Here is my deck, based off a nice mixture of old izzet cards with newer stuff thrown in. It actually is surprisingly powerful due to a certain artifact + boomerang/counterspell/bolt with recursion as you can imagine. But with ascension...why copy a spell once, when you can copy it a bunch with guild mage?! It also may look like it is low on land, but signets are essentially lands, so 23.
Deck spends early turns building a board posistion and killing off opponents creatures. Finishes with Saproling swarms or buffed Epochrasites.
Sprout Swarm: Solid buyback card and gets incredibly strong when combined with Pyromancer Ascension and Doubling Season. Infinite 1/1's if you then add Memory Crystal. Doubling Season: Used for infinite Sprout Swarm combo. Also can double quest tokens late game if needed. A friend of Epochrasite. Enlightened Tutor: Used to get combo pieces or Pyromancer Ascension.
***/DoJ: It's a slow deck so I plan to wrath turn 4 every game I play pretty much. Should not impact me greatly due to recursive creatures and instant threats. Manamorphose: Fix mana. Free card that is good for setting up PA. With PA online it has massive card advantage. Also if you have 2 Enlightened Tutor's on the stack it can draw the first spell before you shuffle into the second. Epochrasite: Excellent defence and meshes really well with the rest of the deck. Can also become a real threat with Doubling Season. Clockspinning: Used for faster suspend cards and surprise Epochrasite blockers. As well as bringing PA online fast by adding a counter by itself. With Memory Crystal in play can also be used to boost Epochrasites to crazy levels. Search for Tomorrow: Few high costed cards and the mana base is a little broard so this rounds out the deck. Also gives me another turn 1 play that can still affect a PA coming into play T2.
This deck revolves around cycling through your deck to eventually boost up the Ascension to power out some big Elemental action, or to just get Chandra to beat face. Quest for Ancient Secrets is in there to prevent milling yourself and is vital if your deck is running low. Finally, Time Warp is there to assist you in gaining extra turns to win. Current testing has had this deck win turns 6~7.
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
So this is kind of crap because it doesn't really need Pyromancer but it was a fun take on an old deck. Classic Goblins with hella mana acceleration.
Opening hand with Rite, Desperate, Seething, and Empty puts 8 1/1 Goblins out for 1 mana. If Pyromancer comes out and you can pop the mana you can blow a juicy Banefire for next to nothing.
I'll let you guys decide how it works =)
Private Mod Note
():
Rollback Post to RevisionRollBack
"Words are a waste of time. Destruction is a language everyone understands." -Sarkhan Vol
So, as you might have guessed the entry period is now closed for this round.
I am just missing one volunteer for guest judging and then we can start.
So far, it's Numotflame96, Blutsau and myself, so whom will it be?
BTW for those who want to try it, I can say that guest judging is a great way to enhance your deckbuilding skills, plus it helps you get a feel for how this contest is rated.
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
if I was here on a semi regular basis I would for sure Fdtori, but with states I am pressed for casual time I even took time to build the Dream Halls/Conflux deck now that Dream Halls is unbanned in legacy lol
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
Creativity/Originality: 0 to 5 points How creative and original is your deck. Effectiveness/Card adherence: 0 to 5 points How well does it use the selected card? Synergy/Tuning: 0 to 5 points How well do the cards combine in the deck; elegance and card selection. Power/Capacity to win: 0 to 5 points Can the deck deliver the goods? Interaction/Protection: 0 to 5 points How well does the deck interact and deal with other decks.
Format/Thematic: up to 2 points bonus (can't go over 25)
1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Blutsau
Creativity/Originality: 0 to 5 points
How creative and original is your deck. Effectiveness/Card adherence: 0 to 5 points How well does it use the selected card? Synergy/Tuning: 0 to 5 points How well do the cards combine in the deck; elegance and card selection. Power/Capacity to win: 0 to 5 points Can the deck deliver the goods? Interaction/Protection: 0 to 5 points How well does the deck interact and deal with other decks.
Format/Thematic: up to 2 points bonus (can't go over 25) 1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Urweak
Creativity/Originality: 0 to 5 points
How creative and original is your deck. Effectiveness/Card adherence: 0 to 5 points How well does it use the selected card? Synergy/Tuning: 0 to 5 points How well do the cards combine in the deck; elegance and card selection. Power/Capacity to win: 0 to 5 points Can the deck deliver the goods? Interaction/Protection: 0 to 5 points How well does the deck interact and deal with other decks.
