So this is my current list for the deck that I am testing on Xmage and would like some opinions on it. I am testing Sleight of Hand over Visions of beyond for more early game selection. So far it's okay but the lack of drawing 3 or 6 cards for 1 mana hurts at times. Also I have enjoyed Molten rain it works amazingly well vs tron and Breach if only to slow them down till and ascension is on line. Monastery Mentor has also done well vs control decks and jund. I feel the side could use more artifact/enchantment hate tbh I have seen a lot of Chalice of the void of late, as well as rest in peace. I would also like to try more hard counters in the side but am unsure if that is a good idea or what card I should test. Any opinion is welcome.
I am also curious what people think about teh card Unsubstantiate over remand. I know it does not draw a card but it doesnt counter so we can return abrupt decays. Not much just a card I had in mind.
Should really have 2/1 split on steam vents/sacred foundry instead of 1/2, didn't have another steam vents on me.
Matchups:
Round 1 vs Eldrazi Tron: Kept a no lander on the draw game one with 2 probes and 2 one mana cantrips. Drew for turn, probed twice, found a sacred foundry that couldn't cast my cantrips. He played a karn, I called it there. Didn't realize he was on eldrazi tron yet.
Game 2 he had a clock and a chalice of the void that I couldn't find an answer for. 0-1.
I forget how I sideboarded that round. Probably +3 Blood Moon +2 Spell Pierce, -2 Lightning Helix -2 Visions of Beyond -1 ???
Round 2 vs Jeskai Nahiri
Pretty straightforward. Got a thing pathed game one, he played a nahiri, turn four I played an ascension, turned it on with two free spells, went off with manamorphose, milled him with the revival/manamorphose into revival/thought scour loop.
Game 2 he didn't really have much going on, bolted a clique in response to the trigger and then had plenty of time to assemble ascension and throw bolts at him.
Sideboarding: +2 Wear // Tear, +2 Spell Pierce, +2 Blood Moon, forget what I cut. I'm still figuring out which cards to cut. 1-1.
Round 3 vs Taking Turns
Not much to say here, we're a faster combo deck. He landed a chalice game 2, but I had the tear for it. Also cast a remand on a time warp with an active ascension, meaning I still countered it through his one dispel.
Sideboarding was +2 Spell Pierce +2 Wear // Tear, -2 Lightning Helix -Visions of Beyond? 2-1.
Round 4 vs Infect
I think we're heavily favoured here. Bolt the infect dudes, then combo your way to victory. Sideboarding +2 Helix, +2 Path, -2 Remand, -2 Visions of Beyond. Considered bringing in blood moon, but awkward with path. Probably should have brought in explosives here too.
Overall I'm pretty happy. Round one sucked but I pulled it back.
Thoughts on some cards:
Noxious Revival: Card is great. Huge amount of possibilities with this card. Almost want 3, because it's kind of nerve-wracking when you have one in the bin already and you thought-scour yourself, but the list is pretty tight as is. Also seems good against BGx, as it turns into an extra copy of a threat in game 1.
Visions of Beyond: Got to cast this as an ancestral a few times, which was fantastic. It came out in matches where I thought it was likely to be decided in the first few turns, and as such I wouldn't have as much time to fill up the yard. Also anticipating some sort of graveyard hate game 2. Not sure how correct it was, but I'm still trying to work out what the cuts in various matchups should be.
Sleight of Hand: More cantrips are always good with ascension, this let me combo off a lot.
I'm pretty happy with my list, I just really need to figure out what to cut when. I know to cut lootings in attrition-type matchups, and where to cut remands, but other than that I'm really not sure.
I'm using below manabase and want to check if I can improve it further without buying Scalding Tarns. Should I use Sulfur Falls instead of the Canals? I've lost some games due to fetch shocking for a red source early game for Lightning Bolt hence I have 2 fetchlands that can get a basic mountain.
