UW Control
G1: Resolved geist early and killed him before he could board wipe
*Sideboard in Dispel, Negate, Spell Queller, out 1 Probe, 2 Path
G2: This was the Counterwar game, thanks to probe i knew he had them in hand. I played the counter war against his Leyline. I played Remand, he Mana Leaked my Remand, I cast Negate. Cast a couple Pyromancers the following turns which died to Paths. Lots of mana on board each side i knew he had 3 Snapcaster and 1 Cryptic Command and 1 Mana Leak, I had to play around these now, he was at 3 life and i drew a Helix so i had to force counters. I cast Reveler for 2 mana, he Mana Leaks, I cast Snapcaster, he Snapcaster Logic Knots me for 7 as i had 6 mana open, i allowed it, cast path targeting his Thing in the ice, he Cryptic Commands and taps out.. LIghtning Helix to the face.
Game 6: vs R/B/G Land Destruction
G1 - I lost horribly to a resolved Thrun the Last Troll, nothing interesting in this game
G2 - I win through constantly drawing up land, and having a resolved Geist and Flipped Delver
G3 - This was back and forth but i eventually got overwhelmed by a Tarmagoyf and 0 land left on the field.
I know my game recaps are kinda bad haha but they are there. all in all i was satisfied with the deck and they way it functioned as Young Pyro (i know i didn't touch on her lots) but when she came down she did work every time. Now it's just a matter of the Counterspells.. Spell Snare is amazing so far.
alrighty gang this is the thing im sleveing up for tomorrow.
finally have what i need for the deck! this is a very rough draft but i plan on testing this and seeing how it fairs up here. I may be thinking about going more heavy prowess build with stormchaser, more revelers, temur battle rage, but we will see how this turns out tomorrow night. I have store credit, but i didn't have any vapor snag or emerge unscathed. if people think i need them i will definitely pick some up for my modern tuesday
I am a fierce advocate of Vapor Snag however, its also a style issue.
Your deck looks good enough without it. 2 Unsubstantiate gives you options without Vapor Snag anyways.
Just be mindful when you tap out for Geist as my personal line of play is I never tap out for something as impactful as Geist unless I have a tempo card in hand that I can disrupt like Vapor Snag, counter magic, etc as a subsequent swing for 6 with Geist is usually enough to finish the game so make it count.
Tested the deck this week with some revisions.. was actually fairly happy with them but i do believe more testing will be required. List below for reference.
I cannot remember my other 2 Sideboards at the moment. In any case, i dropped down to 18 lands for testing as i am not running a total of 10 regular cantrips and then another 4 in the form of Remand.. I never missed a land drop, however once i have 4-5 lands it kinda sucks to draw land still. I also am testing out Young Pyromancer instead of the Swiftspear in my build now and i must say there was never a time where i didnt like having her and never did i wish she was a swiftspear.. I lost the early game dmg from her on turn 1 / 2 but i gained more value in tokens for chump blockers / swarming and for drawing out removals thereby setting my opponant back on thier game plan since they needed an answer to her. One thing to i have been back and fourth with is how many counterspells to run and which ones, i was having lots of time before where my deck was not playing true to the Jeskai way in the sense that I was not playing a threat and backing it up.. I was playing more of a "cast a threat, hope you dont remove it, and then i kill your threats" type of game, I felt i had some more control over the game with the additional counterspells but i have debated which ones i wants to use... Mana Leak it just a bad combo with the Path to Exile that if i was t put any in it would be maybe 1-2 and at that point i feel like Deprive or Logic Knot might be better instead as my hard counter.
Game 1: vs Jeskai Control
This deck was running Geist, Thalia, and Nahiri main board, and sadly the only thing that killed me in these games was lack of mana (i was still trying to run 19 land in 61 card.. strange dropping 1 land i became more consistant)
G1 - He wins with a resolved geist and i had nothing to take card of it.. not even a blocker
*8Sideboard i bring in my Negate, Dispels, Unsibstantiate, and changed Boros for Spell Snare (it remained MB after this)
G2 - I won with a resolved Geist and i beat the counter war, he tried to path my angel, i remanded, he dispeled remand... i dispeled his dispel.. feels good
G3 - Nahiri is bad Mkay? Death by Nahiri
Game 2: vs RG Tron
The only thing to say about this is.. Ulamag & The Green Eldrazi Land Destruction guy... HURT
Game 3: vs Deaths Shadow
G1 - Had Geist Turn 3 and just kept playing removal on all his creatures. Geist takes the cake.
G2 - Delerium Grim Flayer on Board w/ Deaths Shadow to my Pyro and 5 Tokens, Block Grim flayer with token and Bolt, then Path Deaths Shadow. My turn attack with everything, cast Serum Visions drawing Lightning Bolt, Bolt him for 3, cast Reveler, discard nothing draw Probe, Land Helix.. next turn with with tokens and Big Reveler.
Game 4: vs R/G Warewolves
I dont remember alot of this one but i won G1 and G3 due to just removing everything that hit the board, G2 i lost for not getting anything. no removal not creatures just land.
Game 5: UW Control
G1: Resolved geist early and killed him before he could board wipe
*Sideboard in Dispel, Negate, Spell Queller, out 1 Probe, 2 Path
G2: This was the Counterwar game, thanks to probe i knew he had them in hand. I played the counter war against his Leyline. I played Remand, he Mana Leaked my Remand, I cast Negate. Cast a couple Pyromancers the following turns which died to Paths. Lots of mana on board each side i knew he had 3 Snapcaster and 1 Cryptic Command and 1 Mana Leak, I had to play around these now, he was at 3 life and i drew a Helix so i had to force counters. I cast Reveler for 2 mana, he Mana Leaks, I cast Snapcaster, he Snapcaster Logic Knots me for 7 as i had 6 mana open, i allowed it, cast path targeting his Thing in the ice, he Cryptic Commands and taps out.. LIghtning Helix to the face.
Game 6: vs R/B/G Land Destruction
G1 - I lost horribly to a resolved Thrun the Last Troll, nothing interesting in this game
G2 - I win through constantly drawing up land, and having a resolved Geist and Flipped Delver
G3 - This was back and forth but i eventually got overwhelmed by a Tarmagoyf and 0 land left on the field.
I know my game recaps are kinda bad haha but they are there. all in all i was satisfied with the deck and they way it functioned as Young Pyro (i know i didn't touch on her lots) but when she came down she did work every time. Now it's just a matter of the Counterspells.. Spell Snare is amazing so far.
Thanks for the write up. I love reading these types of posts. They give soooo much information about how the deck actually plays out.
I have said many times that this deck can really be built is so many different ways. Whatever way fits your playstyle and fits your meta is what the player should play. I also have thought about playing Young Pyromancer in the past, however it just doesn't fit with what I am trying to do with my personal build. I often struggle with trying to get too much out of my main deck and sometimes get away from the more linear strategy I should be playing with my style of deck. With that said, your deck looks like a great example of a jeskai way or jeskai prowess deck that is just as competitive, but just plays a different playstyle.
I too have been trying to get more counter magic/disruption in my main deck. I will never cut Negate or Dispel from the sideboard because I really like being able to side into a more straight up tempo deck with a larger number of counter spells. I am currently running 2x Remand, 2x Unsubstantiate, 1x Spell Pierce in the main deck. I would really like to add at least one more counter spell to the main deck, most likely Spell Snare or another copy of Spell Pierce. I am also currently running one copy of Echoing Truth which has been very good, however, if it begins to under perform, I might turn this into a counter spell. So far it has been very helpful against random Worship, Chalice of the Void, Pyromancer's Ascensions, etc. It's nice to have another way to deal with the janky enchantments/artifacts if even for only a turn. I might have to add another Wear/Tear[ to the sideboard as well, but Echoing Truth also has the additional benefit that it can bounce a creature or planewalker in game one or the pre boarded games.
I would say that in a less aggressive build that more counter magic would probably be beneficial. Counters are great with young pyromancer. They just don't work as well with Bedlam Reveler. I'm sure there is a perfect number or happy medium, I just don't know what that number is because I haven't tested that style yet. If they deck is working well I wouldn't change much of anything.
alrighty gang this is the thing im sleveing up for tomorrow.
finally have what i need for the deck! this is a very rough draft but i plan on testing this and seeing how it fairs up here. I may be thinking about going more heavy prowess build with stormchaser, more revelers, temur battle rage, but we will see how this turns out tomorrow night. I have store credit, but i didn't have any vapor snag or emerge unscathed. if people think i need them i will definitely pick some up for my modern tuesday
I really like this list Rutherjc. I'm excited to hear how it plays out. We have always played similar lists and I think we have similar playstyles. Our sideboards are slightly different. Your board looks very good. You can play a more controlling game with Anger of the Gods, Timely Reinforcements, Vendilion Clique, Negate, and Dispel. I may have to switch my plan up and go with something like that. I currently have Deflecting Palm to side in against the aggressive decks and stick with the more tempo/aggro plan, but it may be better just to become a more controlling list with anger and timely reinforcements.
I have been working on finding what to side in against Jund and also working on the mana base with the new fastlands. I still haven't found the perfect mana base, but I think I am getting closer. I was running too many fastlands to start and found that I was flooding too often. I am currently running 19 lands with 61 cards and have gone back to 8 fetches and could go as high as 9. Fetches are important in our deck because it helps us make sure we get all three colors and don't flood. 8-9 fetchs, 2-3 fastlands. 3-4 shock lands, 3-4 basics is where I have found the most success. I currently play 8 fetches, 3 fastlands, 4 shocklands, and 4 basics.