Format/Thematic: up to 2 points bonus (can't go over 25) 1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Post Affinity
Creativity/Originality: 0 to 5 points
How creative and original is your deck. Effectiveness/Card adherence: 0 to 5 points How well does it use the selected card? Synergy/Tuning: 0 to 5 points How well do the cards combine in the deck; elegance and card selection. Power/Capacity to win: 0 to 5 points Can the deck deliver the goods? Interaction/Protection: 0 to 5 points How well does the deck interact and deal with other decks.
Format/Thematic: up to 2 points bonus (can't go over 25) 1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Raijinfury
Creativity/Originality: 0 to 5 points
How creative and original is your deck. Effectiveness/Card adherence: 0 to 5 points How well does it use the selected card? Synergy/Tuning: 0 to 5 points How well do the cards combine in the deck; elegance and card selection. Power/Capacity to win: 0 to 5 points Can the deck deliver the goods? Interaction/Protection: 0 to 5 points How well does the deck interact and deal with other decks.
Format/Thematic: up to 2 points bonus (can't go over 25) 1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
fdtori
Creativity/Originality: 0 to 5 points
How creative and original is your deck. Effectiveness/Card adherence: 0 to 5 points How well does it use the selected card? Synergy/Tuning: 0 to 5 points How well do the cards combine in the deck; elegance and card selection. Power/Capacity to win: 0 to 5 points Can the deck deliver the goods? Interaction/Protection: 0 to 5 points How well does the deck interact and deal with other decks.
Format/Thematic: up to 2 points bonus (can't go over 25) 1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Uthkara
Creativity/Originality: 0 to 5 points
How creative and original is your deck. Effectiveness/Card adherence: 0 to 5 points How well does it use the selected card? Synergy/Tuning: 0 to 5 points How well do the cards combine in the deck; elegance and card selection. Power/Capacity to win: 0 to 5 points Can the deck deliver the goods? Interaction/Protection: 0 to 5 points How well does the deck interact and deal with other decks.
Format/Thematic: up to 2 points bonus (can't go over 25) 1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Znowstorm
Creativity/Originality: 0 to 5 points
How creative and original is your deck. Effectiveness/Card adherence: 0 to 5 points How well does it use the selected card? Synergy/Tuning: 0 to 5 points How well do the cards combine in the deck; elegance and card selection. Power/Capacity to win: 0 to 5 points Can the deck deliver the goods? Interaction/Protection: 0 to 5 points How well does the deck interact and deal with other decks.
Format/Thematic: up to 2 points bonus (can't go over 25) 1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Creativity/Originality: 3.5 points
It's a known archetype; a singular approach tho and innovative. Effectiveness/Card adherence: 3 points
PA gives the engine more stability, once online. That sounds like a no-brainer, but as Zelik himself wrote: "unfortunately it slows the deck down a bit until it gets online". And there is no special way of getting PA online (worse there are creatures that act as inst/sorc, see next point).
Plus: The deck is not built around PA. Synergy/Tuning: 3 points
Snap is a good find, especially with Boilerworks. I absolutely do not like Spitebellos and Hellspark Elemental. HE just serves no purpose in such a deck, you should have opted for another burn spell. bringing me to Bellows, sure 6dmg for 3 is good, but it does not interact with PA in any way.
I think one more ritual effect would not have been bad, to ensure you draw enough. Power/Capacity to win: 2.5 points
I honestly have my doubts, mostly as a result of unsyergystic card choices. Interaction/Protection: 2.5 points
Snap and burn, that is better directed at the Swans... naja...
Format/Thematic: 1 (BoaB bonus) 15.5
Creativity/Originality: 4 points
Another QS deck of you... Effectiveness/Card adherence: 4 points
It's obviously not built to get huge effects out of PA, but to get PA online asap and without it rather helpless.
Synergy/Tuning: 3 points
Apart from the combo part, the choices are not synergystic- atleast no sub-par cards.
Power/Capacity to win: 3 points
While packed with 'good' cards, I see the deck having problems delivering the last few points of dmg. Interaction/Protection: 3.5 points
The deck plays counterburn control, 'til it goes off. Not able to handle non-creature permanents.
Format/Thematic: 0
17.5
Creativity/Originality: 4 points
A known deck with a lot new cards (and PA)
Effectiveness/Card adherence: 3 points
Nothing special here. Also not built around PA.
Synergy/Tuning: 3.5 points
A spinning clockwork... Clockspinning is a good find for PA, but a rather dead draw if there is no PA with exactly 1 counter. I miss answers. Power/Capacity to win: 3.5 points
If not overrun, then sure. I have my doubts that 4 Constant Mists are enough, given there is no removal in the deck, other than S&D. Interaction/Protection: 2 points
Not much, until it starts going offensive.