i know the fetch-shock (boltlands) are bad against certain aggresive decks, because we are putting too much pressure in our own life total, but the consistency it give us is unmatched,and sometimes we have to bolt ourselves to get value, in other instances we just need to play a little slower just pinging ourselves, I understand the Scalding tarn issue, i mean, 90$ can be waaaay too expensive, RN im playing 2 Polluted delta and 4 Flooded Strand im thinking on cutting a Delta for a Wooded Foothills in case i need to fetch for a mountian, although i havent had that need yet, the rest of my mana base at the moment is 3Steam Vents 2Islands 1plain 1 mountain 1 Sulfur falls 1 hallowed fountain 1Sacred foundry and 1 Glacial fortress. Also you'll need to get the best of your Lightning helix and a post board Rest for the Weary (im not completly sold on the latter) so you wont die before your opponent does, luckily this is a pretty fast deck so you may kill your oponent before he does
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Modern: URWJeskai Pyromancer AscensionURW UR Storm UR
Im trying 2 Monastery Mentor and 4 Young Pyromancer in the mainboard instead of the 4 Thing in the Ice, I think this has made the deck far more aggresive and a little harder to deal with. on the other hand, since spoiler day one, TITI has been my favourite card, so i feel like Im cheating on it
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Modern: URWJeskai Pyromancer AscensionURW UR Storm UR
I agree with your manabase if youre meta is full of aggressive decks. Mine's a mix of everything though so I can't see myself putting a basic plains and a glacial fortress in. I also dont use rest for the weary, i use 2 blessed alliance instead for rhe boggle and bant knightfall decks in my meta. Guess Ill just have to test the Spirebluff Canals and post my results soon. Here's my SB incase all of you are interested.
(On mobile so cant tag)
3 Blood Moon
3 Path to Exile
2 Blessed Alliance
2 Dispel
2 Anger of the Gods
1 Wear // Tear
1 Negate
1 Spellskite
I see youre point here but doing so will make your opponent's bolts useful game 1. TiTi is just a house and ill never move it to SB. It has won me a lot of games against affinity and valakut decks.
yeah, I guess you're right, TITI is just an amazing card, as i said it has become my favorite card in all of MTG and the reason I put this dek together in the first place
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Modern: URWJeskai Pyromancer AscensionURW UR Storm UR
Round 1: Same guy as last week's round 1, eldrazi-tron.
Game 1 he had turn 3 tron with a thought knot and a warping wail. That game took all of about 5 minutes. Game 2 he played a map and a relic of progenitus, got down a blood moon (after he cracked the map for something other than wastes and then killed him with a flipped thing in the ice. Game three went similarly.
Round 2: 4-colour Scapeshift
Game 1 was pretty close, he cryptic'd a few times to bounce some things and ascensions. Got to the point where he would have enough lands to go off next turn, but fortunately by that point he was at 6 life so I was able to cantrip into enough bolts to end it.
Game 2 he kept a pretty risky six, with one land, a search for tomorrow, and some 2 drops. Didn't hit his land, spell pierced the search, and won from there. Took remands out on the draw, probably would have put them back in had it gone to game 3.
Round 3: Jund
Game one he had abrupt decay, maelstrom pulse, hand rip, and a goyf. Game 2 I bolted a couple scavenging oozes, got an ascension online, flipped a thing in the ice and burned him out for the last few points. Game 3 was rough, lots of hand rip, but I found my way to a bedlam reveler. He answered it with a Chandra, Pyrogenius but luckily I had a noxious revival in hand so I prowessed it to 5 toughness. He eventually found a terminate for it, but it gave me long enough to assemble an active ascension and a blood moon, which proved to be more than enough.
Round 4: Infect
Lost to this guy on Tuesday because I misplayed. Game 1 I couldn't find removal, died pretty quickly. Game 2 I had pyroclasms and bolts for days, eventually killed him with some copied bolts. Game 3 was much closer, he had a twisted image for my thing in the ice and a wild defiance. He attacked with an inkmoth, no action on my part. Mutagenic Growth'd it to 6, still nothing from me. Mutagenic'd it again and I pulled the trigger on blessed alliance which conveniently is not targeted, so his blossoming defense didn't help.
Over all I was very impressed with Bedlam Reveler and Pyroclasm, I think they're there to stay. Not sure how I feel about the 1 path (the second one was the 16th sideboard card that ended up getting cut). I probably want it against eldrazi, but I'm really not sure what else can get the axe. Maybe the helix in the board, but then burn gets worse. Maybe that's acceptable, not sure yet.
Could anybody help me about sideboarding? not what cards to side in, because sideboards can change, but im having trouble to determine what cards to side out, for example in the bgx matchup
Played a few more tournaments. Initially cut the faithless lootings because I had 77 cards and needed 75, and I thought they were the worst two. Lost a lot of games that tournament to having hands full of lands, concluded that the lootings were important.
Next experiment, which I've been pretty happy with, is cutting remands and visions of beyond. I think we generally want to be being proactive, not holding up mana to remand things, and visions just feels like a win-more.