What have you guys/gals found to be the best mana base?
Thanks for the write up. I love reading these types of posts. They give soooo much information about how the deck actually plays out.
I have said many times that this deck can really be built is so many different ways. Whatever way fits your playstyle and fits your meta is what the player should play. I also have thought about playing Young Pyromancer in the past, however it just doesn't fit with what I am trying to do with my personal build. I often struggle with trying to get too much out of my main deck and sometimes get away from the more linear strategy I should be playing with my style of deck. With that said, your deck looks like a great example of a jeskai way or jeskai prowess deck that is just as competitive, but just plays a different playstyle.
I too have been trying to get more counter magic/disruption in my main deck. I will never cut Negate or Dispel from the sideboard because I really like being able to side into a more straight up tempo deck with a larger number of counter spells. I am currently running 2x Remand, 2x Unsubstantiate, 1x Spell Pierce in the main deck. I would really like to add at least one more counter spell to the main deck, most likely Spell Snare or another copy of Spell Pierce. I am also currently running one copy of Echoing Truth which has been very good, however, if it begins to under perform, I might turn this into a counter spell. So far it has been very helpful against random Worship, Chalice of the Void, Pyromancer's Ascensions, etc. It's nice to have another way to deal with the janky enchantments/artifacts if even for only a turn. I might have to add another Wear/Tear[ to the sideboard as well, but Echoing Truth also has the additional benefit that it can bounce a creature or planewalker in game one or the pre boarded games.
I would say that in a less aggressive build that more counter magic would probably be beneficial. Counters are great with young pyromancer. They just don't work as well with Bedlam Reveler. I'm sure there is a perfect number or happy medium, I just don't know what that number is because I haven't tested that style yet. If they deck is working well I wouldn't change much of anything.
I whole heartedly agree that Counters are not good with having Bedlam Reveler in the MB however with my testing it hasn't been much of an issue personally. I have only ever discarded 1 counter (Spell Snare) before and generally when you cast him it is late enough for it to be an OK trade off for what i draw.. Very rarely do i have a mitt full of counter magic let alone add 1 of my 2 Revelers in that hand. Reveler, at absolute best can hit turn 2 but this requires you to cast 4 Gitaxian Probes for 2 life each and 2 other 1 mana spells... if you are doing this to cast him on turn 2 i think thats a problem as you have hurt yourself for 8 life excluding any fetch/shock and left him open to be Pathed/Terminate etc. Personally i dont find i cast him until atleast turn 4 if im lucky and at this stage Spell Snare and Spell Pierce are usually not worth using and i might drop a Remand.. not a bad trade at this stage in the game. I do however run the Spell Queller in the sideboard for this reason, If i need more control in my MB in which case I am usually pulling in 2+ counterspells or reactive spells i will generally drop 1 Reveler for 1 Spell Queller.
I am also glad that the Swiftspear works for you build. I do believe Swiftspear has her merits and if she wrks in your Meta then she is the second best 1-drop you could ask for (next to Delver :D) Personally i think that if i want to run Swiftspear i would run her in a Naya, Rug, or even Grixis and run things like Kiln Fiend, Stormchaser Mage, Blistercoil Weird, Hooting Mandrils, Tasigur and loads of pump spells like (like Infect) i would even be janky and throw in a some Tainted Strike if i was playing Grixis :D.
My list is not set in stone but Pyro has done me some good the games she did play with me. The best i have ever done in all my games with Swiftspear was T1 Swiftspear deal 1 dmg (i took 3 from fetch shock), T2 swiftspear, bolt, swing for 7.. total i hit the opponent for 8 damage and dealth atleast 3 to myself (sometimes 5 with a second shock, maybe 6 with a fetch) so at this stage i am no further ahead of my opponent and he does not need to worry about that little 1/2 unless i chain spells next turn and he can block her... atleast with the Young Pyromancer (so far anyways) i am not taking 3 dmg turn 1 to cast her and deal 1 dmg to you (with Delver it's ok cuz next turn i get u for 3 back most likely) but instead she comes out turn 2 and i may take dmg from Probe to get value this turn but now i have 2 creatures, 1 is an excellant chump blocker for Goyf etc and if she lives i have Remand and Spell Snare backup. I also did notice once people knew i had her, they played conservatively to play around her, they would hold up removal to kill her or Delver so now my deck has 3 creatures that beg the opponent to answer them immediatley which throws off their curve and game plans, and 3 more creatures with Geist that scream "Play lily, or Boardwipes" again throwing off their game plan..
alrighty gang this is the thing im sleveing up for tomorrow.
finally have what i need for the deck! this is a very rough draft but i plan on testing this and seeing how it fairs up here. I may be thinking about going more heavy prowess build with stormchaser, more revelers, temur battle rage, but we will see how this turns out tomorrow night. I have store credit, but i didn't have any vapor snag or emerge unscathed. if people think i need them i will definitely pick some up for my modern tuesday
I really like this list Rutherjc. I'm excited to hear how it plays out. We have always played similar lists and I think we have similar playstyles. Our sideboards are slightly different. Your board looks very good. You can play a more controlling game with Anger of the Gods, Timely Reinforcements, Vendilion Clique, Negate, and Dispel. I may have to switch my plan up and go with something like that. I currently have Deflecting Palm to side in against the aggressive decks and stick with the more tempo/aggro plan, but it may be better just to become a more controlling list with anger and timely reinforcements.
I have been working on finding what to side in against Jund and also working on the mana base with the new fastlands. I still haven't found the perfect mana base, but I think I am getting closer. I was running too many fastlands to start and found that I was flooding too often. I am currently running 19 lands with 61 cards and have gone back to 8 fetches and could go as high as 9. Fetches are important in our deck because it helps us make sure we get all three colors and don't flood. 8-9 fetchs, 2-3 fastlands. 3-4 shock lands, 3-4 basics is where I have found the most success. I currently play 8 fetches, 3 fastlands, 4 shocklands, and 4 basics.
What have you guys/gals found to be the best mana base?
I'm sorry to disappoint my peeps! i wont be going to modern tonight because I have spent the last 6 hours moving furniture around my house and to the curb for garbage
I have 2 more scalding tarns in the mail so my mana base will be getting much better here in a few days though
There is a heavy prowess build that was just posted that i like, as well as a haste list that i liked which dropped delvers. I like all of them right now, so only time will tell which one I finally settle with.
I do agree with you Curdbros that we have always seemed to have similar playstyles, its crazy how this thread is on 60, and i started in when this thing was just a wee little baby lol
Cards im considering or thinking others should consider:
Blood Moon Depending on the build of the deck, we could run this mainboard and our game against most of the big mana strategies goes THROUGH THE ROOF. definitely thinking about it, anyone else? Haze of rage could be a great finisher with a build that spams tokens with young pyromancer. looks super fun, and can be a great combo finish for the decks that are trying to combo spam lots of prowess in a few turns for the big win.
alrighty gang this is the thing im sleveing up for tomorrow.
finally have what i need for the deck! this is a very rough draft but i plan on testing this and seeing how it fairs up here. I may be thinking about going more heavy prowess build with stormchaser, more revelers, temur battle rage, but we will see how this turns out tomorrow night. I have store credit, but i didn't have any vapor snag or emerge unscathed. if people think i need them i will definitely pick some up for my modern tuesday
I really like this list Rutherjc. I'm excited to hear how it plays out. We have always played similar lists and I think we have similar playstyles. Our sideboards are slightly different. Your board looks very good. You can play a more controlling game with Anger of the Gods, Timely Reinforcements, Vendilion Clique, Negate, and Dispel. I may have to switch my plan up and go with something like that. I currently have Deflecting Palm to side in against the aggressive decks and stick with the more tempo/aggro plan, but it may be better just to become a more controlling list with anger and timely reinforcements.
I have been working on finding what to side in against Jund and also working on the mana base with the new fastlands. I still haven't found the perfect mana base, but I think I am getting closer. I was running too many fastlands to start and found that I was flooding too often. I am currently running 19 lands with 61 cards and have gone back to 8 fetches and could go as high as 9. Fetches are important in our deck because it helps us make sure we get all three colors and don't flood. 8-9 fetchs, 2-3 fastlands. 3-4 shock lands, 3-4 basics is where I have found the most success. I currently play 8 fetches, 3 fastlands, 4 shocklands, and 4 basics.
What have you guys/gals found to be the best mana base?
I'm sorry to disappoint my peeps! i wont be going to modern tonight because I have spent the last 6 hours moving furniture around my house and to the curb for garbage
I have 2 more scalding tarns in the mail so my mana base will be getting much better here in a few days though
There is a heavy prowess build that was just posted that i like, as well as a haste list that i liked which dropped delvers. I like all of them right now, so only time will tell which one I finally settle with.
I do agree with you Curdbros that we have always seemed to have similar playstyles, its crazy how this thread is on 60, and i started in when this thing was just a wee little baby lol
Cards im considering or thinking others should consider:
Blood Moon Depending on the build of the deck, we could run this mainboard and our game against most of the big mana strategies goes THROUGH THE ROOF. definitely thinking about it, anyone else? Haze of rage could be a great finisher with a build that spams tokens with young pyromancer. looks super fun, and can be a great combo finish for the decks that are trying to combo spam lots of prowess in a few turns for the big win.