Format/Thematic: 0
16
Creativity/Originality: 4.5 points
The only mill aproach. Friggin' Obstinate Familiar ftw!
Effectiveness/Card adherence: 4 points
While PA is not needed, the way the deck works makes it very easy to activate it and explodes afterwards.
Synergy/Tuning: 4 points
As I noted above, the deck plays right into activating PA.
I'm honestly no fan of Shocker in the list, because it has to deal dmg, and being the only and a small creature does not make that an easy quest. Also I miss some sort of mana generation other than CM (that is used to great effect) to fasten up things (Mox Diamond would also have fit). Power/Capacity to win: 4 points
Hell yes, unexpected and brutal, to bad it's not really legal (WoFo is restricted). Interaction/Protection: 2 points
Protection is given by the redundancy of big draw effects. No interaction whatsoever, apart from maybe gunning down creeps with Words.
Format/Thematic: 0
18.5
Creativity/Originality: 5 points
Unable to describe the sillyness. Effectiveness/Card adherence: 4 points
Inf turns is jawdropping, but I can't give you credit for it twice, apart from that the use were medicore, if there was not Nexus. One card into 4 spells, is devastating.
Synergy/Tuning: 3.5 points
There is not much direct synergy in this list, but Cascade ties together most card. I don't like Wargate, as its cost intensive and terrible to Cascade into, mostly to expensive tho, Idylic Tutor would have been my choice.
I'm no fan of the landbase, but I'm glad that 5C will have to work with this in t2. Power/Capacity to win: 2.5 points
Uhm... the heavy colour commitments will criple this deck along with the next point. Interaction/Protection: 2.5
I'm no fan of half of your removal being needed to combo off, and Bolt as efficent as it is should have been PtE.
Format/Thematic: 1 (standart) 18.5
Creativity/Originality: 5 points
Sins of the Past into Urza's Rage for 20, *Johnny/Timmy-gasm*
Effectiveness/Card adherence: 4
Wincon base and also helps to set up the win.
Synergy/Tuning: 4 points
You could have opted for more cuttroath cards. (Infernal Tutor, Echoing Truth & WoFa? :eyebrow:) Power/Capacity to win: 2
The above mentioned cards will hinder the deck's performance, it will steal a game or two, but once introduced to a meta it will have a bullseye painted on its forehead. 1:1 to slow and easily disrupted. Interaction/Protection: 2 points
ET doesn't make the cut but atleast you thought of it.
Format/Thematic: 0
17
Creativity/Originality: 2.5
Cascade into special cards is kown.
Effectiveness/Card adherence: 4.5 points
Very efficent, 16 potential into-play tutors, obscene targets.
Synergy/Tuning: 3.5 points
I do like cascade, but I don't like how narrow it turns out to be. Power/Capacity to win: 3.5 points
Powerfull spells... can win a game. Interaction/Protection: 3 points
Cascade-Pulse ftw, as I sid narrow deck is narrow.
Format/Thematic: 1 (standart)
17.5 (as much as I dislike the deck compared to others here)
Creativity/Originality: 4.5 points
Inf. tokens.
Effectiveness/Card adherence: 2.5 points
I see problems getting PA online, despite Spinning. Only 4 cards you want to copy... at the cost of ->
Synergy/Tuning: 4 points
A lot synergy apart from PA, namely tokens and counters. Power/Capacity to win: 3.5 points
7 Wraths and Epo give this deck a strong control element against creatures, it will simply plow to the victory, given the right meta. (I strongly think your meta is very agro). Interaction/Protection: 4
*I can haz 2 *** on ma stack pleaze? :D* Uhm, sry, I had to - like when we had a Forked and Reiterated Obliterate on the stack. Btt, no answers for non-creatures. Format/Thematic: 0
why are you here? you'll get modded for sure. this is about pyromancers ascension decks.
because I summited a decklist using guile and another card in infinitely trigger the ascension, if you read back a few pages you can find it and since i didnt make top 8, curious how to make it better for future use and abuse
that being said, how is the judging going? we are off to a sluggish start this season lol
Looking for some critisism for my decklist for sure, I am really trying to abuse Guile tricks in casual and love getting help haha
Hostillity seems like an odd choice. The only spell you can use with it is Cerebral Vortex. Also your wincon is Cerebral Vortex with Guile and Cephalid Shrine. So wouldnt it have been better to go with -3 Hostillity +1 of each of the win-cons?
