I run two Grudges SB just because it ends up being better than cards like Young Pyromancer/Goblin Guide in that match up. I have plenty of other incidental hate that I can bring against them depending on the build. Though I do agree that we don't have too much issue with Affinity.
It seems like this comes up from time to time so I'll just reiterate that Seismic Assault should be a 4-of in this deck. It is literally the most broken thing you can be doing and want to see it as soon as possible every game. Yes it is a card that you only want one of in play but it is a ridiculously strong card and will be removed as soon as the opponent is capable of doing so. Having a back up one to play gives you more outs in any given game. It is the reason this deck exists at all. Otherwise you are just moving towards an inferior Jund deck.
I look at it as being the Kiki-Jiki of our deck. You only ever need one in play, redundant copies are useless unless faced with removal, and we can win without it, but it's still an integral card.
Also, I was just curious how many people are playing the Creatureless/Pyromancer versions of the deck because they feel it's the superior version or because of budget concerns related to Tarmogoyf/Bob/Liliana. By no means is this to imply decks with those money cards are better. I just want to get an idea of where people are coming from.
I recently finished putting a paper version of this together, and just land-base itself (forget Goyfs/Bobs/Lilis) dictated that I run straight RG Pyromancer.
I'm actually still on the fence between Young Pyromancer and Pyromancer Ascension. I run a few ascension board just so I can blank removal in game 2 and I really like it. It has a lot more variance than Young'un, but when you get it online, you just overwhelm your opponent so quickly its absurd, and this possibly the easiest deck ever to get it up and running.
Although maybe its because my meta isn't terribly aggressive/Zoo oriented.
I feel like I'm posting this mostly to gain self-assurance, but check this out. I'm on a budget, so this is kind of out of my league, but at least it's proof of concept for a Pyromancer version of the deck.
I played a few matches today with my deck, and yeah, Young Pyromancer makes all of the difference. Haven't gotten a match with UWR yet, so I'm still unsure on Slagstorm/Fallout. However, I am finding that the burn mode of Slagstorm is less useful than I first thought because getting in "the last 3 points" is not really an issue for this deck. I'm also planning testing Pyromancer Ascension instead of Swath since it's cheaper, far less "all in", and has the benefit of powering up a bunch of other spells.
One thing I came across while editing my deck is Creeping Renaissance. It's more expensive then Loam, and isn't an engine in and of itself, but when it works, it's super-Loam, letting you kill in one turn with Assault out (since you should have plenty of lands in your GY). And as a bonus, you can still use it out of your graveyard if need be (though 7-mana for this deck is rather difficult). I plan on giving it a shot, but I was wondering what you all thought about it.
I think that's mostly a meta call. If you see a lot of zombies/persist, then yeah, I totally agree that Anger is better. However, our game plan is to make the opponent hit zero life, which Anger does not do. I'll give it a shot anyway though.
Before I get yelled at, let me give my explanation for reducing Assault. I put the other copies it to the sideboard, but since my sideboard is incomplete, I decided to omit it. The reason I chose to cut down on it is mostly because I wanted to try out Swath as suggested by article. Swath increases the power of Bolt/Jab/Slag by a ton, and the downside on it is effectively negligible in this deck. It lets Slagstorm kill a lot of Goyfs, makes your Bolts huge, and perhaps most importantly, it turns your Jabs into Bolts which ups your kill speed and removal by a ton.
I've played a few rounds with this on Cockatrice, and it's been decent, but one thing I've noticed is that with the addition of Swath, you really want to "combo" out in one turn, which is awkward since Flame Jab is somewhat mana intensive, and playing lands is a catch-22 with Flame Jab.
Any opinions/comments would be welcome.