So does this deck just auto-fold to a turn-2 Thalia?
And you all seem to be talking nonstop about these amazing god-hands, but what do you do when you pump the crap out of your Nivix Dudethingy and your opponent shrugs and exiles it with Selesnya Charm?
I'm not seeing any realistic discussion here. All anyone seems to be talking about are the nut draws.
I'm assuming you just straight up didn't read any of the thread, then, because I specifically address issues with protecting our creatures and the overall weaknesses of the deck on the last page.
Yes, you're right, decks that run a lot of non-creature spells have issues with cards that are designed to make non-creature spells harder to play. The idea behind this deck isn't just "lol combos!", it's getting added value out of your cheap instants/sorceries. Control decks already like to Think Twice for card advantage... so why not gain a card while gaining a body and pinging them for two damage?
Speaking of which, this deck needs a late game wincon. If our Cyclops & army of elemental tokens get destroyed, we're up **** creek without a paddle. Perhaps we should be running a couple Aetherling or something? I'm talking about the strictly U/R version of this deck, by the way.
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currently playing UWGbant flashGWU UBdimir mill-controlBU
this deck needs a late game wincon. If our Cyclops & army of elemental tokens get destroyed, we're up **** creek without a paddle.
This is the point I was trying to make. Most of the discussion seems to be focused on winning in the first 4 turns while ignoring the *very serious problem* of not having a late-game win con if your early creature gets killed.
Would spells that give the creature hexproof help? Adjust the mana base so it's RUG instead of just RU, and bring in Ranger's Guile? That way it isn't just an auto-scoop to Doom Blade or whatever.
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My 360 Peasant+ Cube!. Modern borders where possible, usually with the newest (or "best") art, and always the most readable card text. I also run all 10 painlands. My playgroup is super casual, as we have a fair number of newer or less experienced players. Typically we draft with 4 to 6 people, using 5 packs of 9.
So does this deck just auto-fold to a turn-2 Thalia?
And you all seem to be talking nonstop about these amazing god-hands, but what do you do when you pump the crap out of your Nivix Dudethingy and your opponent shrugs and exiles it with Selesnya Charm?
I'm not seeing any realistic discussion here. All anyone seems to be talking about are the nut draws.
you're not reading previous posts that is what i can see. I have posted my decklist/build here where i finshied first and beat the hell out of american (UWR) control, junk rites and naya blitz. not realistic? yeah maybe travis woo also lol
btw this is a combo deck and i dont expect to live after 8 rounds or more and no late game win cons for me. focus is on getting the combo done in the smallest possible amount of time which is on turn four. period end of story. if i survived after my killing zones (tunrs 1-6) then that is combination of luck and skill hahaha
Last night I played and my WinCon was Guttersnipe. I had several mana last night and was able to keep casting flashback spells to keep doing two damage.
I really think 1 or 2 Aetherlings for late game could help this deck as well.
I have an Izzet deck, And I know it needs work but I don't know if I should go with black, White, or Green as a third color. Well here it is, I know its not the best it could be, But let me know some cheap cards that will make it better. PLEASE AND THANK YOU.
I think main-decking Ral Zarek adds consistency, more control, and a mid/late-game win condition. Once he hits you get reach and control, and if he sticks for his ultimate (which shouldn't be difficult), you win the game.
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WKnights of New MirrodinW
Thanks to arête and Heroes of the Plane Studios for the Signature and Avatar!
hi guys, i started messing around with this deck few days ago, it's a lot of fun! i tried URW first but then went straight izzet for consistency...the only thing is that i'll need to trade for steam vents but i think it's worth it.
for protecting our creatures from removal the best cards are either izzet charm and mizzium skin in my opinion. the card that i'll miss the most after rotation is artful dodge that's the base of any nivix cyclops win i had so far...if we manage to keep the field clean with our own removal ( shock and izzet charm) maybe blustersquall can be enough tapping down the blocker or even used in defense. anyway, absolutely love the deck youn piromancer and guttersnipe are the cutest couple ever
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Huey, Dewey and Louie are always dressed in RUG. it is CLEARLY going to be the wedges block Pioneer: WURFaerie fires BRGDragons ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
I think main-decking Ral Zarek adds consistency, more control, and a mid/late-game win condition. Once he hits you get reach and control, and if he sticks for his ultimate (which shouldn't be difficult), you win the game.
