Eidolon of Rhetoric[/card] is a major problem out of the board that we currently have no way to kill unless we opt for Flame Slash over bolt in our sideboards.
I used to play the Ascension version of this deck, but things have really changed. Anyone got any good videos about how to play this new version?
Here's our best case scenario
Turn1: Play serum visions or sleight of hand in order to find a missing piece of the combo
Turn2: Play Electromancer or Baral
Turn3: Gifts ungiven on EoT - Grab 2 rituals, manamorphose and past in flames
Turn4: Combo. Start with manamorphose or rituals, then cast past in flames. Cast a bunch of rituals, then grab some more rituals, morphoses, cantrips with gifts, reach 20 storm count and kill your opponent.
This is my current list. I'm really liking the 3x swiftspears. I saw it on a list that won a league, but it had 4x and I've been testing it since then.
It doesn't make the deck faster, but it increases our chance of having a one-drop creature, which allow us to play tempo. It's surprisingly effective.
I've just ordered two Blood Moons. I wanna try them out alongside a singleton Fulminator Mage in the SB and see how they go.
Hope they're mine before Monday night
I have been played moons in the sideboard for so long time! They are great against BGx, UWx, Ad nauseam, Vakalut decks, Eldrazi decks, they slow down Tron as well (even if they are not so effective to let you win the game instantaneously like they did with Jund for example). Most of all, we can play it T3 with just 1 island and 1 swamp, the double blue mana is often not necessary cause you will lock the game and not need to make snapcaster->counter
Yeah that's my goal indeed. Moon shuts down many strategies and it's often better in the matchups in which I'd side Fulminator in. I just hope they won't get milled by Scour.
Guys, what do you think it's better for the sideboard? Lighthouse or Cavern of Souls?
I've been on and off Blood moon for some of those reasons, but also it restricts our tempo too.
I'm more for card draw personally than our creatures being needed in a control heavy environment. We need answers in hand more than we need creatures? Each creature they counter just takes a counter off something more important for us to resolve? Just my thoughts. Never played cavern in this, but do in my Mardu Martyr Proc dec, because in that deck landing the creatures is key. My Blood moons are in my Martyr proc deck too, along with 4 ghost quarter main. With the flagstones and bunch of plains, I only need red to get out Nahiri or Lightning Helix. Or SB cards such as hide//seek or wear//tear.
Snapcaster Mage is probably our most important spell to resolve, and it's particularly hard to deal with spell snare + better counters coming from a pure control build.
4 Fatal Push and 2 MD counters - Mana Leak is a pretty aggressive suite in favor of removal. No Countersquall is interesting too, maybe black is taxed too much.
- How many threats and how often and early in the game you want to be drawing them
- If you're ok playing a passive early-game more often than not, 12-13 threats usually does the trick. So you don't have much room for threat diversification, since you're probably running 4delver, 4-5 delve fatties, 4snappies, maybe add 1 clique or something else with utility.
- If you prefer playing a Aggro-control game since the beggining, or you perceive that a pro-active role is best for your own metagame, you wanna make sure you can draw those early threats. In order to do that, you have to diversificate beucause you can only play so many delve mechanic spells. 14-15 threats seem to be the magic number for me, and it avoids having to mulligan often to find threats.
I think Pyromancer is at his best when he fills this role in our deck. You want to be turning your creatures sideways early, and you wanna make sure they can effectively take down your opponent or at least bring him to burn range. This is the main reason I consider before sleeving my young peezys.
I'll stick to this line of thought. It really comes down to threat density and playstyle of choice.
- How many threats and how often and early in the game you want to be drawing them
- If you're ok playing a passive early-game more often than not, 12-13 threats usually does the trick. So you don't have much room for threat diversification, since you're probably running 4delver, 4-5 delve fatties, 4snappies, maybe add 1 clique or something else with utility.
- If you prefer playing a Aggro-control game since the beggining, or you perceive that a pro-active role is best for your own metagame, you wanna make sure you can draw those early threats. In order to do that, you have to diversificate beucause you can only play so many delve mechanic spells. 14-15 threats seem to be the magic number for me, and it avoids having to mulligan often to find threats.