Mana Seism also doesnt really fit as you arent running many lands to begin with.
The main problem I saw was that your deck is playing an all in combo that requires a lot of pieces (3 permanents in play 1 card in hand). To win you have to make them draw 15+ cards, letting them find answers. Why not just play lightning bolt?
Furthermore you dont really have any answers to anything your opponent might do. The fastest possible way for you to combo out is around turn 5 (tried to work it our couldnt come up with a way for you to do it turn 4). So the opponent has free reign for the first four turns.
I like the idea just not the card choices. I probably would have gone a more control/burn route that uses the combo late game (t7) once it finds the pieces. My deck also requires 3 permanets in play 1 card in hand to combo but it goes about it in a different way. It also has other ways to win in case the combo doesnt work out. If your sole way of winning is to combo it needs to be very robust.
edit:You can actually combo turn 4. You need the mother of all god hands though.
T1 Land, Rite of Flame, Pyromancer Ascension (4 cards in hand)
T2 Land, Rite of Flame, Sneak Attack (2 cards in hand)
T3 Land, Cephalid Shrine (1 card in hand)
T4 Rite of Flame, sneak attack guile into play, cebral vortex (-1 cards)
If you are on the draw you can combo turn 4. On the play its 1 card short. The double U for Cephalid Shrine and triple U guile is a problem when all your good mana accel creates mono red.
Creativity/Originality: 4 points
A known deck with a lot new cards (and PA)
Effectiveness/Card adherence: 3 points
Nothing special here. Also not built around PA.
Synergy/Tuning: 3.5 points
A spinning clockwork... Clockspinning is a good find for PA, but a rather dead draw if there is no PA with exactly 1 counter. I miss answers. Power/Capacity to win: 3.5 points
If not overrun, then sure. I have my doubts that 4 Constant Mists are enough, given there is no removal in the deck, other than S&D. Interaction/Protection: 2 points
Not much, until it starts going offensive.
Format/Thematic: 0
16
Just wondering if you played the deck at all? Or is your rating off of your perception of what it may or may not do?
Hey thanks Znow for the template, I had actually forgotten it, rusty indeed !!:embarrass: (I had wondered why I had so much time on my hands...)
Nice touch Blutsau critiquing your own deck, at least you were as harsh on yourself as you were with others ;)... Geez, only 18.5 (thats 74%) for the top deck of the round, yikes!
As for TheCounterGuy, well let's just say that I found your deck to be way too much all over the place, plus also the fact that it didn't really need the primary card, sorry.
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
@ urweak: Played the decks, had time.
Maybe we* didn't pilot them optimal - given that each played just one to two games with each deck and for the first time, but we know how to play.
On top of that the decks were made with certain meta (the constructor's) in mind and our own decks are another meta, so this might also be part of the overall rather low winning percentage.
@ fdtori: With such a linear card 74% is good. ^^ I should have given myself 1 point less (s/t and pc/c both -0.5), comparing my result now, but it doesn't matter anyways.
Edit: @ znowstorm: Persist, true that, but be honest: How often does it matter?
* MtG is a social game:
tbh I only did ~half the testing myself: I was testing with my buddy in the library and then two other guys were like "Oh, you play Magic!" and after short explanation joined us working through our pile of proxied decks against our own ones.
+2 buddies
Private Mod Note
():
Rollback Post to RevisionRollBack
Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
I was finding some way to get multiple spells on the stack with the ascension, and guile+Shrine is my normal way of doing it haha since it will create infinite spells on the stack, then ascension triggers creating copies that I will allow to trigger. But I agree its a little hard to get the Sneak Attack into play for Guile, lol it was a warmup for sure. Thanks for all the advice. I actually look forward to this thread more then most constructed ones haha
So the new card will be announced about tuesdayish?
Here is my deck, based off a nice mixture of old izzet cards with newer stuff thrown in. It actually is surprisingly powerful due to a certain artifact + boomerang/counterspell/bolt with recursion as you can imagine. But with ascension...why copy a spell once, when you can copy it a bunch with guild mage?! It also may look like it is low on land, but signets are essentially lands, so 23.