With that in mind, went 4-1 tonight, losing to scapeshift (some pretty weird draws), and beating merfolk, burn, lantern and instant reanimator. List below. Currently mulling over if I would rather have spell pierce or dispel in the sideboard, the other 73 cards I'm pretty pleased with.
BGx is a bit of a rough matchup especially if they have discards early and a t3 Liliana. I usually side in Paths and Blood Moons in this match up, cut faithless lootings and maybe some TiTis. Not completely sure tbh. One thing's for sure, this is one of the matchups where my 2 MB Bedlam Reveler shines.
As much as some people hate the card, I find Lootings to be essential. I run 3 as well.
I don't run Sleights though, I chose Visions over it. Being an instant has saved me several times with a TiTi in play.
As for Remand, they have served me well especially during game 1s. Delaying an opponent by a turn, removing a counter from Titi and drawing a card is just good. Also supports my choice of Visions as I can hold up remand then if they do nothing, I'll just cast visions end turn. I'll admit though that remands are usually the first cards I board out so I may have just gotten lucky with my experience with the card.
im playing the mentors in my side instead of blood moons, and molten rain seems like a very good card, a good tool to play against tron, jund and control/midrange in general. i was thinking about cutting lootings and maybe scours post board
Has anyone experimented with myth realized in this shell? Either in the main or out of the side? I'm looking for a new project to build now that my Sultai midrange and Mardu midrange are done, and this looks like fun. Plus it's still in the development stage, which is of value to me.
haven´t try with Myth Realized but would be lying if i said I havent thought about it! RN im mainboarding 4 thing in the ice, 4 Pyromancer Ascension and 2 Monastery Mentor as my threats!
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Modern: URWJeskai Pyromancer AscensionURW UR Storm UR
You guys have talked me into putting faithless looting back into my deck, but as the two you guys have talked me into putting faith with looting back into my deck, but as a two-of. Actually, flooding a lot with 18 lands has convinced me to put faithless looting back at my desk! We have so much card draw that I try to power through the flood… But I see that looting could be just the flood insurance I need.
This is currently my deck: http://www.mtgvault.com/drtansebas/decks/thing-ascension/ I played at my LGS yesterday and i came to share my results Round 1: 0- 2 against Affinity, i had some reaaaaaaally bad draws, i dont think this is a bad match up, yesterday was just not my night G1: turn 2 pyromancer ascension but every card i found after it was a one of, so i couldnt activate it
G2: bring in all the artifact hate, took out monastery mentor, faithless loothing and spell pierce and in: anger of the gods, blessed alliance (only answer against etched champion) stony silence and Wear // Tear. G2 i drew ALL my sideboard, and nothing else, it was really sad, but at least i killed 2 etched champions wich made me happy
Round 2: 2-0 against Grixis Goryo's Vengeance G1 My Mentors outrun his through big threats, and a timely Spell Pierce took the match
G2: i wasn't quite sure how to sideboard against this since i took out all my yard hate, so i only side blessed alliance and took out 2 mentors fearing a pyroclasm or an anger of the gods, this time i kill him with 2 awoken horror and again spell pierce save the day, BTW he cut himself from black playing a blood moon when i discarded a plain from loothing, which end up helping me cause i fetched a basic island and already had one in play
Round 3: 1-1 Restore balance I've never played againts this deck before, so i was blank against it in g1,G1 he destroyed me with a restore balance followed by Nahiri Ultimate bringing an Emrakul. G2 I Side in 2 pithing needle and stony silence (all his mana came from some damn artifacts) never drew my sideboard, but the game turn long cause i could spell pierce his balance engough times for me to get the win with an awoken horror at the last minute
Round 4: UW Merfolk 1-2: this was so embarrasing, i made lots of misplays, like in an attack assuming the merfolks had islandwalk and not blocking with my 2 TITIs, and in game 3 drawing all my lands and nothing important to do with them, that was really bad! against merfolk i had a combination of bad draws and lots of misplays.
final thoughts: i think i will be moving the 2 pithing needle from the sideboard and change them for remands, although I´m not sure, planeswalkers are a big problem for this deck, specially nahiri harbinger and Karn, and pithing needle can stop them completely, while remand just delays them a turn, but against restore balance i was wishing for a remand to magically appear in my deck hah. Anyway I'll keep testing and i'll keep you all informed
P.S: i currently dont have scalding tarns cause of price, and probably wont get them anytime soon sadly, and i know blood moon is an amazing card, but i just don't feel comfortable playing it in the SB of a three color deck.
