I like the idea of Quicksmith Rebel but it may have a little trouble with only 8 artifacts in the deck. But since it's only a 1 of as a replacement for mom/pop, it may be perfect. It definitely becomes better after sb when more artifacts are potentially brought in or specifically Spellskite which can protect him. Skite would not be the ideal target for the rebel though as you also want the targeted artifact to stay alive as well. We attack and take pot shots under bridge all day long but now the bridge might start getting some hits in? What's happening here!?
I was just curious what people thought about Hazoret's Undying Fury. Ok, so I think this one needs a little explanation because it's a 6 drop which we never go near as far as our curve.
So there are some issues with the card but I think the cons are actually nullified by a number of factors:
1. This costs 6 mana. Ok our top end is 4 so yes, this is on the expensive side, but remember those situations where we have accelerators in hand but nothing to use them on? I don't know about you, but this is quite a common occurrence in my experience and this would be the perfect card for such occasions. Not to mention we have Planeswalkers to help us ramp into it as well. (Curves nicely with a hard casted Chandra for a follow up +1 RR. for 6 mana Fury)
The biggest problem I see is trying to lose it from your hand to help lower the bridge but part of running this involves knowing that you would only have 1-2 in the deck. But we are not talking about adding a bunch of high costed cards to the deck. If it's down to getting this last piece out for bridge, you're either about to die to 1 power creatures or you're flooded with lands. In which case you're screwed anyway unless fury hits tormenting voice, which is exactly what you'd want when trying to dump out lands anyway! (Unless you hit 2 lands off it but at that point, I think the universe doesn't want you to lower your bridge that game). And btw, fury does not put any cards in your hand. It's cast or don't so I don't think that this 6 cmc card interferes too much with bridge (minus a remand but that implies you don't even need bridge).
Admittedly, there is the next turn where you cannot untap lands, but you just cast up to 4 cards anyway. Only one of which you would have played without this. So again, what that amounts to is next turn maybe not being able to play what you draw and lifting the bridge by 1 power. We still may be able to cast or empty our hand however without needing lands as that's just what the deck is good at. Also by the time we are casting this, we likely do not want more lands so it could act as a filter by exiling a few lands.
2. Must hit 5 cmc or less non-land cards. A deck restriction involving a lower than 6 cmc curve. This is almost completely negated by the fact that we are already tuned for this curve as every card in the deck is less that or equal to 4. (Minus another fury if you ran more than one, or a 3 charge chalice (6 mana) which we would rarely do anyway as it hits us hard.) This also doesn't have the restrictions that coco has in that coco only hits creatures that are 3 or less. This is non-land <= 5.
3. This only digs 4 cards deep. I list this as a problem only because it's in comparison to Collected Company but I don't really consider it an issue. So it's not quite coco level of dig, BUT it has DOUBLE the potential with being able to cast up to FOUR non-land cards! Imagine really needing that bridge, moon, wincon, sb piece, whatever. And I don't know about you guys, but I have found that Pyro Prison is excellent in top-deck mode. So 4 cards may be better than it seems. 21 lands is also a fairly low land count which improves the odds of good fury hits. Btw, don't you like the way that sounds? Fury.. Just sounds right..
4. There is no setting this up with scry and such with the initial shuffle you have to do. Frankly we don't have a ton of filtering anyway and lots of amazing cards to hit with it so I don't think it's particularly too relevant. This even acts as a late game filter when wanting anything BUT lands. So when it's not hitting its full potential, it's still helping you out by trimming your deck a bit. (Ok, this little perk isn't THAT great but it is something for the weakness that variance cards like this have.)
Anyway, who wouldn't love a red Collected Company!? I know this costs 6 but our deck is specifically designed to cheat things out sooner with our many accelerators. I believe this would smooth out our late game when we still have unused accelerators, draw into more, or would normally just be using Chandra's first +1 for a shock to the face or chance at putting one non-land permanent down, which fury might do four of. Incidentally, this strengthens her second +1 as a more common option. Let me know what you guys think!
*Btw, I did a lot of comparing to Collected Company. They are obviously very different cards with coco costing only four and being instant speed. That's a VERY different card. This is simply in the spirit of casting a card that nets you several more casts. But in the context of pyro prison, I feel fury may have some legs to stand on as it's quite the bomb that does a bit of everything. Plays aggro by dropping down threats like rabblemaster or planewalkers. Plays control by putting down lock pieces or hitting our sweepers, and even digs towards what you really need even if you don't hit it. Note that if you hit something like (Mountain, Slagstorm, Goblin Rabblemaster, Blood Moon), you could cast Slagstorm first and THEN Goblin Rabblemaster in order to sweep the board and then plant your wincon.