8 Mountain
4 Izzet Signet
3 Izzet Boilerworks
4 Lightning Bolt
4 Boomerang
4 Counterspell
3 Pyromancer's Ascension
3 Isochron Scepter
3 Prophetic Bolt
2 Opportunity
2 Dragon Fodder
3 Izzet Guildmage
3 Nucklavee
2 Dominus of Fealty
Standard
Blows
Modern
BWUTeachingsBWU
GUGU TempoGU
WLifeW
RWValakut ControlRW
UBModern MillUB
Legacy
UMUCU
BPoxB
BWRTokensBWR
Pauper
UBGRW Domain UBGRW
Vintage
RVise-Burn!R
"Out of the crooked timber of humanity, nothing straight was ever made" - Immanuel Kant
4 Pyromancer Ascension
4 Sprout Swarm
2 Doubling Season
1 Memory Crystal
4 Enlightened Tutor
4 Wrath of God
3 Day of Judgment
4 Manamorphose
4 Epochrasite
4 Search For Tomorrow
3 Clockspinning
4 Windswept Heath
4 Wooded Foothills
4 Temple Garden
4 Sunpetal Grove
1 Forest
1 Mountain
1 Plains
1 Stomping Ground
1 Sacred Foundry
1 Hallowed Fountain
1 Breeding Pool
Card Choices
Deck spends early turns building a board posistion and killing off opponents creatures. Finishes with Saproling swarms or buffed Epochrasites.
Sprout Swarm: Solid buyback card and gets incredibly strong when combined with Pyromancer Ascension and Doubling Season. Infinite 1/1's if you then add Memory Crystal.
Doubling Season: Used for infinite Sprout Swarm combo. Also can double quest tokens late game if needed. A friend of Epochrasite.
Enlightened Tutor: Used to get combo pieces or Pyromancer Ascension.
***/DoJ: It's a slow deck so I plan to wrath turn 4 every game I play pretty much. Should not impact me greatly due to recursive creatures and instant threats.
Manamorphose: Fix mana. Free card that is good for setting up PA. With PA online it has massive card advantage. Also if you have 2 Enlightened Tutor's on the stack it can draw the first spell before you shuffle into the second.
Epochrasite: Excellent defence and meshes really well with the rest of the deck. Can also become a real threat with Doubling Season.
Clockspinning: Used for faster suspend cards and surprise Epochrasite blockers. As well as bringing PA online fast by adding a counter by itself. With Memory Crystal in play can also be used to boost Epochrasites to crazy levels.
Search for Tomorrow: Few high costed cards and the mana base is a little broard so this rounds out the deck. Also gives me another turn 1 play that can still affect a PA coming into play T2.
燃える時計秘密めく花の香り
www.pokemoncrossroads.com
3x Island
4x Mountain
4x Cascade Bluffs
4x Steam Vents
4x Volcanic Island
4x Scalding Tarn
4x Burning Inquiry
4x Counterspell
2x Chandra Ablaze
4x Lightning Bolt
4x Pyromancer Ascension
4x Time Warp
3x Intuition
3x Ponder
3x Cryptic Command
2x Sol Ring
2x Call the Skybreaker
2x Quest for Ancient Secrets
This deck revolves around cycling through your deck to eventually boost up the Ascension to power out some big Elemental action, or to just get Chandra to beat face. Quest for Ancient Secrets is in there to prevent milling yourself and is vital if your deck is running low. Finally, Time Warp is there to assist you in gaining extra turns to win. Current testing has had this deck win turns 6~7.
I am pleased of course, but just a friendly reminder that (all else being equal) it gives each contestant less than 1 chance in 3 for making top 8.
Just so everybody knows :).
...
Closing time in about 2 hours... (10 to 12 hours if I decide to go to bed right away ).
Spells:
4 Pyromancer Ascension
4 Empty the Warrens
4 Rite of Flame
4 Desperate Ritual
4 Dogpile
4 Banefire
2 Seething Song
4 Goblin Warchief
4 Goblin Sharpshooter
2 Reckless One
So this is kind of crap because it doesn't really need Pyromancer but it was a fun take on an old deck. Classic Goblins with hella mana acceleration.
Opening hand with Rite, Desperate, Seething, and Empty puts 8 1/1 Goblins out for 1 mana. If Pyromancer comes out and you can pop the mana you can blow a juicy Banefire for next to nothing.
I'll let you guys decide how it works =)
I am just missing one volunteer for guest judging and then we can start.
So far, it's Numotflame96, Blutsau and myself, so whom will it be?
BTW for those who want to try it, I can say that guest judging is a great way to enhance your deckbuilding skills, plus it helps you get a feel for how this contest is rated.
Ok so the Judges are going to be Znowstorm, Blutsau, Numotflame96 and myself.
The judges now have 24 hours to look at the decklists and PM me their choices for top 8 decks.