Ral Zarek is main decked. I'm looking for a few cheap cards to get more consistency and hold out longer.
I've been playing this deck on cockatrice for awhile. You really need to have quicken in the deck. It allows you to draw for 1 and play your control spells, mizzium mortars and hidden strings, on your opponents turn.
1) Probably gonna want Boros Reckoner in the sideboard. Probably in place of Mizzium Skin. Skin is still a solid spell against decks with lots of spot removal, though - any other solutions to that, or should I cut something else for Reckoner and keep Skin in the side too?
2) Ral Zarek - sideboard or mainboard?
And with M14 coming out...
3) Chandra, Pyromaster - will she have a place in this deck?
I haven't decided if I like Shock or Pillar more. Pillar deals with VoR... but Shock can kill their dork or x/2 on their turn, giving you more mana to combo off on your turn.
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currently playing UWGbant flashGWU UBdimir mill-controlBU
Anyone else feel like abusing silence for an all-in combo turn? It prevents the blowouts when you can't hexproof a creature, stops things like celestial flare and azorius charm, and pseudo-timewalks when neccessary. This is for the UWR builds, obviously.
I see Young Pyromancer as almost a Shoe-in.
Also Quicken could go for scour.
This deck seems like it has "winning" stamped all over it for Post-Rotation as the only thing you're really losing is Snapcaster, Scour and some mediocre digs. The nuts and bolts are still intact. Guttersnipe Nivix etc... Seems like this will be gaining popularity and might make a run at Tier 1 potential as soon as the ridiculously crazy monsters leave the standard field.
"If fetch lands are reprinted I really believe they will be in allied colors (aka Onslaught fetches). If the fetch lands are reprinted you better believe that we'll all be fetching up basics. This would lead me to believe that the set after THS may have a reprint as the temples can't be fetched but it's pure speculation." - posted 03/22/2014 proved correct during Khans spoiler season.
"The set releases for fall 2015 (Blood, Sweat and Tears) and fall 2016 (Lock, Stock and Barrel). One or both of those 2 blocks (I'm betting) are going to contain either Fetch reprints or (more likely) Filter reprints. Filter lands still need a reprint. They are getting pretty high up there and it's been longer than ZEN so it makes a little more sense that Filter lands would see print earlier that fetches." - posted 03/22/2014 proved incorrect about filters coming earlier than fetches, still pending on filters in Origins block.
I just built Travis Woo's updated (as of June 2013) version a couple of weeks ago and I have been enjoying it immensely. I did in fact make just a couple changes due to all the removal that is out there. So, what I'm personally playing is:
4 Guttersnipe
4 Nivix Cyclops
3 Geist of Saint Traft (Travis calls for 4 but I only own 3)
2 Boros Reckoners (Travis has these in the sideboard but I replaced 1 Geist and 1 Thoughtscour with them)
4 Feeling of Dread (awesome! as is the flashback!)
4 Artful Dodge
4 Faithless Looting
4 Izzet Charm (mostly used to loot but other modes are used too)
4 Boros Charm
3 Dispel (in place of 3 Thoughtscour that Travis calls for)
4 Pillar of Flame
Yes, Thoughtscour has it's uses, but I really would hate to mill 2 threats into my graveyard and now that the deck HAS a few more creatures, moving away from blindly milling myself just seems right. And replacing the Thoughtscours with Dispel or Mizzium Skin is just really needed in my neck of the woods. You KNOW on game2 you opponent now knows 'whats up' and will just hold their removal until you come in for 20 with your cyclops, so building up to having that backup Dispel will get you through most of the time. If they had two removals, then fine, just keep dingin' them with Guttersnipes and flashbacks.