Woah, undying fury?!?! Now we're talking! I love how outside the box this idea is. I'm never one to poo poo an idea without testing it. Ask my friends, I've come up with some crazy ideas, like isochron scepter in burn. (See James LeRiche top 8 IQ list from glassboro earlier this year. My deck.) And sometimes not so much. You gotta test it and tell me how it goes. More importantly, you get an A+ for putting thought into your suggestion, thinking outside the box, and definitely causing people to come and see what the heck your up to at FNM.
I'll be testing Hazoret's Undying Fury tonight, probably as a two of and will report my results. Pia will be coming out for one of them. TBD on the second swap. I will agree that I feel mom and pop feel like the weakest link at the moment, so a one of fury feels easy but only having one doesn't feel like enough of an impact. In theory, having two feels just right but at the very least will work with one.
If the Unstable Draft does not launch tonight I'll be running... (Although this little Budget Blue deck I run is calling me on the month of Christmas, ya know not be... so mean to our opponents ;)).
That being said, I will be jamming Chandra Pyromaster instead of Pia and Kiran. My online matches have been solid round one. I've even sideboarded out Koth over Chandra Pyromaster in creature based matchups as she defends herself and pings off the little creatures very nicely. She is also (the hidden gem that no one seems to talk about) the digging we may need in Mono-red (Sorry Nahiri), which is the best with Ensnaring Bridge matchups. I've already drew dead on my draw, to then Exile with her 0 ability to confirm a playable spell prior to ultimating Chandra TOD.
What about Batterskull for a card that can hedge against aggro and control? It might be slow but it's such a grindy card that will stop attacks and is a great resilient threat against control.
Hey guys, I need some help. Can someone go to the channel fireball article and post a comment that we've been working in the deck for almost two years and it's called pyro prison. SCG refused to name it what was in the decklist and now it's mislabeled all over the place. I don't have Facebook, so I can't post anything on there.
Played some Unstable and hit up the Channel Fireball post with two solid posts explaining even my perspective and experience.
Not to mention Skred Red, FWR, and myself Pyro Prison have flipped our decks over, and you can't even say the Mountains are the same cause Mr. Skred has snow-covered ones. Usually its SSG, and some Lock Pieces that are the same.
Edit: Also if people don't mind a Doggo going a touch nuts in the background from time to time, I may record/stream the deck. Just prefer to deliver high quality streams, but doggo likes to bark.
Thanks for your contributions to the channel fireball article. And YES, I would love to see a strem and see the deck in action with commentary for decisions. We can all learn from each other
So, after getting killed twice by my own Tormenting Voice I will never use the card again. Fool me once, shame on you. Fool me twice, shame on me. The card is dead to me. Twice I had my opponent completely locked out of the game with no hope of coming back. They were trapped behind a bridge and making about 20 1/1's per turn with abilities but had no way of killing the bridge. I then proceed to draw Tormenting Voice with no way to cast it because I can't discard a card. In comes a hundred 1/1's swinging next turn...
In other news, I'm testing a single Hazoret the Fervent main board over a single Pia and Kiran Nalaar. Pia and Kiran are always useful to create chump blockers in a desperate situation but Hazoret can be a pretty decent chump blocker himself, especially with indestructible. In a world of Death's Shadow and Gurmag Angler's Hazoret seems better.
Hey guys, i am new here. I own only half of this deck but try to get rest. Seems funny and i test several decklists on x mage at moment. It seems bridge is to important... Tryed without and it was a desaster.
If you are playing without Ensnaring Bridge you should just play Skred Red at that point. It's probably the best bridge-less version of the deck but I personally prefer this version.
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My current modern paper decks with current match records since 02/01/17:
Just got done st GP OKC. Went 4-4. Lost to 3 devoted Druid vizier decks and a complicated affinity deck. Will go into more detail later, but I heard that in a side event another kid was running this as well. I played against a guy from channel fireball and he liked the idea, so maybe it will be played more!
What was your sideboard strategy for the counters company matches? I'd like to offer some help so that you can beat them going forward. I would side out rabblemaster and Magus and side in 2 anger, 2 spyglass, skite and torpor orb.
PS...what's everyone's thoughts on ditching boil for a damping matrix? Two of our worst matches are UW control and ETron, so I'd be making one match worse while making another better. matrix has other applications, like vs counters company and boil is obviously game over vs any blue deck. Very hesitant to take out a card that literally says "I win" vs a good 30% of the decks
I used Tormenting Voice for two FNM's and traded them in after I went 1 - 3 both nights with a loss happening the exact same way you described. This new list is pure gas and I've been doing very well with it.