I'll announce the choices tomorrow and then the true judging can start.
Good luck to all !
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
Here are the top 8 decks as chosen by the jury for this round.
(in no particular order):
Zelik
Blutsau
Urweak
Post Affinity
Raijinfury
fdtori
Uthkara
Znowstorm
Lots of other players received votes as well, just not enough, they are:
KennethWong
Jkolts
Numotflame96
Stridyr
Mini Me
TheCounterGuy
Rainar
Koelkastmagneet
Taktix
Dragoonbot.
Better luck next time and congratulations to those who made top 8.
Judging will now proceed. Judges have until next tuesday (october 20) to submit their scores.
2 Crumbling Necropolis
4 Terramorphic Expanse
8 Mountain
6 Island
4 Hellspark Elemental
4 Spitebellows
4 Swans of Bryn Argoll
4 Rite of Flame
4 Accumulated Knowledge
4 Flame Burst
4 Grapeshot
4 Pyromancer Ascension
4 Snap
2 Reminisce
4 Quiet Speculation
4 Gamble
3 Lava Dart
3 Flaring Pain
2 Conflagrate
4 Lightning Bolt
4 Volcanic Fallout
2 Fireblast
4 Mana Leak
4 Remand
4 Chrome Mox
4 Steam Vents
4 Scalding Tarn
2 Island
8 Mountain
4 Misty Rainforest
4 Taiga
4 Tropical Island
4 Volcanic Island
1 Mountain
1 Island
1 Forest
4 Constant Mists
3 Accumulated Knowledge
3 Clockspinning
3 Intuition
3 Ponder
3 Slice and Dice
2 Life from the Loam
2 Worm Harvest
1 Mystical Tutor
1 Walk the Aeons
4 Pyromancer Ascension
1 Fastbond
3 Zuran Orb
3 Mox Diamond
1 Sol Ring
4 Burning Inquiry
4 Wheel of Fortune
4 Wheel of Fate
4 Winds of Change
4 Incendiary Command
4 Shocker
4 Obstinate Familiar
4 Words of War
20 Mountain
4 Chrome Mox
3 Maelstrom Nexus
4 Lightning Bolt
4 Time Warp
4 Naya Charm
4 Ponder
4 Burning Inquiry
4 Rampant Growth
4 Wargate
1 Obelisk of Alara
1 Oblivion Ring
4 Marsh Flats
2 Misty Rainforest
2 Forest
4 Mountain
1 Swamp
3 Island
1 Plains
3 Crumbling Necropolis
3 Savage Lands
4 Seething Song
4 Urza's Rage
4 Wheel of Fate
3 Cabal Ritual
3 Sins of the Past
3 Infernal Tutor
4 Echoing Truth
4 Tolarian Winds
4 Manamorphose
4 Crosis's Catacombs
3 Badlands
2 Underground Sea
2 Volcanic Islands
2 Sunken Ruins
2 Gravern Cairns
2 Cascade Blufs
3 Mountains
2 Swamps
1 Islands
4 Violent Outburst
4 Bloodbraid Elf
4 Captured Sunlight
4 Pyromancer's Ascension
4 Lightning Bolt
4 Maelstrom Pulse
4 Breath of Malfegor
2 Jungle Shrine
4 Arid Mesa
4 Verdant Catacomb
1 Plains
5 Mountain
3 Swamp
3 Forest
2 Crumbling Necropolis
4 Sprout Swarm
2 Doubling Season
1 Memory Crystal
4 Enlightened Tutor
4 Wrath of God
3 Day of Judgment
4 Manamorphose
4 Epochrasite
4 Search For Tomorrow
3 Clockspinning
4 Windswept Heath
4 Wooded Foothills
4 Temple Garden
4 Sunpetal Grove
1 Forest
1 Mountain
1 Plains
1 Stomping Ground
1 Sacred Foundry
1 Hallowed Fountain
1 Breeding Pool
Zelik
How creative and original is your deck.
Effectiveness/Card adherence: 0 to 5 points
How well does it use the selected card?
Synergy/Tuning: 0 to 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 0 to 5 points
Can the deck deliver the goods?
Interaction/Protection: 0 to 5 points
How well does the deck interact and deal with other decks.
1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Effectiveness/Card adherence: 0 to 5 points
How well does it use the selected card?
Synergy/Tuning: 0 to 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 0 to 5 points
Can the deck deliver the goods?
Interaction/Protection: 0 to 5 points
How well does the deck interact and deal with other decks.
