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  • posted a message on Mardu Pyromancer
    I found Force of despair very weird. It's not a real wrath/removal and it does not exile. You exile a black card (often a discard spell) that doesn't fuel reveler. 2 cards (one exiled) to kill something that can return. It's very particular, maybe I am mistaking. Have you found other MU in which you want it?
    Posted in: Midrange
  • posted a message on Mardu Pyromancer
    Never faced Dredge; with Bridgevine kaya's guile has been pretty good. Turn 3 sac and exile can be relevant. Consider that I play also 2xpath to exile so I have more answer to this kind of decks. It's a particular GY hate, it doesn't work always the same way: for example against thopter foundry deck I prefer ashiok rather than kaya for 2 reasons: ashiok's ability stops whir of invention; kaya's other abilities are useless against thopters.
    Nevertheless the instant speed allows some unexpected tricks (end of oppo turn, in response to etb creatures).
    I agree with you that we dont want 2 reveler in hand but consider that having 1x reveler and 1x spyro is different: discarding spyro is more impactful for his flashback ability, but playing spyro discarding reveler can be risky. Maybe we can arrive at 3x spyro 2x reveler to be more GY resilient.

    Anyone thinking about a more midrange list? 22 lands, more threats, less GY cards?
    See this https://www.mtggoldfish.com/archetype/modern-mardu-octomancer#paper
    Considerations/test on Yawgmoth, thran physician and plague engineer?
    Posted in: Midrange
  • posted a message on Mardu Pyromancer
    Testing some variants on cockatrice with my "budget" list https://tappedout.net/mtg-decks/mardu-killem-all/?cb=1560468219.
    This is what I can say:
    - seasoned pyromancer (2xMB)is very nice but also hard to handle in some situations, discard first can be a difficult choise; great chumpblocker, flashback usefull in lategame;
    - kaya's guile (1xMB 1xSB) strong gy hate, sac/exile or sac/4life are the main options, never choose the token; against burn/phoenix can win the game;
    - smiting helix (0x, maybe 1xMB) apparently feels good when you can pitch it with spyro or looting but sorcery speed makes it useless at the right moment; if you can't discard it, you will hate it; can not replace lightning helix;
    - ashiok, dream render (2x SB) versatile against combo and grave, tested MB but then put it in SB because in some game is a dead card and doesn't fuel bedlam;
    - sunbaked canyon (2x MB) needs more testing: sometimes is great in late game and I always wanted it in play but my manabase already hurts me so idk; lifegain from helix and guile help in this case;
    - alternative shell with 4xunearth, 2xmonastery mentor and 2xmanamorphose only for joking (I'm a mentor's fun) but jund unearth can play better recursion/threats with eternal witness, kitchen finks, tarmogoyf.

    Any suggestions on the list will be appreciated. Anyone tryed something else?
    Posted in: Midrange
  • posted a message on Mardu Pyromancer
    If no cards in hand draw 2 evenly, not bad.
    Posted in: Midrange
  • posted a message on Mardu Pyromancer
    Hi guys! I follow this topic from the begin, also the old Primer Mardu Dega. I play Mardu since 5 years with some budget limits (no blackcleave, lotv, last hope, EE, bridge, surgical, leyline) and I buy one fetch at a time. I decide to dodge these lacks by playing more white spells and trying to adapt them to the local meta (BG rock, Humans, Jund, UW control, Burn, UR Phoenix, Whir). Last 2 FNM I notice that pte and helix, in some situation, are better than terminate and push. Opponents think about the BR list and don't consider white aspects of this deck. Now I read that you are talking about pte/white spells so I share my current list, maybe can help someone.

    Creatures (9)
    4x Bedlam Reveler
    4x Young Pyromancer
    1x Hazoret, the fervent

    Spells ( 31)
    4x Faithless Looting
    4x Lingering Souls
    4x Inquisition of Kozilek
    3x Thoughtseize
    1x Collective Brutality
    2x Dreadbore
    2x Fatal Push
    2x Kolaghan's Command
    4x Lightning Bolt
    2x Lightning Helix
    3x Path to Exile

    Land (20)
    4x Bloodstained Mire
    2x Blood Crypt
    1x Sacred Foundry
    1x Godless Shrine
    2x Concealed Courtyard
    1x Inspiring Vantage
    2x Dragonskull Summit
    1x Marsh Flats
    3x Mountain
    2x Swamp
    1x Plains

    Side
    1x Anger of the Gods
    1x Crackling Doom
    1x Grafdigger's Cage
    1x Kalitas, Traitor of Ghet
    2x Kambal, Consul of Allocation
    1x Lightning Helix
    2x Molten Rain
    1x Nihil Spellbomb
    1x Pithing Needle
    1x Rakdos Charm
    1x Stony Silence
    2x Wear

    MAIN: -1x bedlam, -1x hazoret, -1x push, +2x Ashiok, +1x Nahiri;
    SIDE: -1x molten rain, -1x rakdos charm, +1x hazoret, +1x stony silence;

    Thinking about remove 1xfatal push because there are only 5 fetch so it's more difficult to trigger revolt (and 3x pte can do quite the same job!). The 3rd helix SB can be very versatile; Rakdos Charm is not so good, feels like it's worst than nihil. Now I will give a try to Ashiok and Nahiri to be more midrange and less grave reliant. I know that Ashiok MB is a bit strange but considering the local meta it can do something nice.

    First comment here and my english is not so great, so be patient Wink any suggestion will be appreciated, specially in function of this "budget" version.
    Stay Mardu!
    Posted in: Midrange
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