Just thinking outside the box peeps
That's awesome that your getting our Scalding Tarns. That will help the deck run a ton more smoothly.
I have seen a couple of the strategies that run a super aggressive build with Monastery Swiftspear, Kiln Fiend, Stormchaser Mage, etc and pump spells. These styles of decks can definitely spike and when they are at their best basically can't lose on the play. When I originally built this deck it had Kiln Fiend in the deck because we didn't have better options at the time. These style of decks are just not my style because I am not a huge fan of decks that are super linear. In modern you have to be somewhat linear right now, but I like being able convert or adapt slightly post board.
I totally agree that Young Pyromancer is well positioned right now and I love Haze of Rage. I originally thought that the copies also triggered prowess, however, copies do not. It's a card that I love in a token based strategy and I think it's highly underrated. If you go back to the primer (page 1) I have a build with Haze of Rage in the deck with Young Pyromancer. I haven't updated that list in probably a year and a half so it will certainly need some updates (as soon as I can get around to it), but that card is a ton of fun. Great find.
I would love to see everyone's young pyromancer builds for those who are more versed in a young pyromancer builds.
Thanks for the write up. I love reading these types of posts. They give soooo much information about how the deck actually plays out.
I have said many times that this deck can really be built is so many different ways. Whatever way fits your playstyle and fits your meta is what the player should play. I also have thought about playing Young Pyromancer in the past, however it just doesn't fit with what I am trying to do with my personal build. I often struggle with trying to get too much out of my main deck and sometimes get away from the more linear strategy I should be playing with my style of deck. With that said, your deck looks like a great example of a jeskai way or jeskai prowess deck that is just as competitive, but just plays a different playstyle.
I too have been trying to get more counter magic/disruption in my main deck. I will never cut Negate or Dispel from the sideboard because I really like being able to side into a more straight up tempo deck with a larger number of counter spells. I am currently running 2x Remand, 2x Unsubstantiate, 1x Spell Pierce in the main deck. I would really like to add at least one more counter spell to the main deck, most likely Spell Snare or another copy of Spell Pierce. I am also currently running one copy of Echoing Truth which has been very good, however, if it begins to under perform, I might turn this into a counter spell. So far it has been very helpful against random Worship, Chalice of the Void, Pyromancer's Ascensions, etc. It's nice to have another way to deal with the janky enchantments/artifacts if even for only a turn. I might have to add another Wear/Tear[ to the sideboard as well, but Echoing Truth also has the additional benefit that it can bounce a creature or planewalker in game one or the pre boarded games.
I would say that in a less aggressive build that more counter magic would probably be beneficial. Counters are great with young pyromancer. They just don't work as well with Bedlam Reveler. I'm sure there is a perfect number or happy medium, I just don't know what that number is because I haven't tested that style yet. If they deck is working well I wouldn't change much of anything.
I whole heartedly agree that Counters are not good with having Bedlam Reveler in the MB however with my testing it hasn't been much of an issue personally. I have only ever discarded 1 counter (Spell Snare) before and generally when you cast him it is late enough for it to be an OK trade off for what i draw.. Very rarely do i have a mitt full of counter magic let alone add 1 of my 2 Revelers in that hand. Reveler, at absolute best can hit turn 2 but this requires you to cast 4 Gitaxian Probes for 2 life each and 2 other 1 mana spells... if you are doing this to cast him on turn 2 i think thats a problem as you have hurt yourself for 8 life excluding any fetch/shock and left him open to be Pathed/Terminate etc. Personally i dont find i cast him until atleast turn 4 if im lucky and at this stage Spell Snare and Spell Pierce are usually not worth using and i might drop a Remand.. not a bad trade at this stage in the game. I do however run the Spell Queller in the sideboard for this reason, If i need more control in my MB in which case I am usually pulling in 2+ counterspells or reactive spells i will generally drop 1 Reveler for 1 Spell Queller.
I am also glad that the Swiftspear works for you build. I do believe Swiftspear has her merits and if she wrks in your Meta then she is the second best 1-drop you could ask for (next to Delver :D) Personally i think that if i want to run Swiftspear i would run her in a Naya, Rug, or even Grixis and run things like Kiln Fiend, Stormchaser Mage, Blistercoil Weird, Hooting Mandrils, Tasigur and loads of pump spells like (like Infect) i would even be janky and throw in a some Tainted Strike if i was playing Grixis :D.
My list is not set in stone but Pyro has done me some good the games she did play with me. The best i have ever done in all my games with Swiftspear was T1 Swiftspear deal 1 dmg (i took 3 from fetch shock), T2 swiftspear, bolt, swing for 7.. total i hit the opponent for 8 damage and dealth atleast 3 to myself (sometimes 5 with a second shock, maybe 6 with a fetch) so at this stage i am no further ahead of my opponent and he does not need to worry about that little 1/2 unless i chain spells next turn and he can block her... atleast with the Young Pyromancer (so far anyways) i am not taking 3 dmg turn 1 to cast her and deal 1 dmg to you (with Delver it's ok cuz next turn i get u for 3 back most likely) but instead she comes out turn 2 and i may take dmg from Probe to get value this turn but now i have 2 creatures, 1 is an excellant chump blocker for Goyf etc and if she lives i have Remand and Spell Snare backup. I also did notice once people knew i had her, they played conservatively to play around her, they would hold up removal to kill her or Delver so now my deck has 3 creatures that beg the opponent to answer them immediatley which throws off their curve and game plans, and 3 more creatures with Geist that scream "Play lily, or Boardwipes" again throwing off their game plan..
I am excited to hear how these builds play out. I haven't played much with Young Pyromancer in this style of build so I am very interested to see how it goes for those of you who are more well versed and have more experience playing Young Pryomancer style decks.
I do agree that a Swiftspear deck is completely different from a Young Pyromancer decks. The swiftspear decks have to fall on the aggressive/burn end to really get a bonus out of playing swiftspear on turn one. Young P fits much better in the decks that are a little more tempo/control oriented and are not trying to kill before turn 5 in most cases. I think both can work, but probably can't work really well together.
I have been trying to squeeze a Spell Snare into my deck because it is so well positioned right now. The one CMC counters are super effective in our deck, but are even better in a Young Pryomancer deck. If I had to pick a version of the deck I like more between the kiln fiend/Stormchaser/Mutagenic Growth/ETC build or the Young Pyromancer/Counters/Burn/Etc build, I would definitely side on the Young Pyromancer side of the argument. I love being aggressive, but I am not a huge fan of the extremely linear style builds. But that's just my personal preference. I think all of the builds can be competitive as long as they are well tuned and the player gets a ton of reps with the deck. The single most important factor to the success of a deck in modern is how much the player has played the deck and how much experience they have with the deck. Ryan Overturf wrote an article on that this week on Modern Nexus and I completely agree with him.
I totally agree that Young Pyromancer is well positioned right now and I love Haze of Rage. I originally thought that the copies also triggered prowess, however, copies do not. It's a card that I love in a token based strategy and I think it's highly underrated. If you go back to the primer (page 1) I have a build with Haze of Rage in the deck with Young Pyromancer. I haven't updated that list in probably a year and a half so it will certainly need some updates (as soon as I can get around to it), but that card is a ton of fun. Great find.
I would love to see everyone's young pyromancer builds for those who are more versed in a young pyromancer builds.
i used to fool around with a combo deck that had Young Pyromancer, Haze of Rage and Simian Spirit Guide as an enabler. The deck had stuff like Manamorphose, Gitaxian Probe, Pyretic Ritual and a bunch of other spells to creature a bunch of tokens by turn 2-3 that will attack for about 20 damage (these tokens have haste)
My experience with Young Pyromancer is mostly when I was fooling around with Grixis Delver. Young Pyromancer in that deck is usually to fool the opponent into boarding in sweepers when you are just going to go big with guys like Tasigur and Gurmag Angler.
I also played Monastery Swiftspear because a turn 1 Swiftspear, turn 2 YP + Gitaxian Probe pressures your opponent. and once he tries to clear the board with removal or trades, you delve everything away for Tasigur or the Angler. That is usually the line of play.
For Jeskai Delver its slightly different. Our biggest drops is Delver and actually YP himself. Maybe Bedlam Reveler can be the "big drop" but he isn't gonna come on as fast as the Delve creatures because of his clause.
A sample deck list when i was fooling around with YP in my Jeskai deck way back:
Of course the usual stuff like Snapcaster Mage and Scalding Tarns should be in there but this was way back (still no Tarns but eventually i guess lol).
I totally agree that Young Pyromancer is well positioned right now and I love Haze of Rage. I originally thought that the copies also triggered prowess, however, copies do not. It's a card that I love in a token based strategy and I think it's highly underrated. If you go back to the primer (page 1) I have a build with Haze of Rage in the deck with Young Pyromancer. I haven't updated that list in probably a year and a half so it will certainly need some updates (as soon as I can get around to it), but that card is a ton of fun. Great find.
I would love to see everyone's young pyromancer builds for those who are more versed in a young pyromancer builds.
i used to fool around with a combo deck that had Young Pyromancer, Haze of Rage and Simian Spirit Guide as an enabler. The deck had stuff like Manamorphose, Gitaxian Probe, Pyretic Ritual and a bunch of other spells to creature a bunch of tokens by turn 2-3 that will attack for about 20 damage (these tokens have haste)
My experience with Young Pyromancer is mostly when I was fooling around with Grixis Delver. Young Pyromancer in that deck is usually to fool the opponent into boarding in sweepers when you are just going to go big with guys like Tasigur and Gurmag Angler.