So far, I was 2-3 in a 5 round match, 3-1 in a 4 round match, and 2-2 in 4 round match.
In the 5 round match, I lost to 2 pure control decks. I really don't know how to play against control just yet especially with this particular deck. Everything just gets countered as usual. Had I played against creature decks, I probably would have done much better.
So I've only played this deck 3 times so far. I won 12 packs (pulling a Mutavault, Fiendslayer Paladin and Scavenging Ooze! amongst others)
I love the potential and choices that this deck gives. The cheap spells and cheap flashback is awesome.
I've won games with the following win-cons
Opening hand Geist, attacking as early as possible and giving the angel token double strike with Boros Charm. If they put out a blocker, I would have Artful Dodge once and then flash it back next turn and win.
Other games won with 2 Guttersnipe in play.
Pillar of Flame you for 6 total
Artful Dodge/ Flashback Artful dodge giving them both unblockable and you take 8 on the triggers plus 4 from the unblockable snipes. Total damage 18 plus the 2 you took from playing a shock land.
Other games won with the Nivix Cyclops jacked up to 10 unblockable with double strike from the Boros Charm. Sometimes you have to wait one more turn if your opponent is loaded with removal. They typically don't see it coming and then cast an instant to kill the incoming unblockable cyclops so you'll need either Dispel or Mizzium Skin (and one open blue mana) to get him through.
Any creature you have in your opening hand is great. Geist? Sure! Guttersnipes? Sounds janky but they are a serious threat. Reckoner? Okay! Cyclops? Just what I wanted!
You loot like crazy with Faithless Looting and Izzet Charm pitching extra lands and flashback spells or that third Geist etc.. Feeling of Dread is awesome in this deck and really helps out in a longer running game too. Totally fun.
Personally I don't see any room for him and all he will really do is set up blockers for you. If anybody else comes up with a strategy for him in THIS deck, I'd be interested to see it. I do like Young Pyromancer but I think his home is in a neighboring deck idea like Burn at the Stake or something..
Thinking this through, what would I seriously remove?
1 each of spells like Looting, Charm, or Feeling of Dread? I would not remove Feeling of Dread at all. And heck, if we remove SPELLS, then there will be less triggers for the Pyromancer to work off.
Remove Guttersnipes? Heck no. Those guys can do serious damage just sitting there. And two snipes is boss. Trading them for some 1/1's doesn't sound appealing to me personally.
Remove Geist? geezus. how could I ? IF YOU DON'T OWN ANY GEIST then maybe try out the Pyromancer in this slot. But your tokens won't do so well blocking trample but they might hold back mono-red just long enough if you have two pyromancers in play and can keep generating token blockers. But your pyromancer will probably get speared anyhow.
Edit- Maybe you'll Dispel their removal just putting more tokens into play... But overall, 1/1 tokens don't excite me as much. Maybe it's just me.
Can't remove the cyclops unless you just want to go in a totally different direction.
And the two Reckoners I use are always welcome in my hand. So I really dont know where Pyromancer would fit in this deck.
POST ROTATION-
Well, I just dont know. Maybe he will be needed in this deck then! I'm not sure how well this deck will stand after post rotation. All the flashback is really beast here. It's so cool to have a hand of maybe 4 cards and then look over at your yard and see 4 more cards you could flashback when/if needed. Your hand in this case is actually 8 and that's what flashback is all about. It shines in this deck.
I was playing a stretched out game where my opponent was able to keep gaining life off his blood artist, cartel aristocrat, lingering souls etc. He sac'd 2 souls because he was down to 7 life, gained 2, (I lost 2) and I had an empty hand! I drew. It was an Izzet Charm. Cast it to loot. My opponent took 4 damage off 2 Guttersnipes I had in play. I drew 2 cards and had to discard them both. One was a Feeling of Dread (now in the yard). I flashed it back doing 4 more damage tapping his aristocrat and blood artist and attacked unblocked with the two guttersnipes doing 4 more damage for the win. (total damage 12 lethal that turn) So you can see the value of flashback in this particular deck.