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Modern: URWJeskai Pyromancer AscensionURW UR Storm UR
4 Scalding Tarn
4 Flooded Strand
1 Polluted Delta
2 Steam Vents
1 Hallowed Fountain
2 Sacred Foundry
1 Sulfur Falls
2 Island
1 Mountain
Creatures (7)
4 Thing in the Ice
3 Bedlam Revler
3 Remand
4 Gitaxian Probe
4 Serum Visions
4 Sleight of Hand
4 Thought Scour
4 Lightning Bolt
4 Lightning Helix
4 Manamorphose
4 Pyromancer Ascension
1 wear//tear
1 swan song
2 Anger of the gods
3 Monastery Mentor
1 Engineered explosives
2 dispel
2 path to exile
1 blessed alliance
2 molten rain
So this is my current list for the deck that I am testing on Xmage and would like some opinions on it. I am testing Sleight of Hand over Visions of beyond for more early game selection. So far it's okay but the lack of drawing 3 or 6 cards for 1 mana hurts at times. Also I have enjoyed Molten rain it works amazingly well vs tron and Breach if only to slow them down till and ascension is on line. Monastery Mentor has also done well vs control decks and jund. I feel the side could use more artifact/enchantment hate tbh I have seen a lot of Chalice of the void of late, as well as rest in peace. I would also like to try more hard counters in the side but am unsure if that is a good idea or what card I should test. Any opinion is welcome.
4 Pyromancer Ascension
4 Serum Visions
4 Gitaxian Probe
4 Sleight of Hand
4 Thought Scour
2 Faithless Looting
2 Visions of Beyond
4 Lightning Bolt
2 Lightning Helix
2 Remand
2 Noxious Revival
Lands:
4 Scalding Tarn
4 Flooded Strand
1 Polluted Delta
3 Island
1 Mountain
2 Sacred Foundry
1 Steam Vents
1 Sulfur Falls
1 Hallowed Fountain
1 Engineered Explosives
2 Path to Exile
2 Spell Pierce
2 Blessed Alliance
2 Lightning Helix
2 Wear // Tear
3 Blood Moon
1 Bedlam Reveler
Should really have 2/1 split on steam vents/sacred foundry instead of 1/2, didn't have another steam vents on me.
Matchups:
Round 1 vs Eldrazi Tron: Kept a no lander on the draw game one with 2 probes and 2 one mana cantrips. Drew for turn, probed twice, found a sacred foundry that couldn't cast my cantrips. He played a karn, I called it there. Didn't realize he was on eldrazi tron yet.
Game 2 he had a clock and a chalice of the void that I couldn't find an answer for. 0-1.
I forget how I sideboarded that round. Probably +3 Blood Moon +2 Spell Pierce, -2 Lightning Helix -2 Visions of Beyond -1 ???
Round 2 vs Jeskai Nahiri
Pretty straightforward. Got a thing pathed game one, he played a nahiri, turn four I played an ascension, turned it on with two free spells, went off with manamorphose, milled him with the revival/manamorphose into revival/thought scour loop.
Game 2 he didn't really have much going on, bolted a clique in response to the trigger and then had plenty of time to assemble ascension and throw bolts at him.
Sideboarding: +2 Wear // Tear, +2 Spell Pierce, +2 Blood Moon, forget what I cut. I'm still figuring out which cards to cut. 1-1.
Round 3 vs Taking Turns
Not much to say here, we're a faster combo deck. He landed a chalice game 2, but I had the tear for it. Also cast a remand on a time warp with an active ascension, meaning I still countered it through his one dispel.
Sideboarding was +2 Spell Pierce +2 Wear // Tear, -2 Lightning Helix -Visions of Beyond? 2-1.
Round 4 vs Infect
I think we're heavily favoured here. Bolt the infect dudes, then combo your way to victory. Sideboarding +2 Helix, +2 Path, -2 Remand, -2 Visions of Beyond. Considered bringing in blood moon, but awkward with path. Probably should have brought in explosives here too.
Overall I'm pretty happy. Round one sucked but I pulled it back.
Thoughts on some cards:
Noxious Revival: Card is great. Huge amount of possibilities with this card. Almost want 3, because it's kind of nerve-wracking when you have one in the bin already and you thought-scour yourself, but the list is pretty tight as is. Also seems good against BGx, as it turns into an extra copy of a threat in game 1.