I also played Monastery Swiftspear because a turn 1 Swiftspear, turn 2 YP + Gitaxian Probe pressures your opponent. and once he tries to clear the board with removal or trades, you delve everything away for Tasigur or the Angler. That is usually the line of play.
For Jeskai Delver its slightly different. Our biggest drops is Delver and actually YP himself. Maybe Bedlam Reveler can be the "big drop" but he isn't gonna come on as fast as the Delve creatures because of his clause.
A sample deck list when i was fooling around with YP in my Jeskai deck way back:
Of course the usual stuff like Snapcaster Mage and Scalding Tarns should be in there but this was way back (still no Tarns but eventually i guess lol).
I am not sure i agree with saying that our "biggest drops are Delver and YP himself" Delver is definatley a threat and one of our biggest win con and at this point i agree with you, Young Pyro however being a big drop is not true (atleast for my deck). I feel for Jeskai if your playing the Geist version that Delver, Geist and Bedlam are your threats.
Delver - Because delver is delver and delver consistantly can do lightning bolt damage on turn 2.
Geist - his 2/2 body is lack luster but his angel is a free Boros charm, and our unblockability cards like Slip Through Space, Distortion Strike ro Emerge Unscathed allow this guy to end games in a couple turns, coupled with our burn / removal package or backed by counters this is our biggest threat.. no the quickest in terms of hitting the battle field but large damage output on that turn 4 game
Bedlam Reveler - 3/4 body that is hard to remove outside of straight kill spells I.E Jund, add in prowess and he is a force. if you on Turn 3/4 (easily casted then) cast him, drop nothing cuz your hand is probably empty anyway, draw up say Spell Snare, Lightning Bolt & Slip Through Space.. then on the following turn you cast Slip through Space for unblockable, draw anything (path, Snapcaster, Counterspell dont matter), Lightning Bolt to the Face, and Snare to counter Terminate, Putrefy etc. you now swing for 6 dmg, and dealth 3 direct with Bolt... 9 damage on 1 turn is nothing to laugh at.
For me, i find Young Pyro works the same in Jeskai as he does in Grixis.. a distraction that can win the game if left unanswered. Young Pyro hits the field and gives you Chump blockers and a large field which begs your opponent to have Targeted removal for her (which means Delver has 1 less card to worry about) or boardwipe. If the opponent has neither of those you can just chump block your heart away or swing with an army.. I am perfectly ok to see my Pyromancer get hit with a lightning bolt, path, terminate, anything as it means my next delver has a higher chance to live and my opponent has 1 less turn of setting up their board since they had to use a removal spell. I am also ok if you board wipe look at the following example say.
T1 - Land, Delver, Pass
T2 - Flip Delver, Land, Swing for 3dmg, Pyro, Probe, Pass.
**Opponent taps out to Boardwipe, or taps 2 for Removal on Pyro**
T3 - Land, Geist of Saint Traft
T4 - Land, Unblockable,Bolt, Counterspell doesn't matter, Swing.
Now the above example is obviously everything on curve and you not needing any path or bolt or counter spell early on but Pyro became a distraction. Had they not had an answer then Pyro gets me a bigger army, Delver swings for more dmg, and i just hold my mana up. I would not be using Pyro as a main beater personally, just the tokens. this is of course my opinion
Ari Lax has a great video practice session with Grixis Delver on SCG today. Even thought it's grixis it's still good to watch just to see some of his plays and how he plays his mana, etc. It's a good watch. He does lose to Jeskai tempo in the last round so that is fun to see as well even though it's not prowess. Enjoy!
I totally agree that Young Pyromancer is well positioned right now and I love Haze of Rage. I originally thought that the copies also triggered prowess, however, copies do not. It's a card that I love in a token based strategy and I think it's highly underrated. If you go back to the primer (page 1) I have a build with Haze of Rage in the deck with Young Pyromancer. I haven't updated that list in probably a year and a half so it will certainly need some updates (as soon as I can get around to it), but that card is a ton of fun. Great find.
I would love to see everyone's young pyromancer builds for those who are more versed in a young pyromancer builds.
i used to fool around with a combo deck that had Young Pyromancer, Haze of Rage and Simian Spirit Guide as an enabler. The deck had stuff like Manamorphose, Gitaxian Probe, Pyretic Ritual and a bunch of other spells to creature a bunch of tokens by turn 2-3 that will attack for about 20 damage (these tokens have haste)
My experience with Young Pyromancer is mostly when I was fooling around with Grixis Delver. Young Pyromancer in that deck is usually to fool the opponent into boarding in sweepers when you are just going to go big with guys like Tasigur and Gurmag Angler.
I also played Monastery Swiftspear because a turn 1 Swiftspear, turn 2 YP + Gitaxian Probe pressures your opponent. and once he tries to clear the board with removal or trades, you delve everything away for Tasigur or the Angler. That is usually the line of play.
For Jeskai Delver its slightly different. Our biggest drops is Delver and actually YP himself. Maybe Bedlam Reveler can be the "big drop" but he isn't gonna come on as fast as the Delve creatures because of his clause.
A sample deck list when i was fooling around with YP in my Jeskai deck way back:
Of course the usual stuff like Snapcaster Mage and Scalding Tarns should be in there but this was way back (still no Tarns but eventually i guess lol).
I am not sure i agree with saying that our "biggest drops are Delver and YP himself" Delver is definatley a threat and one of our biggest win con and at this point i agree with you, Young Pyro however being a big drop is not true (atleast for my deck). I feel for Jeskai if your playing the Geist version that Delver, Geist and Bedlam are your threats.
Delver - Because delver is delver and delver consistantly can do lightning bolt damage on turn 2.
Geist - his 2/2 body is lack luster but his angel is a free Boros charm, and our unblockability cards like Slip Through Space, Distortion Strike ro Emerge Unscathed allow this guy to end games in a couple turns, coupled with our burn / removal package or backed by counters this is our biggest threat.. no the quickest in terms of hitting the battle field but large damage output on that turn 4 game
Bedlam Reveler - 3/4 body that is hard to remove outside of straight kill spells I.E Jund, add in prowess and he is a force. if you on Turn 3/4 (easily casted then) cast him, drop nothing cuz your hand is probably empty anyway, draw up say Spell Snare, Lightning Bolt & Slip Through Space.. then on the following turn you cast Slip through Space for unblockable, draw anything (path, Snapcaster, Counterspell dont matter), Lightning Bolt to the Face, and Snare to counter Terminate, Putrefy etc. you now swing for 6 dmg, and dealth 3 direct with Bolt... 9 damage on 1 turn is nothing to laugh at.
For me, i find Young Pyro works the same in Jeskai as he does in Grixis.. a distraction that can win the game if left unanswered. Young Pyro hits the field and gives you Chump blockers and a large field which begs your opponent to have Targeted removal for her (which means Delver has 1 less card to worry about) or boardwipe. If the opponent has neither of those you can just chump block your heart away or swing with an army.. I am perfectly ok to see my Pyromancer get hit with a lightning bolt, path, terminate, anything as it means my next delver has a higher chance to live and my opponent has 1 less turn of setting up their board since they had to use a removal spell. I am also ok if you board wipe look at the following example say.
T1 - Land, Delver, Pass
T2 - Flip Delver, Land, Swing for 3dmg, Pyro, Probe, Pass.
**Opponent taps out to Boardwipe, or taps 2 for Removal on Pyro**
T3 - Land, Geist of Saint Traft
T4 - Land, Unblockable,Bolt, Counterspell doesn't matter, Swing.
Now the above example is obviously everything on curve and you not needing any path or bolt or counter spell early on but Pyro became a distraction. Had they not had an answer then Pyro gets me a bigger army, Delver swings for more dmg, and i just hold my mana up. I would not be using Pyro as a main beater personally, just the tokens. this is of course my opinion
I agree Rafiq. I have consider Geist of Saint Traft and Bedlam Reveler as my "late game" beaters. I also throw Snapcaster Mage and burn spells in that category too. I consider the delver and swiftspear my "first wave" of damage. This wave can be enough on it's own in conjunction with burn spells, unblockable spells, and removal. If that is not enough or these threats are removed/neutralized I consider Geist of Saint Traft and Bedlam Reveler to be the second wave that gets value in the mid to late game and each do large chunks of damage. If that is not enough then Snapcaster Mage and burn spells are the final reach towards the finish line. The games don't always playout perfectly, but for the most part the deck has been very consistent.
I did play 8 games against Jund last night and learned some valuable information. I will write a more in depth review, but here are a few things:
-My main deck is much better than it used to be against Jund now that I have two Bedlam Reveler and a Saheeli Rai.
-Echoing Truth does so major work against them. One game I was able to bounce two delvers back to my hand to avoid an anger of the gods and won the game with the delvers. In addition I bounced a Liliana of the Veil, a Scavenging Ooze with 3 counters, and two Tarmogoyfs at once.
-Saheeli Rai also performed very well especially in conjunction with Bedlam Reveler. I was able to make a copy of Reveler twice and won both games with that play. She may be best as a sideboard card for grindy matchups.
I am still working on this matchup to see if I am playing it correctly. I did feel light on threats in several games, but that is likely due to Jund's removal and hand disruption. I still have one sideboard slot left and am considering several cards
Thanks for posting that D90Dennis. I saw that article. I was very excited when I saw the title. I keep wanting to like Spell Queller and I just don't think I have given it enough play yet. Does anyone else currently play Spell Queller and if so, where does it shine?