Nice to hear such well thought out..thoughts lol. Was just curious really. 2of doesnt seem like is would trip anything up. But then again, maybe it outs a hiccup in that ruins everything. Good stuff though, like the deck!
I too think the pyromancer is unnecessary.. He's not going to win you the game like Guttersnipe, Cyclops or Geist. And if you have any of those out, you're probably already in a great spot. Drawing a pyromancer next instead of an artful dodge or feeling of dread would be depressing.
And again, for those in support of Young Pyromancer, sure I think it's a great card but just not needed here. I can't wait to see him out doing work on his own!
Oh hey.. Almost forgot to mention another little thing I 'learned'. Some of you may already know these things and be like 'duh, dude' but others might not realize:
If you CAST a spell giving your cyclops or guttersnipe their trigger but that spell is countered, the cyclops or guttersnipe still get their trigger. The spells effect of course is countered. Casting Pillar for example for 2 damage and it's countered.. Okay, but they will still take 2 from a Guttersnipe trigger and your cyclops still goes up +3/+0 anyhow. I had a Feeling of Dread countered trying to tap down a Thrag and a beast token. The Feeling of Dread effect was countered but triggers still went off and then I flashed it back anyhow still tapping those two creatures down and attacking now with 2 triggers on..
Just sayin'.
These little details matter and it's really easy to cast a spell, have it countered and just throw it in the yard not realizing these finer things..
Oh hey.. Almost forgot to mention another little thing I 'learned'. Some of you may already know these things and be like 'duh, dude' but others might not realize:
If you CAST a spell giving your cyclops or guttersnipe their trigger but that spell is countered, the cyclops or guttersnipe still get their trigger. The spells effect of course is countered. Casting Pillar for example for 2 damage and it's countered.. Okay, but they will still take 2 from a Guttersnipe trigger and your cyclops still goes up +3/+0 anyhow. I had a Feeling of Dread countered trying to tap down a Thrag and a beast token. The Feeling of Dread effect was countered but triggers still went off and then I flashed it back anyhow still tapping those two creatures down and attacking now with 2 triggers on..
Just sayin'.
These little details matter and it's really easy to cast a spell, have it countered and just throw it in the yard not realizing these finer things..
This I played against Maze's End Turbo fog and (Which is pretty good actually) and the only reason I won Game 2 and 3 is through just being like ok Guttersnipe when they're tapped out, then just spam Artful Dodge and any other spell. They counter it but it doesn't matter. You are still just chipping away. I guess the point is don't be to cautious on playing around counters when you still will gain a benfit from just shooting from the hip and throwing down some cards once you resolve at Guttersnipe of a Cyclops.
Oh hey.. Almost forgot to mention another little thing I 'learned'. Some of you may already know these things and be like 'duh, dude' but others might not realize:
If you CAST a spell giving your cyclops or guttersnipe their trigger but that spell is countered, the cyclops or guttersnipe still get their trigger. The spells effect of course is countered. Casting Pillar for example for 2 damage and it's countered.. Okay, but they will still take 2 from a Guttersnipe trigger and your cyclops still goes up +3/+0 anyhow. I had a Feeling of Dread countered trying to tap down a Thrag and a beast token. The Feeling of Dread effect was countered but triggers still went off and then I flashed it back anyhow still tapping those two creatures down and attacking now with 2 triggers on..
Just sayin'.
These little details matter and it's really easy to cast a spell, have it countered and just throw it in the yard not realizing these finer things..
Another reason to play Niv-Magus Elemental, because you can then exile the spell in response to it being countered.
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The red mage lives by the variance and dies by the variance. May the variance be with you, always.