1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Effectiveness/Card adherence: 0 to 5 points
How well does it use the selected card?
Synergy/Tuning: 0 to 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 0 to 5 points
Can the deck deliver the goods?
Interaction/Protection: 0 to 5 points
How well does the deck interact and deal with other decks.
1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Effectiveness/Card adherence: 0 to 5 points
How well does it use the selected card?
Synergy/Tuning: 0 to 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 0 to 5 points
Can the deck deliver the goods?
Interaction/Protection: 0 to 5 points
How well does the deck interact and deal with other decks.
1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Effectiveness/Card adherence: 0 to 5 points
How well does it use the selected card?
Synergy/Tuning: 0 to 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 0 to 5 points
Can the deck deliver the goods?
Interaction/Protection: 0 to 5 points
How well does the deck interact and deal with other decks.
1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Effectiveness/Card adherence: 0 to 5 points
How well does it use the selected card?
Synergy/Tuning: 0 to 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 0 to 5 points
Can the deck deliver the goods?
Interaction/Protection: 0 to 5 points
How well does the deck interact and deal with other decks.
1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Effectiveness/Card adherence: 0 to 5 points
How well does it use the selected card?
Synergy/Tuning: 0 to 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 0 to 5 points
Can the deck deliver the goods?
Interaction/Protection: 0 to 5 points
How well does the deck interact and deal with other decks.
1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
Effectiveness/Card adherence: 0 to 5 points
How well does it use the selected card?
Synergy/Tuning: 0 to 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 0 to 5 points
Can the deck deliver the goods?
Interaction/Protection: 0 to 5 points
How well does the deck interact and deal with other decks.
1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
the forum tears my lines apart, help
It's a known archetype; a singular approach tho and innovative.
Effectiveness/Card adherence: 3 points
PA gives the engine more stability, once online. That sounds like a no-brainer, but as Zelik himself wrote: "unfortunately it slows the deck down a bit until it gets online". And there is no special way of getting PA online (worse there are creatures that act as inst/sorc, see next point).
Plus: The deck is not built around PA.
Synergy/Tuning: 3 points
Snap is a good find, especially with Boilerworks. I absolutely do not like Spitebellos and Hellspark Elemental. HE just serves no purpose in such a deck, you should have opted for another burn spell. bringing me to Bellows, sure 6dmg for 3 is good, but it does not interact with PA in any way.
I think one more ritual effect would not have been bad, to ensure you draw enough.
Power/Capacity to win: 2.5 points
I honestly have my doubts, mostly as a result of unsyergystic card choices.
Interaction/Protection: 2.5 points
Snap and burn, that is better directed at the Swans... naja...
15.5
Effectiveness/Card adherence: 4 points
It's obviously not built to get huge effects out of PA, but to get PA online asap and without it rather helpless.
Apart from the combo part, the choices are not synergystic- atleast no sub-par cards.
While packed with 'good' cards, I see the deck having problems delivering the last few points of dmg.
Interaction/Protection: 3.5 points
The deck plays counterburn control, 'til it goes off. Not able to handle non-creature permanents.
Format/Thematic: 0
Creativity/Originality: 4 points
A known deck with a lot new cards (and PA)
Synergy/Tuning: 3.5 points
Power/Capacity to win: 3.5 points
If not overrun, then sure. I have my doubts that 4 Constant Mists are enough, given there is no removal in the deck, other than S&D.
Interaction/Protection: 2 points
Not much, until it starts going offensive.
Format/Thematic: 0
16
While PA is not needed, the way the deck works makes it very easy to activate it and explodes afterwards.
As I noted above, the deck plays right into activating PA.
I'm honestly no fan of Shocker in the list, because it has to deal dmg, and being the only and a small creature does not make that an easy quest. Also I miss some sort of mana generation other than CM (that is used to great effect) to fasten up things (Mox Diamond would also have fit).
Power/Capacity to win: 4 points
Hell yes, unexpected and brutal, to bad it's not really legal (WoFo is restricted).
Interaction/Protection: 2 points
Protection is given by the redundancy of big draw effects. No interaction whatsoever, apart from maybe gunning down creeps with Words.
Effectiveness/Card adherence: 4 points
I'm no fan of the landbase, but I'm glad that 5C will have to work with this in t2.
Power/Capacity to win: 2.5 points
Uhm... the heavy colour commitments will criple this deck along with the next point.
Interaction/Protection: 2.5
I'm no fan of half of your removal being needed to combo off, and Bolt as efficent as it is should have been PtE.