I have been trying to decide between Queller and Vendilon Clique for my sideboard. My deck is slightly more aggressive so I thought Clique would fit better, but I don't like the 1 toughness that dies to everything. I need to test both, but wanted to hear everyone's experience on here.
I have Spell Queller in my sideboard, so this response will be a 2-for-1 with your other response earlier.
So far with my testing of Spell Queller he is only really bad against Tron and Eldrazi as he does ziltch against 90% of their decks *sad Panda*. He is however good against most other decks surpringly even Jund, Grixis or the Mirror.. I have found (with my Meta anyway) that he is not one that opponents choose to kill immediatley as alone he isn't a big threat and doesn't put them on a fast clock. I have also found that most of these players are OK to loose whatever you have exiled unless it was a win-con I.E a boarded in boardwipe.
Where i have found the most use for my Queller though is the control matchup, we have enough in our MB / SB (deending) to go toe for toe on the counter game, so boarding in a Spell Queller to counter something uncounterable I.E Supreme Verdict is just Gravy, your opponent generally doesn't have targeted removal for these so Queller gets to deal some damage and save your board for atleast 1 turn. If they Boardwipe again then its OK that they got their spell back as they used a boardwipe to get a free boardwipe so you stil 2-for-1, or even if they use Cryptic Command to bounce your Spell Queller, if you left mana open you can flash him back in, in response to the free cast of the boardwipe you originally exiled and just exile it again.
I believe he is worth 1 slot in the Sideboard but to make him MB is a tough call i think. One player at my meta did manage to do it, however his deck was designed around the Eldrazi that put cards from exile into the opponents GY, so he was playing things like Spell Queller, Thought-knot Seer, and Tidehollow Sculler
[quote from="StevomatUWR »" url="http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/592647-jeskai-prowess-tempo-the-jeskai-way?comment=1493"]Hi, after seeing so many good results of aggressive prowess builds online lately I reconsidered my deck and changed it for a more aggressive build too:
Keep us posted on how Mutagenic Growth performs. I have been thinking about this card, but thought it would really only be beneficial in the "all-in" more aggro style, builds. However, it could see it being good in the tempo and aggro-control lists as well.
The list looks awesome. It's probably the best Geist of Saint Traft list I have seen. It really takes advantage of that card so I'm glad you included 4. It's a little less aggressive than my list, but will peform better against jund and abzan. Very cool.
Thank you, CurdBros, for your kind words
The list is actually working very well. Played two Modern FNMs (one with five rounds: 3-2, one with four rounds: 3-1) and my online win percentage is also pretty high.
My deck lost against Sigarda from SB (couldn't attack with Geist, he left Sigarda on defense and beat me with 2 Goyfs), against unfair combos (in that game a simple Spell Pierce would have saved me -_-) and when I was unlucky enough two mulligan to 5 in game 1 and drew 15 (!!!) of my 20 lands during game 3... But, when I win with this deck it feels so good! One game I won turn 3 with two Swiftspears (T1: Swiftspear hit for 1, T2: 2nd Swiftspear + Bolt = 7 dmg, T3: Pillar, protect my Swiftspear against removal with Emerge Unscathed, Mutagenic Growth = 12 dmg) - Swiftspears are amazing! Usually Swiftspear & Delver get the opponent to 5-10 life and Snap + Burn or Geist finish the job.
I changed two cards since I posted the list: 2nd Stone Rain in SB became a Negate. 1 Stone Rain combined with 2 SS and 2 CR is good enough against Tron...
2nd Mutagenic Growth in MB became Jeskai Charm. MG is great because it allows to tap out and still do stuff, but the Charm is super effective too. Think about it. It reads: Put Celestial Colonnade or Tasigur on top of opponent's library, or 4 dmg to your face, or my 2 Swiftspears do 6 damage and I gain 6 life.
I think Sulfur Elemental might be a good addition, because the most problematic card for Geist is Lingering Souls. Turn 3: I play Geist, opponent plays Lingering Souls, Turn 4: I play Sulfur Elemental, Geist and Angel hit for 8 instead of 6 - sounds good to me
Hey guys! Not sure if this is the best thread for this, but I thought I'd start here and see what happens!
has anyone tried out a more aggro-y list like this? I saw it pop up on top8 a few times with success, and I've really enjoyed playing this deck, though i've had a make a few modifications for price, but sometimes some match ups just seem rough, thought it'd be good to get some feed back form you guys!
I am here thanks to CurdBros and I hope I can share my experience with the deck with you.
The WUR Delver thread in the developing competitive forum is quite dead recently and thats when CurdBros told me about this forum.
My list is a delverless delver deck, in my jund and abzan filled meta I realised that my delvers werent doing as much as i wanted them to so I just went ahead and cut them completely. Young Pyromancer on the other hand is exceptionally good, left alone he just wins the game straight up.
I think my list is more on the control/tempo side with 4 one offs.
This is the list I a currently running. I dont know if i should put the 1 off V clique into the SB as well and promote the 2nd Geist, the clique just doesnt do much against jund. Most of their draws are pretty good so it doesnt really matter what we take and it just dies to everything. Against control or Combo clique is just a huge powerhouse, having 2 in this MU is pretty good i think.
Young Pyro is just so good. Usually I try to play him turn 3 with a spell pierce or vapor snag back up, or turn 2 with a gitaxian probe to at least generate some value. The Vapor Snag trick with the pyromancer is pretty sweet. In response to a kill spell the opponent is playing we just Vapor Snag our own pyro in response, letting the kill spell fizzle and generating a token.
Bedlam Reveler is a huge deal in board stalls, it allows us to dump our hand and refill it pretty nicely. The biggest problem I had with this guy is having him and 1-2 counterspells in hand when i know what my opponent is playing with. Those situations are rare but when they come up its always an odd choice of what to do.
Eiganjo Castle in conjuction with Geist of Saint Traft is very nice, attacking with geist just becomes way more powerful as it provides us with an option to protect him from combat damage and against a Kalitas, Traitor of Ghet it also reduces the life they gain, they dont get a zombie due to geist not dying and we get in a free hit with our 4/4 angel.
Regarding the lavamancer, do you think its worth it against Jund/Abzan to shrink their Gofs, shooting down their LotV, Bobs and being able to fight their Scooze activations to shoot it in response?
I will try to take some notes the next time I am playing and share them with you guys.
Thoughts, Ideas and questions on the deck are much appreciated!
Welcome to the boards. I know you have been a long time WUR delver forum provider so I am glad to see you here. I am really excited that you posted, because many people on here have been delving into utilizing Young Pyromancer in not only their mainboard, but their sideboard. I have never been a huge fan of Young Pryomancer so I don't have a ton of experience playing with the card, but it's fairly easy to see how it would slot into the deck.
I would like to see the two Geist of Saint Traft in the mainboard, however, young pryomancer plays slightly better in a deck that revolves a bit more around disruption/counter magic so flash creatures fit extremely well into that style of deck. I would say if the deck has been performing well continue to run one of each, if you start to see any consistency problems you could pick which one has performed better and stick the other in the sideboard.
I already asked you about revler and lavamancer in the same deck. I oringally removed the lavamancer from my board bc I didn't think it could exist with reveler, but I may have to give it a try again.
I did have a question about the sideboard. How has the surgical extraction been working foro you? I have been interested in this card, but have never made the plunge. I would love to hear what a player with experience with the card thinks of it.
Thanks again for posting and welcome to the forum!
You are basically playing my Jeskai deck, aka "Chandra's Rifles." If you can afford or borrow them, I would suggest running 3-4 Snapcaster Mage. Being able to flash your spells back is just pure value. Also, I prefer Boros Charm over Mutagenic Growth, as it has the versitility of being both a protection spell, burn, and a pump all in one card! Finally,I run Chandra, Torch of Defiance and Elspeth, Knight-Errant at my top end for the grindier matchups.
Active thread contributor of Jeskai Prowess Tempo
or is it too slow/ clunky, etc?
I think there is. Especially if you aren't running a Plains. There probably isn't room in the aggressive versions of the deck, but in the more controlling/midrange versions there is definitely room.