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I'm assuming you just straight up didn't read any of the thread, then, because I specifically address issues with protecting our creatures and the overall weaknesses of the deck on the last page.
Yes, you're right, decks that run a lot of non-creature spells have issues with cards that are designed to make non-creature spells harder to play. The idea behind this deck isn't just "lol combos!", it's getting added value out of your cheap instants/sorceries. Control decks already like to Think Twice for card advantage... so why not gain a card while gaining a body and pinging them for two damage?
Speaking of which, this deck needs a late game wincon. If our Cyclops & army of elemental tokens get destroyed, we're up **** creek without a paddle. Perhaps we should be running a couple Aetherling or something? I'm talking about the strictly U/R version of this deck, by the way.
UWGbant flashGWU
UBdimir mill-controlBU
This is the point I was trying to make. Most of the discussion seems to be focused on winning in the first 4 turns while ignoring the *very serious problem* of not having a late-game win con if your early creature gets killed.
Would spells that give the creature hexproof help? Adjust the mana base so it's RUG instead of just RU, and bring in Ranger's Guile? That way it isn't just an auto-scoop to Doom Blade or whatever.
you're not reading previous posts that is what i can see. I have posted my decklist/build here where i finshied first and beat the hell out of american (UWR) control, junk rites and naya blitz. not realistic? yeah maybe travis woo also lol
btw this is a combo deck and i dont expect to live after 8 rounds or more and no late game win cons for me. focus is on getting the combo done in the smallest possible amount of time which is on turn four. period end of story. if i survived after my killing zones (tunrs 1-6) then that is combination of luck and skill hahaha
I really think 1 or 2 Aetherlings for late game could help this deck as well.
UWGbant flashGWU
UBdimir mill-controlBU
4 Steam Vent
10 Mountain
10 Island
Creature 11
3 Nivmagus Elemental
4 Guttersnipe
4 Melek, Izzet Paragon
Planeswalker 4
2 Jace, Architect of thought
2 Ral Zarek
2 Dispel
2 Mizzium Mortars
2 Stolen Identity
3 Hidden String
4 Syncopate
4 Izzet Charm
4 Turn//Burn
2 Nightveil Specter
2 Blistercoil Weird
2 Hypersonic Dragon
2 Far//Away
2 Uncovered Clues
2 Negate
3 Gridlock
for the awesome sig.
Thanks to arête and Heroes of the Plane Studios for the Signature and Avatar!
for protecting our creatures from removal the best cards are either izzet charm and mizzium skin in my opinion. the card that i'll miss the most after rotation is artful dodge that's the base of any nivix cyclops win i had so far...if we manage to keep the field clean with our own removal ( shock and izzet charm) maybe blustersquall can be enough tapping down the blocker or even used in defense. anyway, absolutely love the deck youn piromancer and guttersnipe are the cutest couple ever
Pioneer: WURFaerie fires BRGDragons
ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
Ral Zarek is main decked. I'm looking for a few cheap cards to get more consistency and hold out longer.
for the awesome sig.
GBURThe EPIC StormRUBG
4x Steam Vents
4x Sulfur Falls
4x Clifftop Retreat
4x Sacred Foundry
4x Island
Creatures
4x Nivix Cyclops
4x Snapcaster Mage
4x Guttersnipe
4x Boros Charm
4x Izzet Charm
4x Warleader's Helix
4x Pillar of Flame
4x Thought Scour
4x Faithless Looting
4x Artful Dodge
4x Negate
3x Skullcrack
3x Electrickery
3x Mizzium Skin
2x Ral Zarek
Things I'm thinking:
1) Probably gonna want Boros Reckoner in the sideboard. Probably in place of Mizzium Skin. Skin is still a solid spell against decks with lots of spot removal, though - any other solutions to that, or should I cut something else for Reckoner and keep Skin in the side too?
2) Ral Zarek - sideboard or mainboard?
And with M14 coming out...
3) Chandra, Pyromaster - will she have a place in this deck?