I think Pyromancer is at his best when he fills this role in our deck. You want to be turning your creatures sideways early, and you wanna make sure they can effectively take down your opponent or at least bring him to burn range. This is the main reason I consider before sleeving my young peezys.
Remand vs mana leak, Maindeck discard spells, going hard-control, etc. All of these questions have been discussed many times in this thread already, guys.
Or Dismember.
Here's our best case scenario
Turn1: Play serum visions or sleight of hand in order to find a missing piece of the combo
Turn2: Play Electromancer or Baral
Turn3: Gifts ungiven on EoT - Grab 2 rituals, manamorphose and past in flames
Turn4: Combo. Start with manamorphose or rituals, then cast past in flames. Cast a bunch of rituals, then grab some more rituals, morphoses, cantrips with gifts, reach 20 storm count and kill your opponent.
It doesn't make the deck faster, but it increases our chance of having a one-drop creature, which allow us to play tempo. It's surprisingly effective.
4x Delver of Secrets
4x Snapcaster Mage
3x Tasigur, the Golden Fang
1x Gurmag Angler
3x Monastery Swiftspear
27 spells:
4x Lightning Bolt
3x Fatal Push
2x Terminate
2x Kolaghan's Command
3x Mana Leak
3x Spell Snare
1x Spell Pierce
4x Thought Scour
4x Serum Visions
4x Scalding Tarn
4x Polluted Delta
2x Steam Vents
1x Watery Grave
1x Blood Crypt
2x Island
1x Mountain
1x Swamp
2x Spirebluff Canal
1x Darkslick Shores
15 sideboard:
2x Fulminator Mage
1x Izzet Staticater
3x Countersquall
1x Spell Snare
2x Spell Pierce
1x Dispel
2x Magma Spray
2x Anger of the gods
1x Painful Truths
Snapcaster Mage is probably our most important spell to resolve, and it's particularly hard to deal with spell snare + better counters coming from a pure control build.
Looking at this list, this is how I'd personally update my own version:
4 Delver of secrets
4 snapcaster mage
3 Tasigur, the golden fang
1 Gurmag Angler
2 Young Pyromancer
Lands (19)
2 Island
1 Mountain
1 Swamp
1 Blood Crypt
4 Polluted Delta
4 Scalding Tarn
1 Bloodstained Mire
1 Spirebluff Canal
1 Darkslick Shores
2 Steam Vents
1 Watery Grave
1 Electrolyze
2 Kolaghan's Command
4 Lightning Bolt
4 Fatal Push
3 Mana Leak
1 Spell Pierce
2 Spell Snare
4 Serum Visions
4 Thought Scour
2 Dreadbore
1 Izzet Staticaster
2 Countersquall
1 Disdainful Stroke
1 Dispel
1 Spell Pierce
2 Terminate
2 Anger of the Gods
2 Molten Rain
2 Thoughtseize
1 Painful Truths
I'm doing my best to gain percentages on the Tron matchup while keeping our infect, affinity and jund matchups slightly favorable or better.
I'll stick to this line of thought. It really comes down to threat density and playstyle of choice.
I think it really comes down to this:
- How many threats and how often and early in the game you want to be drawing them
- If you're ok playing a passive early-game more often than not, 12-13 threats usually does the trick. So you don't have much room for threat diversification, since you're probably running 4delver, 4-5 delve fatties, 4snappies, maybe add 1 clique or something else with utility.
- If you prefer playing a Aggro-control game since the beggining, or you perceive that a pro-active role is best for your own metagame, you wanna make sure you can draw those early threats. In order to do that, you have to diversificate beucause you can only play so many delve mechanic spells. 14-15 threats seem to be the magic number for me, and it avoids having to mulligan often to find threats.
I think Pyromancer is at his best when he fills this role in our deck. You want to be turning your creatures sideways early, and you wanna make sure they can effectively take down your opponent or at least bring him to burn range. This is the main reason I consider before sleeving my young peezys.
Congratulations, buddy ^^