4x Arid Mesa
1x Inspiring Vantage
2x Flooded Strand
1x Hallowed Fountain
2x Island
1x Mountain
1x Plains
1x Sacred Foundry
4x Scalding Tarn
1x Seachrome Coast
1x Spirebluff Canal
2x Steam Vents
2x Chandra, Torch of Defiance
1x Elspeth, Knight-Errant
Instant (19)
3x Searing Blaze
4x Lightning Bolt
4x Lightning Helix
4x Boros Charm
4x Path to Exile
Creature (15)
4x Stormchaser Mage
4x Mantis Rider
4x Monastery Swiftspear
3x Snapcaster Mage
Sorcery (4)
4x Serum Visions
2x Anger of the Gods
1x Spellskite
2x Ceremonious Rejection
2x Rest in Peace
3x Leyline of Sanctity
2x Hindering Light
2x Stony Silence
1x Pithing Needle
4 Delver of Secrets
3 Young Pyromancer
2 Snapcaster Mage
3 Geist of Saint Traft
2 Bedlam Reveler
Instant
4 Lightning Bolt
4 Path to Exile
2 Spell Snare
1 Spell Pierce
3 Lightning Helix
4 Remand
Sorcery
4 Serum Visions
4 Gitaxian Probe
2 Slip Through Space
3 Flooded Strand
3 Polluted Delta
1 Bloodstained Mire
2 Hallowed Fountain
2 Steam Vents
2 Spirebluff Canal
1 Glacial Fortress
2 Mountain
1 Island
1 Plains
2 Unsubstantiate
2 Vapor Snag
1 Negate
1 Dispel
1 Wear/Tear
1 Authority of the Consuls
1 Celestial Purge
2 Boros Charm
1 Spell Queller
1 Blessed Alliance
I cannot remember my other 2 Sideboards at the moment. In any case, i dropped down to 18 lands for testing as i am not running a total of 10 regular cantrips and then another 4 in the form of Remand.. I never missed a land drop, however once i have 4-5 lands it kinda sucks to draw land still. I also am testing out Young Pyromancer instead of the Swiftspear in my build now and i must say there was never a time where i didnt like having her and never did i wish she was a swiftspear.. I lost the early game dmg from her on turn 1 / 2 but i gained more value in tokens for chump blockers / swarming and for drawing out removals thereby setting my opponant back on thier game plan since they needed an answer to her. One thing to i have been back and fourth with is how many counterspells to run and which ones, i was having lots of time before where my deck was not playing true to the Jeskai way in the sense that I was not playing a threat and backing it up.. I was playing more of a "cast a threat, hope you dont remove it, and then i kill your threats" type of game, I felt i had some more control over the game with the additional counterspells but i have debated which ones i wants to use... Mana Leak it just a bad combo with the Path to Exile that if i was t put any in it would be maybe 1-2 and at that point i feel like Deprive or Logic Knot might be better instead as my hard counter.
Game 1: vs Jeskai Control
This deck was running Geist, Thalia, and Nahiri main board, and sadly the only thing that killed me in these games was lack of mana (i was still trying to run 19 land in 61 card.. strange dropping 1 land i became more consistant)
G1 - He wins with a resolved geist and i had nothing to take card of it.. not even a blocker
*8Sideboard i bring in my Negate, Dispels, Unsibstantiate, and changed Boros for Spell Snare (it remained MB after this)
G2 - I won with a resolved Geist and i beat the counter war, he tried to path my angel, i remanded, he dispeled remand... i dispeled his dispel.. feels good
G3 - Nahiri is bad Mkay? Death by Nahiri
Game 2: vs RG Tron
The only thing to say about this is.. Ulamag & The Green Eldrazi Land Destruction guy... HURT
Game 3: vs Deaths Shadow
G1 - Had Geist Turn 3 and just kept playing removal on all his creatures. Geist takes the cake.
G2 - Delerium Grim Flayer on Board w/ Deaths Shadow to my Pyro and 5 Tokens, Block Grim flayer with token and Bolt, then Path Deaths Shadow. My turn attack with everything, cast Serum Visions drawing Lightning Bolt, Bolt him for 3, cast Reveler, discard nothing draw Probe, Land Helix.. next turn with with tokens and Big Reveler.
Game 4: vs R/G Warewolves
I dont remember alot of this one but i won G1 and G3 due to just removing everything that hit the board, G2 i lost for not getting anything. no removal not creatures just land.
Game 5: UW Control
G1: Resolved geist early and killed him before he could board wipe
*Sideboard in Dispel, Negate, Spell Queller, out 1 Probe, 2 Path
G2: This was the Counterwar game, thanks to probe i knew he had them in hand. I played the counter war against his Leyline. I played Remand, he Mana Leaked my Remand, I cast Negate. Cast a couple Pyromancers the following turns which died to Paths. Lots of mana on board each side i knew he had 3 Snapcaster and 1 Cryptic Command and 1 Mana Leak, I had to play around these now, he was at 3 life and i drew a Helix so i had to force counters. I cast Reveler for 2 mana, he Mana Leaks, I cast Snapcaster, he Snapcaster Logic Knots me for 7 as i had 6 mana open, i allowed it, cast path targeting his Thing in the ice, he Cryptic Commands and taps out.. LIghtning Helix to the face.
Game 6: vs R/B/G Land Destruction
G1 - I lost horribly to a resolved Thrun the Last Troll, nothing interesting in this game
G2 - I win through constantly drawing up land, and having a resolved Geist and Flipped Delver
G3 - This was back and forth but i eventually got overwhelmed by a Tarmagoyf and 0 land left on the field.
I know my game recaps are kinda bad haha but they are there. all in all i was satisfied with the deck and they way it functioned as Young Pyro (i know i didn't touch on her lots) but when she came down she did work every time. Now it's just a matter of the Counterspells.. Spell Snare is amazing so far.
4x Monastery swiftspear
3x Snapcaster mage
2x Geist of saint traft
2x Bedlam reveler
4x Lightning Bolt
3x Path to Exile
3x Remand
2x Lightning Helix
2x Unsubstantiate
1x Spell Pierce
1x Boros Charm
4x Serum Visions
1x Slip through Space
1x Distortion Strike
3x Spirebluff
1x Scalding Tarn
2x Arid Mesa
4x Flooded Strand
2x Steam Vents
1x Sacred Foundry
1x Hallowed Fountain
2x Islands
1x Plains
1x Mountain
1x Ghost Quarter
sideboard
2x Molten Rain
1x timely reinforcements
1x blessed alliance
1x engineered explosives
1x stony silence
1x dispel
1x negate
1x vendilion clique
1x Relic of progenitus
1x vandleblast
2x leyline of sanctity
1x chandra, pyromaster
alrighty gang this is the thing im sleveing up for tomorrow.
finally have what i need for the deck! this is a very rough draft but i plan on testing this and seeing how it fairs up here. I may be thinking about going more heavy prowess build with stormchaser, more revelers, temur battle rage, but we will see how this turns out tomorrow night. I have store credit, but i didn't have any vapor snag or emerge unscathed. if people think i need them i will definitely pick some up for my modern tuesday
Thanks you very much DarkNightCavalier for the Sig.
Your deck looks good enough without it. 2 Unsubstantiate gives you options without Vapor Snag anyways.
Just be mindful when you tap out for Geist as my personal line of play is I never tap out for something as impactful as Geist unless I have a tempo card in hand that I can disrupt like Vapor Snag, counter magic, etc as a subsequent swing for 6 with Geist is usually enough to finish the game so make it count.
Active thread contributor of Jeskai Prowess Tempo
Thanks for the write up. I love reading these types of posts. They give soooo much information about how the deck actually plays out.
I have said many times that this deck can really be built is so many different ways. Whatever way fits your playstyle and fits your meta is what the player should play. I also have thought about playing Young Pyromancer in the past, however it just doesn't fit with what I am trying to do with my personal build. I often struggle with trying to get too much out of my main deck and sometimes get away from the more linear strategy I should be playing with my style of deck. With that said, your deck looks like a great example of a jeskai way or jeskai prowess deck that is just as competitive, but just plays a different playstyle.
I too have been trying to get more counter magic/disruption in my main deck. I will never cut Negate or Dispel from the sideboard because I really like being able to side into a more straight up tempo deck with a larger number of counter spells. I am currently running 2x Remand, 2x Unsubstantiate, 1x Spell Pierce in the main deck. I would really like to add at least one more counter spell to the main deck, most likely Spell Snare or another copy of Spell Pierce. I am also currently running one copy of Echoing Truth which has been very good, however, if it begins to under perform, I might turn this into a counter spell. So far it has been very helpful against random Worship, Chalice of the Void, Pyromancer's Ascensions, etc. It's nice to have another way to deal with the janky enchantments/artifacts if even for only a turn. I might have to add another Wear/Tear[ to the sideboard as well, but Echoing Truth also has the additional benefit that it can bounce a creature or planewalker in game one or the pre boarded games.
I would say that in a less aggressive build that more counter magic would probably be beneficial. Counters are great with young pyromancer. They just don't work as well with Bedlam Reveler. I'm sure there is a perfect number or happy medium, I just don't know what that number is because I haven't tested that style yet. If they deck is working well I wouldn't change much of anything.
I really like this list Rutherjc. I'm excited to hear how it plays out. We have always played similar lists and I think we have similar playstyles. Our sideboards are slightly different. Your board looks very good. You can play a more controlling game with Anger of the Gods, Timely Reinforcements, Vendilion Clique, Negate, and Dispel. I may have to switch my plan up and go with something like that. I currently have Deflecting Palm to side in against the aggressive decks and stick with the more tempo/aggro plan, but it may be better just to become a more controlling list with anger and timely reinforcements.
I have been working on finding what to side in against Jund and also working on the mana base with the new fastlands. I still haven't found the perfect mana base, but I think I am getting closer. I was running too many fastlands to start and found that I was flooding too often. I am currently running 19 lands with 61 cards and have gone back to 8 fetches and could go as high as 9. Fetches are important in our deck because it helps us make sure we get all three colors and don't flood. 8-9 fetchs, 2-3 fastlands. 3-4 shock lands, 3-4 basics is where I have found the most success. I currently play 8 fetches, 3 fastlands, 4 shocklands, and 4 basics.
What have you guys/gals found to be the best mana base?