4) Shock or Pillar?
5) Quicken... in place of what? Thought Scour?
UWGbant flashGWU
UBdimir mill-controlBU
I see Young Pyromancer as almost a Shoe-in.
Also Quicken could go for scour.
This deck seems like it has "winning" stamped all over it for Post-Rotation as the only thing you're really losing is Snapcaster, Scour and some mediocre digs. The nuts and bolts are still intact. Guttersnipe Nivix etc... Seems like this will be gaining popularity and might make a run at Tier 1 potential as soon as the ridiculously crazy monsters leave the standard field.
"The set releases for fall 2015 (Blood, Sweat and Tears) and fall 2016 (Lock, Stock and Barrel). One or both of those 2 blocks (I'm betting) are going to contain either Fetch reprints or (more likely) Filter reprints. Filter lands still need a reprint. They are getting pretty high up there and it's been longer than ZEN so it makes a little more sense that Filter lands would see print earlier that fetches." - posted 03/22/2014 proved incorrect about filters coming earlier than fetches, still pending on filters in Origins block.
1 Glacial Fortress
4 Hallowed Fountain
4 Steam Vents
4 Sacred Foundry
3 Clifftop Retreat
4 Sulfur Falls
4 Guttersnipe
4 Nivix Cyclops
3 Geist of Saint Traft (Travis calls for 4 but I only own 3)
2 Boros Reckoners (Travis has these in the sideboard but I replaced 1 Geist and 1 Thoughtscour with them)
4 Feeling of Dread (awesome! as is the flashback!)
4 Artful Dodge
4 Faithless Looting
4 Izzet Charm (mostly used to loot but other modes are used too)
4 Boros Charm
3 Dispel (in place of 3 Thoughtscour that Travis calls for)
4 Pillar of Flame
Yes, Thoughtscour has it's uses, but I really would hate to mill 2 threats into my graveyard and now that the deck HAS a few more creatures, moving away from blindly milling myself just seems right. And replacing the Thoughtscours with Dispel or Mizzium Skin is just really needed in my neck of the woods. You KNOW on game2 you opponent now knows 'whats up' and will just hold their removal until you come in for 20 with your cyclops, so building up to having that backup Dispel will get you through most of the time. If they had two removals, then fine, just keep dingin' them with Guttersnipes and flashbacks.
So far, I was 2-3 in a 5 round match, 3-1 in a 4 round match, and 2-2 in 4 round match.
In the 5 round match, I lost to 2 pure control decks. I really don't know how to play against control just yet especially with this particular deck. Everything just gets countered as usual. Had I played against creature decks, I probably would have done much better.
So I've only played this deck 3 times so far. I won 12 packs (pulling a Mutavault, Fiendslayer Paladin and Scavenging Ooze! amongst others)
I love the potential and choices that this deck gives. The cheap spells and cheap flashback is awesome.
I've won games with the following win-cons
Opening hand Geist, attacking as early as possible and giving the angel token double strike with Boros Charm. If they put out a blocker, I would have Artful Dodge once and then flash it back next turn and win.
Other games won with 2 Guttersnipe in play.
Pillar of Flame you for 6 total
Artful Dodge/ Flashback Artful dodge giving them both unblockable and you take 8 on the triggers plus 4 from the unblockable snipes. Total damage 18 plus the 2 you took from playing a shock land.
Other games won with the Nivix Cyclops jacked up to 10 unblockable with double strike from the Boros Charm. Sometimes you have to wait one more turn if your opponent is loaded with removal. They typically don't see it coming and then cast an instant to kill the incoming unblockable cyclops so you'll need either Dispel or Mizzium Skin (and one open blue mana) to get him through.
Any creature you have in your opening hand is great. Geist? Sure! Guttersnipes? Sounds janky but they are a serious threat. Reckoner? Okay! Cyclops? Just what I wanted!