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Modern - Pyro Prison
Modern - GW Tron
Modern - Mono G Tron
Modern - RWg Burn
Commander - Yisan, The Wanderer Bard cEDH build
Commander - Edric, Spymaster of Trest - Budget/Casual list - complete
Commander - Kynaios and Tiro of Meletis - $35 Budget upgrade
Commander - Edgar Markov - $150 upgrade
Hey all...it's me MVilla888 (Mike Villa) back from a self-imposed exile from the game for the past few months....actually just IRL work keeping me too busy to even think about MTG since I had to cancel going to the SCG Invitational back in the summer. But the light is at the end of the tunnel and I'm trying to get caught up on all that has happened with the deck these last few months.
Grats to Russ (Stickballruss) for the great run last weekend...well done and I really like the innovation with the deck. I have to agree with the tossing of Tormenting Voice, as I had it bite me a couple of times as well in matches that mattered. I am interested in what will replace Pia in your notes after the tourney. Also like the addition of Walking Ballista to the deck as a faster clock once the lock is in place as well as a mana sink as needed every turn to help end the game a bit quicker. Love it.
Would be interested in what you might be tweaking in addition to Pia in the deck....I have the SCG event on Jan 6 here in my backyard, so hoping to dust off the Blood Moons and start crushing folks again.
Thanks to all for keeping this deck going...hope to chalk up another great finish here in a couple of weeks.
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I was just curious what people thought about Hazoret's Undying Fury. Ok, so I think this one needs a little explanation because it's a 6 drop which we never go near as far as our curve.
So there are some issues with the card but I think the cons are actually nullified by a number of factors:
1. This costs 6 mana. Ok our top end is 4 so yes, this is on the expensive side, but remember those situations where we have accelerators in hand but nothing to use them on? I don't know about you, but this is quite a common occurrence in my experience and this would be the perfect card for such occasions. Not to mention we have Planeswalkers to help us ramp into it as well. (Curves nicely with a hard casted Chandra for a follow up +1 RR. for 6 mana Fury)
The biggest problem I see is trying to lose it from your hand to help lower the bridge but part of running this involves knowing that you would only have 1-2 in the deck. But we are not talking about adding a bunch of high costed cards to the deck. If it's down to getting this last piece out for bridge, you're either about to die to 1 power creatures or you're flooded with lands. In which case you're screwed anyway unless fury hits tormenting voice, which is exactly what you'd want when trying to dump out lands anyway! (Unless you hit 2 lands off it but at that point, I think the universe doesn't want you to lower your bridge that game). And btw, fury does not put any cards in your hand. It's cast or don't so I don't think that this 6 cmc card interferes too much with bridge (minus a remand but that implies you don't even need bridge).
Admittedly, there is the next turn where you cannot untap lands, but you just cast up to 4 cards anyway. Only one of which you would have played without this. So again, what that amounts to is next turn maybe not being able to play what you draw and lifting the bridge by 1 power. We still may be able to cast or empty our hand however without needing lands as that's just what the deck is good at. Also by the time we are casting this, we likely do not want more lands so it could act as a filter by exiling a few lands.
2. Must hit 5 cmc or less non-land cards. A deck restriction involving a lower than 6 cmc curve. This is almost completely negated by the fact that we are already tuned for this curve as every card in the deck is less that or equal to 4. (Minus another fury if you ran more than one, or a 3 charge chalice (6 mana) which we would rarely do anyway as it hits us hard.) This also doesn't have the restrictions that coco has in that coco only hits creatures that are 3 or less. This is non-land <= 5.
3. This only digs 4 cards deep. I list this as a problem only because it's in comparison to Collected Company but I don't really consider it an issue. So it's not quite coco level of dig, BUT it has DOUBLE the potential with being able to cast up to FOUR non-land cards! Imagine really needing that bridge, moon, wincon, sb piece, whatever. And I don't know about you guys, but I have found that Pyro Prison is excellent in top-deck mode. So 4 cards may be better than it seems. 21 lands is also a fairly low land count which improves the odds of good fury hits. Btw, don't you like the way that sounds? Fury.. Just sounds right..
4. There is no setting this up with scry and such with the initial shuffle you have to do. Frankly we don't have a ton of filtering anyway and lots of amazing cards to hit with it so I don't think it's particularly too relevant. This even acts as a late game filter when wanting anything BUT lands. So when it's not hitting its full potential, it's still helping you out by trimming your deck a bit. (Ok, this little perk isn't THAT great but it is something for the weakness that variance cards like this have.)