I whole heartedly agree that Counters are not good with having Bedlam Reveler in the MB however with my testing it hasn't been much of an issue personally. I have only ever discarded 1 counter (Spell Snare) before and generally when you cast him it is late enough for it to be an OK trade off for what i draw.. Very rarely do i have a mitt full of counter magic let alone add 1 of my 2 Revelers in that hand. Reveler, at absolute best can hit turn 2 but this requires you to cast 4 Gitaxian Probes for 2 life each and 2 other 1 mana spells... if you are doing this to cast him on turn 2 i think thats a problem as you have hurt yourself for 8 life excluding any fetch/shock and left him open to be Pathed/Terminate etc. Personally i dont find i cast him until atleast turn 4 if im lucky and at this stage Spell Snare and Spell Pierce are usually not worth using and i might drop a Remand.. not a bad trade at this stage in the game. I do however run the Spell Queller in the sideboard for this reason, If i need more control in my MB in which case I am usually pulling in 2+ counterspells or reactive spells i will generally drop 1 Reveler for 1 Spell Queller.
I am also glad that the Swiftspear works for you build. I do believe Swiftspear has her merits and if she wrks in your Meta then she is the second best 1-drop you could ask for (next to Delver :D) Personally i think that if i want to run Swiftspear i would run her in a Naya, Rug, or even Grixis and run things like Kiln Fiend, Stormchaser Mage, Blistercoil Weird, Hooting Mandrils, Tasigur and loads of pump spells like (like Infect) i would even be janky and throw in a some Tainted Strike if i was playing Grixis :D.
My list is not set in stone but Pyro has done me some good the games she did play with me. The best i have ever done in all my games with Swiftspear was T1 Swiftspear deal 1 dmg (i took 3 from fetch shock), T2 swiftspear, bolt, swing for 7.. total i hit the opponent for 8 damage and dealth atleast 3 to myself (sometimes 5 with a second shock, maybe 6 with a fetch) so at this stage i am no further ahead of my opponent and he does not need to worry about that little 1/2 unless i chain spells next turn and he can block her... atleast with the Young Pyromancer (so far anyways) i am not taking 3 dmg turn 1 to cast her and deal 1 dmg to you (with Delver it's ok cuz next turn i get u for 3 back most likely) but instead she comes out turn 2 and i may take dmg from Probe to get value this turn but now i have 2 creatures, 1 is an excellant chump blocker for Goyf etc and if she lives i have Remand and Spell Snare backup. I also did notice once people knew i had her, they played conservatively to play around her, they would hold up removal to kill her or Delver so now my deck has 3 creatures that beg the opponent to answer them immediatley which throws off their curve and game plans, and 3 more creatures with Geist that scream "Play lily, or Boardwipes" again throwing off their game plan..
I'm sorry to disappoint my peeps! i wont be going to modern tonight because I have spent the last 6 hours moving furniture around my house and to the curb for garbage
I have 2 more scalding tarns in the mail so my mana base will be getting much better here in a few days though
There is a heavy prowess build that was just posted that i like, as well as a haste list that i liked which dropped delvers. I like all of them right now, so only time will tell which one I finally settle with.
I do agree with you Curdbros that we have always seemed to have similar playstyles, its crazy how this thread is on 60, and i started in when this thing was just a wee little baby lol
Cards im considering or thinking others should consider:
Blood Moon Depending on the build of the deck, we could run this mainboard and our game against most of the big mana strategies goes THROUGH THE ROOF. definitely thinking about it, anyone else?
Haze of rage could be a great finisher with a build that spams tokens with young pyromancer. looks super fun, and can be a great combo finish for the decks that are trying to combo spam lots of prowess in a few turns for the big win.
Just thinking outside the box peeps
Thanks you very much DarkNightCavalier for the Sig.
That's awesome that your getting our Scalding Tarns. That will help the deck run a ton more smoothly.
I have seen a couple of the strategies that run a super aggressive build with Monastery Swiftspear, Kiln Fiend, Stormchaser Mage, etc and pump spells. These styles of decks can definitely spike and when they are at their best basically can't lose on the play. When I originally built this deck it had Kiln Fiend in the deck because we didn't have better options at the time. These style of decks are just not my style because I am not a huge fan of decks that are super linear. In modern you have to be somewhat linear right now, but I like being able convert or adapt slightly post board.
I totally agree that Young Pyromancer is well positioned right now and I love Haze of Rage. I originally thought that the copies also triggered prowess, however, copies do not. It's a card that I love in a token based strategy and I think it's highly underrated. If you go back to the primer (page 1) I have a build with Haze of Rage in the deck with Young Pyromancer. I haven't updated that list in probably a year and a half so it will certainly need some updates (as soon as I can get around to it), but that card is a ton of fun. Great find.
I would love to see everyone's young pyromancer builds for those who are more versed in a young pyromancer builds.
I am excited to hear how these builds play out. I haven't played much with Young Pyromancer in this style of build so I am very interested to see how it goes for those of you who are more well versed and have more experience playing Young Pryomancer style decks.
I do agree that a Swiftspear deck is completely different from a Young Pyromancer decks. The swiftspear decks have to fall on the aggressive/burn end to really get a bonus out of playing swiftspear on turn one. Young P fits much better in the decks that are a little more tempo/control oriented and are not trying to kill before turn 5 in most cases. I think both can work, but probably can't work really well together.
I have been trying to squeeze a Spell Snare into my deck because it is so well positioned right now. The one CMC counters are super effective in our deck, but are even better in a Young Pryomancer deck. If I had to pick a version of the deck I like more between the kiln fiend/Stormchaser/Mutagenic Growth/ETC build or the Young Pyromancer/Counters/Burn/Etc build, I would definitely side on the Young Pyromancer side of the argument. I love being aggressive, but I am not a huge fan of the extremely linear style builds. But that's just my personal preference. I think all of the builds can be competitive as long as they are well tuned and the player gets a ton of reps with the deck. The single most important factor to the success of a deck in modern is how much the player has played the deck and how much experience they have with the deck. Ryan Overturf wrote an article on that this week on Modern Nexus and I completely agree with him.
i used to fool around with a combo deck that had Young Pyromancer, Haze of Rage and Simian Spirit Guide as an enabler. The deck had stuff like Manamorphose, Gitaxian Probe, Pyretic Ritual and a bunch of other spells to creature a bunch of tokens by turn 2-3 that will attack for about 20 damage (these tokens have haste)
My experience with Young Pyromancer is mostly when I was fooling around with Grixis Delver. Young Pyromancer in that deck is usually to fool the opponent into boarding in sweepers when you are just going to go big with guys like Tasigur and Gurmag Angler.
I also played Monastery Swiftspear because a turn 1 Swiftspear, turn 2 YP + Gitaxian Probe pressures your opponent. and once he tries to clear the board with removal or trades, you delve everything away for Tasigur or the Angler. That is usually the line of play.
For Jeskai Delver its slightly different. Our biggest drops is Delver and actually YP himself. Maybe Bedlam Reveler can be the "big drop" but he isn't gonna come on as fast as the Delve creatures because of his clause.
A sample deck list when i was fooling around with YP in my Jeskai deck way back:
4 Delver of Secrets
4 Monastery Swiftspear
4 Seeker of the Way
4 Serum Visions
4 Gitaxian Probe
4 Path to Exile
4 Lightning Bolt
4 Remand
4 Vapor Snag
2 Electrolyze
1 Logic Knot
4 Bloodstained Mire
2 Steam Vents
1 Hallowed Fountain
1 Sacred Foundry
3 Island
2 Mountain
1 Plains
Of course the usual stuff like Snapcaster Mage and Scalding Tarns should be in there but this was way back (still no Tarns but eventually i guess lol).
Active thread contributor of Jeskai Prowess Tempo
I am not sure i agree with saying that our "biggest drops are Delver and YP himself" Delver is definatley a threat and one of our biggest win con and at this point i agree with you, Young Pyro however being a big drop is not true (atleast for my deck). I feel for Jeskai if your playing the Geist version that Delver, Geist and Bedlam are your threats.
Delver - Because delver is delver and delver consistantly can do lightning bolt damage on turn 2.
Geist - his 2/2 body is lack luster but his angel is a free Boros charm, and our unblockability cards like Slip Through Space, Distortion Strike ro Emerge Unscathed allow this guy to end games in a couple turns, coupled with our burn / removal package or backed by counters this is our biggest threat.. no the quickest in terms of hitting the battle field but large damage output on that turn 4 game
Bedlam Reveler - 3/4 body that is hard to remove outside of straight kill spells I.E Jund, add in prowess and he is a force. if you on Turn 3/4 (easily casted then) cast him, drop nothing cuz your hand is probably empty anyway, draw up say Spell Snare, Lightning Bolt & Slip Through Space.. then on the following turn you cast Slip through Space for unblockable, draw anything (path, Snapcaster, Counterspell dont matter), Lightning Bolt to the Face, and Snare to counter Terminate, Putrefy etc. you now swing for 6 dmg, and dealth 3 direct with Bolt... 9 damage on 1 turn is nothing to laugh at.
For me, i find Young Pyro works the same in Jeskai as he does in Grixis.. a distraction that can win the game if left unanswered. Young Pyro hits the field and gives you Chump blockers and a large field which begs your opponent to have Targeted removal for her (which means Delver has 1 less card to worry about) or boardwipe. If the opponent has neither of those you can just chump block your heart away or swing with an army.. I am perfectly ok to see my Pyromancer get hit with a lightning bolt, path, terminate, anything as it means my next delver has a higher chance to live and my opponent has 1 less turn of setting up their board since they had to use a removal spell. I am also ok if you board wipe look at the following example say.
T1 - Land, Delver, Pass
T2 - Flip Delver, Land, Swing for 3dmg, Pyro, Probe, Pass.