Visions of Beyond: Got to cast this as an ancestral a few times, which was fantastic. It came out in matches where I thought it was likely to be decided in the first few turns, and as such I wouldn't have as much time to fill up the yard. Also anticipating some sort of graveyard hate game 2. Not sure how correct it was, but I'm still trying to work out what the cuts in various matchups should be.
Sleight of Hand: More cantrips are always good with ascension, this let me combo off a lot.
I'm pretty happy with my list, I just really need to figure out what to cut when. I know to cut lootings in attrition-type matchups, and where to cut remands, but other than that I'm really not sure.
3 Flooded Strand
2 Wooded Foothills
2 Steam Vents
1 Hallowed Fountain
1 Sacred Foundry
2 Spirebluff Canal
2 Island
1 Mountain
URWJeskai Pyromancer AscensionURW
UR Storm UR
URWJeskai Pyromancer AscensionURW
UR Storm UR
(On mobile so cant tag)
3 Blood Moon
3 Path to Exile
2 Blessed Alliance
2 Dispel
2 Anger of the Gods
1 Wear // Tear
1 Negate
1 Spellskite
URWJeskai Pyromancer AscensionURW
UR Storm UR
URWJeskai Pyromancer AscensionURW
UR Storm UR
-1 Path to Exile
-1 Lightning Helix
-1 Blessed Alliance
+1 Bedlam Reveler
+2 Pyroclasm
Round 1: Same guy as last week's round 1, eldrazi-tron.
Game 1 he had turn 3 tron with a thought knot and a warping wail. That game took all of about 5 minutes. Game 2 he played a map and a relic of progenitus, got down a blood moon (after he cracked the map for something other than wastes and then killed him with a flipped thing in the ice. Game three went similarly.
Sideboarding:
-2 Faithless Looting
-2 Lightning Helix
-1 Visions of Beyond
+3 Blood Moon
+2 Wear // Tear
Round 2: 4-colour Scapeshift
Game 1 was pretty close, he cryptic'd a few times to bounce some things and ascensions. Got to the point where he would have enough lands to go off next turn, but fortunately by that point he was at 6 life so I was able to cantrip into enough bolts to end it.
Game 2 he kept a pretty risky six, with one land, a search for tomorrow, and some 2 drops. Didn't hit his land, spell pierced the search, and won from there. Took remands out on the draw, probably would have put them back in had it gone to game 3.
Sideboarding:
-2 Faithless Looting
-2 Remand
-1 Visions of Beyond
+3 Blood Moon
+2 Spell Pierce
Round 3: Jund
Game one he had abrupt decay, maelstrom pulse, hand rip, and a goyf. Game 2 I bolted a couple scavenging oozes, got an ascension online, flipped a thing in the ice and burned him out for the last few points. Game 3 was rough, lots of hand rip, but I found my way to a bedlam reveler. He answered it with a Chandra, Pyrogenius but luckily I had a noxious revival in hand so I prowessed it to 5 toughness. He eventually found a terminate for it, but it gave me long enough to assemble an active ascension and a blood moon, which proved to be more than enough.
Sideboarding:
-2 Faithless Looting
-2 Remand
-1 Lightning Helix
+3 Blood Moon
+2 Bedlam Reveler
Round 4: Infect
Lost to this guy on Tuesday because I misplayed. Game 1 I couldn't find removal, died pretty quickly. Game 2 I had pyroclasms and bolts for days, eventually killed him with some copied bolts. Game 3 was much closer, he had a twisted image for my thing in the ice and a wild defiance. He attacked with an inkmoth, no action on my part. Mutagenic Growth'd it to 6, still nothing from me. Mutagenic'd it again and I pulled the trigger on blessed alliance which conveniently is not targeted, so his blossoming defense didn't help.
Over all I was very impressed with Bedlam Reveler and Pyroclasm, I think they're there to stay. Not sure how I feel about the 1 path (the second one was the 16th sideboard card that ended up getting cut). I probably want it against eldrazi, but I'm really not sure what else can get the axe. Maybe the helix in the board, but then burn gets worse. Maybe that's acceptable, not sure yet.
Next experiment, which I've been pretty happy with, is cutting remands and visions of beyond. I think we generally want to be being proactive, not holding up mana to remand things, and visions just feels like a win-more.
With that in mind, went 4-1 tonight, losing to scapeshift (some pretty weird draws), and beating merfolk, burn, lantern and instant reanimator. List below. Currently mulling over if I would rather have spell pierce or dispel in the sideboard, the other 73 cards I'm pretty pleased with.