Anyway, who wouldn't love a red Collected Company!? I know this costs 6 but our deck is specifically designed to cheat things out sooner with our many accelerators. I believe this would smooth out our late game when we still have unused accelerators, draw into more, or would normally just be using Chandra's first +1 for a shock to the face or chance at putting one non-land permanent down, which fury might do four of. Incidentally, this strengthens her second +1 as a more common option. Let me know what you guys think!
*Btw, I did a lot of comparing to Collected Company. They are obviously very different cards with coco costing only four and being instant speed. That's a VERY different card. This is simply in the spirit of casting a card that nets you several more casts. But in the context of pyro prison, I feel fury may have some legs to stand on as it's quite the bomb that does a bit of everything. Plays aggro by dropping down threats like rabblemaster or planewalkers. Plays control by putting down lock pieces or hitting our sweepers, and even digs towards what you really need even if you don't hit it. Note that if you hit something like (Mountain, Slagstorm, Goblin Rabblemaster, Blood Moon), you could cast Slagstorm first and THEN Goblin Rabblemaster in order to sweep the board and then plant your wincon.
That being said, I will be jamming Chandra Pyromaster instead of Pia and Kiran. My online matches have been solid round one. I've even sideboarded out Koth over Chandra Pyromaster in creature based matchups as she defends herself and pings off the little creatures very nicely. She is also (the hidden gem that no one seems to talk about) the digging we may need in Mono-red (Sorry Nahiri), which is the best with Ensnaring Bridge matchups. I've already drew dead on my draw, to then Exile with her 0 ability to confirm a playable spell prior to ultimating Chandra TOD.
Chandra says thank you Chandra.
Not to mention Skred Red, FWR, and myself Pyro Prison have flipped our decks over, and you can't even say the Mountains are the same cause Mr. Skred has snow-covered ones. Usually its SSG, and some Lock Pieces that are the same.
Edit: Also if people don't mind a Doggo going a touch nuts in the background from time to time, I may record/stream the deck. Just prefer to deliver high quality streams, but doggo likes to bark.
In other news, I'm testing a single Hazoret the Fervent main board over a single Pia and Kiran Nalaar. Pia and Kiran are always useful to create chump blockers in a desperate situation but Hazoret can be a pretty decent chump blocker himself, especially with indestructible. In a world of Death's Shadow and Gurmag Angler's Hazoret seems better.
Here is my current list that I have been liking for some time now. Always seems to do pretty well: https://www.mtggoldfish.com/deck/514090#paper
If you are playing without Ensnaring Bridge you should just play Skred Red at that point. It's probably the best bridge-less version of the deck but I personally prefer this version.
Dragon Stompy - R 11-6-0
Ponza - RG 8-4-0
Tron - BG 1-2-0
Naya Burn - WRG 2-4-0
Spirits - UW2-2-0
Dragons - R
PS...what's everyone's thoughts on ditching boil for a damping matrix? Two of our worst matches are UW control and ETron, so I'd be making one match worse while making another better. matrix has other applications, like vs counters company and boil is obviously game over vs any blue deck. Very hesitant to take out a card that literally says "I win" vs a good 30% of the decks
Modern - GW Tron
Modern - Mono G Tron
Modern - RWg Burn
Commander - Yisan, The Wanderer Bard cEDH build
Commander - Edric, Spymaster of Trest - Budget/Casual list - complete
Commander - Kynaios and Tiro of Meletis - $35 Budget upgrade
Commander - Edgar Markov - $150 upgrade
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Hey all...it's me MVilla888 (Mike Villa) back from a self-imposed exile from the game for the past few months....actually just IRL work keeping me too busy to even think about MTG since I had to cancel going to the SCG Invitational back in the summer. But the light is at the end of the tunnel and I'm trying to get caught up on all that has happened with the deck these last few months.
Grats to Russ (Stickballruss) for the great run last weekend...well done and I really like the innovation with the deck. I have to agree with the tossing of Tormenting Voice, as I had it bite me a couple of times as well in matches that mattered. I am interested in what will replace Pia in your notes after the tourney. Also like the addition of Walking Ballista to the deck as a faster clock once the lock is in place as well as a mana sink as needed every turn to help end the game a bit quicker. Love it.
Would be interested in what you might be tweaking in addition to Pia in the deck....I have the SCG event on Jan 6 here in my backyard, so hoping to dust off the Blood Moons and start crushing folks again.
Thanks to all for keeping this deck going...hope to chalk up another great finish here in a couple of weeks.