**Opponent taps out to Boardwipe, or taps 2 for Removal on Pyro**
T3 - Land, Geist of Saint Traft
T4 - Land, Unblockable,Bolt, Counterspell doesn't matter, Swing.
Now the above example is obviously everything on curve and you not needing any path or bolt or counter spell early on but Pyro became a distraction. Had they not had an answer then Pyro gets me a bigger army, Delver swings for more dmg, and i just hold my mana up. I would not be using Pyro as a main beater personally, just the tokens. this is of course my opinion
http://www.starcitygames.com/article/33810_Video-Grixis-Delver-In-Modern.html
Spell Queller continues to be very good and compliments Snapcaster Mage and Vendilion Clique as another efficient disruptive flash threat.
The deck has plenty of card draw with 4x Serum Visions + 4x Ancestral Vision (and 2x Remand).
There are also some 1x-ofs like: Shadow of Doubt, Electrolyze and Negate which seem like SB material to me.
I agree Rafiq. I have consider Geist of Saint Traft and Bedlam Reveler as my "late game" beaters. I also throw Snapcaster Mage and burn spells in that category too. I consider the delver and swiftspear my "first wave" of damage. This wave can be enough on it's own in conjunction with burn spells, unblockable spells, and removal. If that is not enough or these threats are removed/neutralized I consider Geist of Saint Traft and Bedlam Reveler to be the second wave that gets value in the mid to late game and each do large chunks of damage. If that is not enough then Snapcaster Mage and burn spells are the final reach towards the finish line. The games don't always playout perfectly, but for the most part the deck has been very consistent.
I did play 8 games against Jund last night and learned some valuable information. I will write a more in depth review, but here are a few things:
-My main deck is much better than it used to be against Jund now that I have two Bedlam Reveler and a Saheeli Rai.
-Echoing Truth does so major work against them. One game I was able to bounce two delvers back to my hand to avoid an anger of the gods and won the game with the delvers. In addition I bounced a Liliana of the Veil, a Scavenging Ooze with 3 counters, and two Tarmogoyfs at once.
-Saheeli Rai also performed very well especially in conjunction with Bedlam Reveler. I was able to make a copy of Reveler twice and won both games with that play. She may be best as a sideboard card for grindy matchups.
I am still working on this matchup to see if I am playing it correctly. I did feel light on threats in several games, but that is likely due to Jund's removal and hand disruption. I still have one sideboard slot left and am considering several cards
-Spell Queller
-Vendilion Clique
-Restoration Angeal
-Wear // Tear copy number 2
-Other suggestions
Which one do you all like for the sideboard or do you have other suggestions?
Thanks for posting that D90Dennis. I saw that article. I was very excited when I saw the title. I keep wanting to like Spell Queller and I just don't think I have given it enough play yet. Does anyone else currently play Spell Queller and if so, where does it shine?
I have been trying to decide between Queller and Vendilon Clique for my sideboard. My deck is slightly more aggressive so I thought Clique would fit better, but I don't like the 1 toughness that dies to everything. I need to test both, but wanted to hear everyone's experience on here.
So far with my testing of Spell Queller he is only really bad against Tron and Eldrazi as he does ziltch against 90% of their decks *sad Panda*. He is however good against most other decks surpringly even Jund, Grixis or the Mirror.. I have found (with my Meta anyway) that he is not one that opponents choose to kill immediatley as alone he isn't a big threat and doesn't put them on a fast clock. I have also found that most of these players are OK to loose whatever you have exiled unless it was a win-con I.E a boarded in boardwipe.
Where i have found the most use for my Queller though is the control matchup, we have enough in our MB / SB (deending) to go toe for toe on the counter game, so boarding in a Spell Queller to counter something uncounterable I.E Supreme Verdict is just Gravy, your opponent generally doesn't have targeted removal for these so Queller gets to deal some damage and save your board for atleast 1 turn. If they Boardwipe again then its OK that they got their spell back as they used a boardwipe to get a free boardwipe so you stil 2-for-1, or even if they use Cryptic Command to bounce your Spell Queller, if you left mana open you can flash him back in, in response to the free cast of the boardwipe you originally exiled and just exile it again.
I believe he is worth 1 slot in the Sideboard but to make him MB is a tough call i think. One player at my meta did manage to do it, however his deck was designed around the Eldrazi that put cards from exile into the opponents GY, so he was playing things like Spell Queller, Thought-knot Seer, and Tidehollow Sculler
Thank you, CurdBros, for your kind words
The list is actually working very well. Played two Modern FNMs (one with five rounds: 3-2, one with four rounds: 3-1) and my online win percentage is also pretty high.
My deck lost against Sigarda from SB (couldn't attack with Geist, he left Sigarda on defense and beat me with 2 Goyfs), against unfair combos (in that game a simple Spell Pierce would have saved me -_-) and when I was unlucky enough two mulligan to 5 in game 1 and drew 15 (!!!) of my 20 lands during game 3... But, when I win with this deck it feels so good! One game I won turn 3 with two Swiftspears (T1: Swiftspear hit for 1, T2: 2nd Swiftspear + Bolt = 7 dmg, T3: Pillar, protect my Swiftspear against removal with Emerge Unscathed, Mutagenic Growth = 12 dmg) - Swiftspears are amazing! Usually Swiftspear & Delver get the opponent to 5-10 life and Snap + Burn or Geist finish the job.
I changed two cards since I posted the list: 2nd Stone Rain in SB became a Negate. 1 Stone Rain combined with 2 SS and 2 CR is good enough against Tron...
2nd Mutagenic Growth in MB became Jeskai Charm. MG is great because it allows to tap out and still do stuff, but the Charm is super effective too. Think about it. It reads: Put Celestial Colonnade or Tasigur on top of opponent's library, or 4 dmg to your face, or my 2 Swiftspears do 6 damage and I gain 6 life.
I think Sulfur Elemental might be a good addition, because the most problematic card for Geist is Lingering Souls. Turn 3: I play Geist, opponent plays Lingering Souls, Turn 4: I play Sulfur Elemental, Geist and Angel hit for 8 instead of 6 - sounds good to me
has anyone tried out a more aggro-y list like this? I saw it pop up on top8 a few times with success, and I've really enjoyed playing this deck, though i've had a make a few modifications for price, but sometimes some match ups just seem rough, thought it'd be good to get some feed back form you guys!
3 Arid Mesa
2 Flooded Strand
1 Hallowed Fountain
1 Island
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Seachrome Coast
2 Steam Vents
1 Sulfur Falls
4 Mantis Rider
4 Monastery Swiftspear
3 seeker of the way
4 Stormchaser Mage
INSTANTS and SORC.
2 Jeskai Charm
4 Gitaxian Probe
4 Lightning Bolt
4 Lightning Helix
4 Mutagenic Growth
4 Serum Visions
4 Vapor Snag
2 Deflecting Palm
2 Molten Rain
2 Pyroclasm
2 Timely Reinforcements
2 Wear / Tear
Welcome to the boards. I know you have been a long time WUR delver forum provider so I am glad to see you here. I am really excited that you posted, because many people on here have been delving into utilizing Young Pyromancer in not only their mainboard, but their sideboard. I have never been a huge fan of Young Pryomancer so I don't have a ton of experience playing with the card, but it's fairly easy to see how it would slot into the deck.
I would like to see the two Geist of Saint Traft in the mainboard, however, young pryomancer plays slightly better in a deck that revolves a bit more around disruption/counter magic so flash creatures fit extremely well into that style of deck. I would say if the deck has been performing well continue to run one of each, if you start to see any consistency problems you could pick which one has performed better and stick the other in the sideboard.
I already asked you about revler and lavamancer in the same deck. I oringally removed the lavamancer from my board bc I didn't think it could exist with reveler, but I may have to give it a try again.
I did have a question about the sideboard. How has the surgical extraction been working foro you? I have been interested in this card, but have never made the plunge. I would love to hear what a player with experience with the card thinks of it.
Thanks again for posting and welcome to the forum!
You are basically playing my Jeskai deck, aka "Chandra's Rifles." If you can afford or borrow them, I would suggest running 3-4 Snapcaster Mage. Being able to flash your spells back is just pure value. Also, I prefer Boros Charm over Mutagenic Growth, as it has the versitility of being both a protection spell, burn, and a pump all in one card! Finally,I run Chandra, Torch of Defiance and Elspeth, Knight-Errant at my top end for the grindier matchups.
For reference, here is my list:
4 Scalding Tarn
2 Arid Mesa
4 Flooded Strand
2 Steam Vents
1 Sacred Foundry
1 Hallowed Fountain
2 Island
1 Mountain
1 Plains
1 Spirebluff Canal
1 Inspiring Vantage
CREATURES
4 Mantis Rider
4 Monastery Swiftspear
3 Snapcaster Mage
4 Stormchaser Mage
1 Chandra, Torch of Defiance
1 Elspeth, Knight-Errant
INSTANTS and SORC.
2 Jeskai Charm
2 Forked Bolt
4 Lightning Bolt
4 Lightning Helix
4 Boros Charm
4 Serum Visions
4 Path to Exile
2 Geist of Saint Traft
2 Stony Silence
2 Pyroclasm
3 Leyline of Sanctity
2 Wear / Tear
2 Hindering Light
2 Rest in Peace
What matchups do you find you struggle with? It'll be easier to help you if I know where you're struggling.
-Gofy