4 Thing in the Ice
4 Pyromancer Ascension
2 Bedlam Reveler
Cantrips:
4 Serum Visions
4 Gitaxian Probe
4 Sleight of Hand
4 Thought Scour
3 Faithless Looting
Burn:
4 Lightning Bolt
4 Lightning Helix
4 Manamorphose
2 Noxious Revival
Lands:
4 Scalding Tarn
4 Flooded Strand
3 Island
1 Mountain
2 Sacred Foundry
1 Steam Vents
1 Sulfur Falls
1 Hallowed Fountain
1 Engineered Explosives
2 Path to Exile
2 Spell Pierce
2 Blessed Alliance
2 Wear // Tear
2 Anger of the Gods
3 Blood Moon
1 Bedlam Reveler
I don't run Sleights though, I chose Visions over it. Being an instant has saved me several times with a TiTi in play.
As for Remand, they have served me well especially during game 1s. Delaying an opponent by a turn, removing a counter from Titi and drawing a card is just good. Also supports my choice of Visions as I can hold up remand then if they do nothing, I'll just cast visions end turn. I'll admit though that remands are usually the first cards I board out so I may have just gotten lucky with my experience with the card.
URWJeskai Pyromancer AscensionURW
UR Storm UR
Round 1: 0- 2 against Affinity, i had some reaaaaaaally bad draws, i dont think this is a bad match up, yesterday was just not my night G1: turn 2 pyromancer ascension but every card i found after it was a one of, so i couldnt activate it
G2: bring in all the artifact hate, took out monastery mentor, faithless loothing and spell pierce and in: anger of the gods, blessed alliance (only answer against etched champion) stony silence and Wear // Tear. G2 i drew ALL my sideboard, and nothing else, it was really sad, but at least i killed 2 etched champions wich made me happy
Round 2: 2-0 against Grixis Goryo's Vengeance G1 My Mentors outrun his through big threats, and a timely Spell Pierce took the match
G2: i wasn't quite sure how to sideboard against this since i took out all my yard hate, so i only side blessed alliance and took out 2 mentors fearing a pyroclasm or an anger of the gods, this time i kill him with 2 awoken horror and again spell pierce save the day, BTW he cut himself from black playing a blood moon when i discarded a plain from loothing, which end up helping me cause i fetched a basic island and already had one in play
Round 3: 1-1 Restore balance I've never played againts this deck before, so i was blank against it in g1,G1 he destroyed me with a restore balance followed by Nahiri Ultimate bringing an Emrakul. G2 I Side in 2 pithing needle and stony silence (all his mana came from some damn artifacts) never drew my sideboard, but the game turn long cause i could spell pierce his balance engough times for me to get the win with an awoken horror at the last minute
Round 4: UW Merfolk 1-2: this was so embarrasing, i made lots of misplays, like in an attack assuming the merfolks had islandwalk and not blocking with my 2 TITIs, and in game 3 drawing all my lands and nothing important to do with them, that was really bad! against merfolk i had a combination of bad draws and lots of misplays.
final thoughts: i think i will be moving the 2 pithing needle from the sideboard and change them for remands, although I´m not sure, planeswalkers are a big problem for this deck, specially nahiri harbinger and Karn, and pithing needle can stop them completely, while remand just delays them a turn, but against restore balance i was wishing for a remand to magically appear in my deck hah. Anyway I'll keep testing and i'll keep you all informed
URWJeskai Pyromancer AscensionURW
UR Storm UR
P.S: i currently dont have scalding tarns cause of price, and probably wont get them anytime soon sadly, and i know blood moon is an amazing card, but i just don't feel comfortable playing it in the SB of a three color deck.
URWJeskai Pyromancer AscensionURW
UR Storm UR
4 Thing in the Ice
Spells
3 Faithless Looting
4 Gitaxian Probe
4 Lightning Bolt
4 Serum Visions
4 Thought Scour
4 Visions of Beyond
4 Lightning Helix
4 Manamorphose
3 Remand
4 Pyromancer Ascension
Lands
4 Flooded Strand
1 Hallowed Fountain
3 Island
1 Mountain
2 Sacred Foundry
4 Scalding Tarn
1 Steam Vents
1 Sulfur Falls
1 Polluted Delta
2 Rest for the Weary
2 Anger of the Gods
1 Wear // Tear
2 Monastery Mentor
1 Detention Sphere
2 Spell Pierce
1 Negate
My H/W list
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