Though it was in another format (Standard Seal: RTR,GTC,DGM,M14,M14) I made that deck. I feel you need to add a third color to really protect your tokens and Pyromancer to get to the overloaded Dragonshift. I'm working on a brew (RWU for Boro Charm or RUG for Simic Charm).
Maybe R/U/B??
Can use Xathrid Necromancer for whenever your 1/1 elementals die, until you're ready for the Dragonshift.
I think that's a good idea. That way even your opponents removal still gives you guys. Also makes Thatcher Revolt pretty sick, you get 3 dudes with haste, an extra dude from Pyro, then sac the 3 dudes from revolt and get 3 2/2's.
Outside of the land, it is a super budget deck, but I think fairly effective, but I find that the young pyromancer doesn't end games, but with things like Teleportal can deliver quite large hits.
It is more efficient as it would take 6CMC to get to 4/4 instead of 7CMC, assuming we are talking about tokens from young pyromancer. I would probably SB it, just because the added flight with Dragon Shift is what can end games. Large creatures without trample can easily be chump blocked. I guess it also depends on how many tokens your have and how many blockers they have.
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No idea because my favorite decks keep getting banned or having the rules changed against them
- Drop Pillar for Shock
- Drop Sulfur Falls, replace with either basics or Sacred Foundry (or whatever duals come in Theros if they're worth using)
- Drop Faithless Looting for Izzet Charm
So it's pretty rotation-friendly, too. Also pretty budget if you want to skip the shocks and stick to basics. Ral Zarek is just there 'cause I have a pair of him and he wants to feel wanted.
I feel like in this build, Chandra, the Firebrand is a better match since she can massively pump up the cyclops and generate more tokens and make more dmg with the Guttersnipe.
As for cipher spells: Cipher is actually quite useless for Cyclops, because cipher spells are only cast after combat damage is dealt, meaning your cyclops is getting pumped after it's already dealt damage.
As for cipher spells: Cipher is actually quite useless for Cyclops, because cipher spells are only cast after combat damage is dealt, meaning your cyclops is getting pumped after it's already dealt damage.
Yes, but you still get a token and 2 dmg from guttersnipe. If you are using Hidden Strings you can untap your cyclops to block and free up some lands for addition burns/counters.
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No idea because my favorite decks keep getting banned or having the rules changed against them
Dragonshift isn't JUST for alpha striking with the overload and a bunch of tokens.
You can use it as a 3 mana combat trick to kill a blocker or attacker, you can use it to counter a burn spell. Last of course you can use it to push through 4 damage in the air. It is a decent card to start at 3 mana and then just ends the game at 7 mana.
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Im want to make a red and blue deck with these 2 on it... any suggestions?
Thanks
..how to protect lil Pyro?
Mizzium Skin does a really good job protecting him and his little buddies while bringing another friend to the party.
use what you can, while you can. this is my favorite time of the year for standard
Can use Xathrid Necromancer for whenever your 1/1 elementals die, until you're ready for the Dragonshift.
:symrg:Domri's Savagery:symrg:
:symw:Humans:symw:
:symw::symu::symg:Trostani Bant:symw::symu::symg:
:sympu:Architect:sympu:
I think that's a good idea. That way even your opponents removal still gives you guys. Also makes Thatcher Revolt pretty sick, you get 3 dudes with haste, an extra dude from Pyro, then sac the 3 dudes from revolt and get 3 2/2's.
4x Nivix Cyclops
4x Delver of Secrets
4x Young Pyromancer
Instants/Sorceries
1x Artful Dodge
1x Teleportal
4x Searing Spear
4x Izzet Charm
2x Armed // Dangerous
2x Dragon Shift
2x Thoughtflare or Reckless Looting
4x Counterflux
3x Turn // Burn
1x Chandra, The Firebrand
Land
4x Steam Vents
4x Sulfur Falls
10x Mountain
6x Island
Outside of the land, it is a super budget deck, but I think fairly effective, but I find that the young pyromancer doesn't end games, but with things like Teleportal can deliver quite large hits.
if you activate planeswalker abilities does it counts as sorcery? or triggered abilities only?
ty
Activating your planeswalkers is an activated ability.
High Mage of Frontier Knowledge in the [Izzet] clan:symru: Want to know the secret to chaos Click Here
It is more efficient as it would take 6CMC to get to 4/4 instead of 7CMC, assuming we are talking about tokens from young pyromancer. I would probably SB it, just because the added flight with Dragon Shift is what can end games. Large creatures without trample can easily be chump blocked. I guess it also depends on how many tokens your have and how many blockers they have.
4x Young Pyromancer
4x Nivix Cyclops
4x Guttersnipe
Noncreatures
4x Dragonshift
4x Dynacharge
3x Mizzium Skin
4x Rapid Hybridization
4x Quicken
4x Pillar of Flame
4x Faithless Looting
4x Steam Vents
4x Sulfur Falls
8x Mountain
5x Island
4x Negate
3x Dispel
3x Skullcrack
3x Electrickery
2x Ral Zarek
Possible changes:
- Find a spot for Snapcaster Mage
- Splash white for Boros Charm
- Teleportal
For rotation:
- Drop Pillar for Shock
- Drop Sulfur Falls, replace with either basics or Sacred Foundry (or whatever duals come in Theros if they're worth using)
- Drop Faithless Looting for Izzet Charm
So it's pretty rotation-friendly, too. Also pretty budget if you want to skip the shocks and stick to basics. Ral Zarek is just there 'cause I have a pair of him and he wants to feel wanted.
It also makes me wonder if spells like Hands of Binding or Hidden Strings are useful.
As for cipher spells: Cipher is actually quite useless for Cyclops, because cipher spells are only cast after combat damage is dealt, meaning your cyclops is getting pumped after it's already dealt damage.
Good point.
Yes, but you still get a token and 2 dmg from guttersnipe. If you are using Hidden Strings you can untap your cyclops to block and free up some lands for addition burns/counters.
Dragonshift isn't JUST for alpha striking with the overload and a bunch of tokens.
You can use it as a 3 mana combat trick to kill a blocker or attacker, you can use it to counter a burn spell. Last of course you can use it to push through 4 damage in the air. It is a decent card to start at 3 mana and then just ends the game at 7 mana.