You loot like crazy with Faithless Looting and Izzet Charm pitching extra lands and flashback spells or that third Geist etc.. Feeling of Dread is awesome in this deck and really helps out in a longer running game too. Totally fun.
Travis' newest link (June)
https://www.facebook.com/photo.php?fbid=10151637333344518&set=a.10151076265089518.465853.48791589517&type=1&theater
Personally I don't see any room for him and all he will really do is set up blockers for you. If anybody else comes up with a strategy for him in THIS deck, I'd be interested to see it. I do like Young Pyromancer but I think his home is in a neighboring deck idea like Burn at the Stake or something..
Thinking this through, what would I seriously remove?
1 each of spells like Looting, Charm, or Feeling of Dread? I would not remove Feeling of Dread at all. And heck, if we remove SPELLS, then there will be less triggers for the Pyromancer to work off.
Remove Guttersnipes? Heck no. Those guys can do serious damage just sitting there. And two snipes is boss. Trading them for some 1/1's doesn't sound appealing to me personally.
Remove Geist? geezus. how could I ? IF YOU DON'T OWN ANY GEIST then maybe try out the Pyromancer in this slot. But your tokens won't do so well blocking trample but they might hold back mono-red just long enough if you have two pyromancers in play and can keep generating token blockers. But your pyromancer will probably get speared anyhow.
Edit- Maybe you'll Dispel their removal just putting more tokens into play... But overall, 1/1 tokens don't excite me as much. Maybe it's just me.
Can't remove the cyclops unless you just want to go in a totally different direction.
And the two Reckoners I use are always welcome in my hand. So I really dont know where Pyromancer would fit in this deck.
POST ROTATION-
Well, I just dont know. Maybe he will be needed in this deck then! I'm not sure how well this deck will stand after post rotation. All the flashback is really beast here. It's so cool to have a hand of maybe 4 cards and then look over at your yard and see 4 more cards you could flashback when/if needed. Your hand in this case is actually 8 and that's what flashback is all about. It shines in this deck.
I was playing a stretched out game where my opponent was able to keep gaining life off his blood artist, cartel aristocrat, lingering souls etc. He sac'd 2 souls because he was down to 7 life, gained 2, (I lost 2) and I had an empty hand! I drew. It was an Izzet Charm. Cast it to loot. My opponent took 4 damage off 2 Guttersnipes I had in play. I drew 2 cards and had to discard them both. One was a Feeling of Dread (now in the yard). I flashed it back doing 4 more damage tapping his aristocrat and blood artist and attacked unblocked with the two guttersnipes doing 4 more damage for the win. (total damage 12 lethal that turn) So you can see the value of flashback in this particular deck.
And again, for those in support of Young Pyromancer, sure I think it's a great card but just not needed here. I can't wait to see him out doing work on his own!
If you CAST a spell giving your cyclops or guttersnipe their trigger but that spell is countered, the cyclops or guttersnipe still get their trigger. The spells effect of course is countered. Casting Pillar for example for 2 damage and it's countered.. Okay, but they will still take 2 from a Guttersnipe trigger and your cyclops still goes up +3/+0 anyhow. I had a Feeling of Dread countered trying to tap down a Thrag and a beast token. The Feeling of Dread effect was countered but triggers still went off and then I flashed it back anyhow still tapping those two creatures down and attacking now with 2 triggers on..
Just sayin'.
These little details matter and it's really easy to cast a spell, have it countered and just throw it in the yard not realizing these finer things..
This I played against Maze's End Turbo fog and (Which is pretty good actually) and the only reason I won Game 2 and 3 is through just being like ok Guttersnipe when they're tapped out, then just spam Artful Dodge and any other spell. They counter it but it doesn't matter. You are still just chipping away. I guess the point is don't be to cautious on playing around counters when you still will gain a benfit from just shooting from the hip and throwing down some cards once you resolve at Guttersnipe of a Cyclops.
Another reason to play Niv-Magus Elemental, because you can then exile the spell in response to it being countered.