Format/Thematic: 1 (standart)
18.5
Sins of the Past into Urza's Rage for 20, *Johnny/Timmy-gasm*
Power/Capacity to win: 2
The above mentioned cards will hinder the deck's performance, it will steal a game or two, but once introduced to a meta it will have a bullseye painted on its forehead. 1:1 to slow and easily disrupted.
Interaction/Protection: 2 points
ET doesn't make the cut but atleast you thought of it.
17
Cascade into special cards is kown.
Power/Capacity to win: 3.5 points
Powerfull spells... can win a game.
Interaction/Protection: 3 points
Cascade-Pulse ftw, as I sid narrow deck is narrow.
Effectiveness/Card adherence: 2.5 points
Power/Capacity to win: 3.5 points
7 Wraths and Epo give this deck a strong control element against creatures, it will simply plow to the victory, given the right meta. (I strongly think your meta is very agro).
Interaction/Protection: 4
*I can haz 2 *** on ma stack pleaze? :D* Uhm, sry, I had to - like when we had a Forked and Reiterated Obliterate on the stack. Btt, no answers for non-creatures.
Format/Thematic: 0
Zelik - 15.5
Blutsau - 17.5Uthkara - 17.5
Znowstorm - 18
P_A - 18.5
This isn't the place.
-Memnarch
why are you here? you'll get modded for sure. this is about pyromancers ascension decks.
It's been done. And you, too, have been modded "for sure." Warning for backseat moderation.
-Memnarch
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
because I summited a decklist using guile and another card in infinitely trigger the ascension, if you read back a few pages you can find it and since i didnt make top 8, curious how to make it better for future use and abuse
that being said, how is the judging going? we are off to a sluggish start this season lol
Spoken with true wisdom, so about those judges?
Hostillity seems like an odd choice. The only spell you can use with it is Cerebral Vortex. Also your wincon is Cerebral Vortex with Guile and Cephalid Shrine. So wouldnt it have been better to go with -3 Hostillity +1 of each of the win-cons?
Mana Seism also doesnt really fit as you arent running many lands to begin with.
The main problem I saw was that your deck is playing an all in combo that requires a lot of pieces (3 permanents in play 1 card in hand). To win you have to make them draw 15+ cards, letting them find answers. Why not just play lightning bolt?
Furthermore you dont really have any answers to anything your opponent might do. The fastest possible way for you to combo out is around turn 5 (tried to work it our couldnt come up with a way for you to do it turn 4). So the opponent has free reign for the first four turns.
I like the idea just not the card choices. I probably would have gone a more control/burn route that uses the combo late game (t7) once it finds the pieces. My deck also requires 3 permanets in play 1 card in hand to combo but it goes about it in a different way. It also has other ways to win in case the combo doesnt work out. If your sole way of winning is to combo it needs to be very robust.
edit:You can actually combo turn 4. You need the mother of all god hands though.
T1 Land, Rite of Flame, Pyromancer Ascension (4 cards in hand)
T2 Land, Rite of Flame, Sneak Attack (2 cards in hand)
T3 Land, Cephalid Shrine (1 card in hand)
T4 Rite of Flame, sneak attack guile into play, cebral vortex (-1 cards)
If you are on the draw you can combo turn 4. On the play its 1 card short. The double U for Cephalid Shrine and triple U guile is a problem when all your good mana accel creates mono red.
Just wondering if you played the deck at all? Or is your rating off of your perception of what it may or may not do?
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
Nice touch Blutsau critiquing your own deck, at least you were as harsh on yourself as you were with others ;)... Geez, only 18.5 (thats 74%) for the top deck of the round, yikes!
As for TheCounterGuy, well let's just say that I found your deck to be way too much all over the place, plus also the fact that it didn't really need the primary card, sorry.
Maybe we* didn't pilot them optimal - given that each played just one to two games with each deck and for the first time, but we know how to play.
On top of that the decks were made with certain meta (the constructor's) in mind and our own decks are another meta, so this might also be part of the overall rather low winning percentage.
@ fdtori: With such a linear card 74% is good. ^^ I should have given myself 1 point less (s/t and pc/c both -0.5), comparing my result now, but it doesn't matter anyways.
Edit: @ znowstorm: Persist, true that, but be honest: How often does it matter?
* MtG is a social game:
tbh I only did ~half the testing myself: I was testing with my buddy in the library and then two other guys were like "Oh, you play Magic!" and after short explanation joined us working through our pile of proxied decks against our own ones.
+2 buddies
So the new card will be announced about tuesdayish?