It is another Moon effect + it beats face, so not only the opponent has to deal with him if he wants to play Magic, he needs to deal with him in a timely manner since it is a 2 power creature and presents a somehow reasonable clock.
As for Nalaar parents - their main reason is - they buy you time, also Thopters attack throught the Bridge, and in some narrow situations they shoot a target or can get rid of your bridge if you are strong enough to go for it . Not always you will drop pieces t1, t2. Sometimes you will have your Chalice Snared, sometimes Moon Inquisitioned, sometimes Bridge Decayed, sometimes all of the above. Chandra's parents will give you few turns to rebuild. I do find them a defensive being (used to play with three copies but then decided to move Rabblemasters from SB t Main and go more aggressive) hence I will put only one copy now in place of Siege Gang who I find too expensive, win more and mana hungry bastard.
As for discussions on Pia and Kiran Nalaar, Amok covered the concerns well. The applications are plentiful - just a case for how she addresses the 'decks of the day'. As long as Death's Shadow decks dominate, she has a home in Hammer's Slammer as a 2-for. I was also running Siege-Gang Commander as an option, but the 5-mana proved prohibitive - but, only by a scooch.
As for Phyrexian Metamorph, have other folks also tried their hand with this card? Like everything in our 75, it comes down to what other people are playing. We are very caring and empathetic in that way. This would take some careful analysis of what's out there - our self targets would principally be: Goblin Rabblemaster, Ensnaring Bridge, and Pia and Kiran Nalaar. Ruling Clafication: The Piran thopter tokens still spit out if you are cloning with a metamorph - correct // similarly, you get (2) free lands when you clone a Primeval Titan?
Other option - if things reaaaaallly start moving in the long-form control game meta: Tezzeret's Gambit.
As for the new Mad Scientist of the group, presenting Menfrick.....he even has that name which sounds fitting for a genius with a touched mind. The research and calculations are admirable. The card, Untaidake, was brought up once before by Proxxy. But, that was just in passing. This is an epic thesis. The new blood moon ruling makes Untaidake much better - wise catch.
The issue is 2 fold:
The land does come into play tapped without a cherry moon.
Are we going to have enough legendary spells where we can use the acceleration.
As it stands, I don't see this coalescing into a competitive offering - at the highest levels. But - But, it's a terrific inspiration and a possible mousetrap to keep in mind for cards yet-to-be-printed.
Hello everyone finally i found the right place where to post my decklist.
With the new "planeswalker are legendary rule" i create a new deck based on the legacy red stompy. This deck abuse of Untaidake, the Cloud Keeper to cast a legendary 4 drop on turn two. I started with 10 legends and the prison shell plus a little card advantage made by sin prodder and scrying sheets.
I notice that the rite version is similar on the power level but the rites create some slot problems in the maindeck
During my research i found the probabilty of make a tks on turn two during the colorless eldrazi winter and it was 11,8%; our probabilty to make a turn two
Chandra is around 10,95%. Next i tried some opening hands like 300.
The deck mulligan a lot i kept on 7 only the 38% of the time, on 6 the 27% and on 5 the 18% the % of mulligan down to an autoloss is 9%
Some other probabilities are the 16,7% to make a t1 chalice on 1 and a 39,9% to make a 3 drop on turn two, some times untaidake is like a mind stone which make us do a 4 drop on turn 3 (like the 28%). During this keep or mull session i found this rule: if your opening 7 doesn't make a 4 drop on turn two mulligan down to 6 (keep also if you have Untaidake, the Cloud KeeperSimian Spirit Guide and a mountain but not a 4 drop). Keep every 6 hand if you can make a 3 drop on turn two (blood moon, ensnaring bridge and rabblemaster are the best) or a 4 drop on turn three.
The sideboard is based to fix our worst matchups: Grafdigger's Cage is our best graveyard interaction good against also company decks and fast combos, Ricochet Trap against uwx decks because counterspells are the best card again us, so vs control just play fair.
With the new blood moon rule also Untaidake under blood moon doesn't enter tapped.
For the main i consider Captain Lannery Storm (legendary that makes mana) and Pia Nalaar the 3 drop legends makes our opening maybe more consisent but they are not good individual cards in my opinion. The idea of gemstone caverns is great i will try it for sure
Gents, I've been doing some tinkering with a few not-so-common kill cards while playing Pyro Prison for sanity's sake. Sanity's sake? Yes, for sanity's sake. I got it, we can lock, but can we win round one before the clock ends let alone the match? Where is my .45 ACP full combat length 1911 to blow my brains out. lol So, because of this...necessity I have tested these not-so-common kill cards to help speed things up: Curse of the Pierced Heart, Goblin Assault, Sin Prodder, Knollspine Invocation, Seismic Assault, Red Sun's Zenith, Goblin Charbelcher. All of these cards were failures except Goblin Assault. Goblin Assault can close a game just as Rabblemaster can. Currently, my all star line up hosts Chandra, Torch of Defiance, Goblin Rabblemaster, and now Goblin Assault. This line up has improved my turn close speed, but again it all depends and I need to crunch a lot more games to develop a consistent average. So, those wanting to close sooner than later it is worth looking into Goblin Assault if your opponent fails to auto rage quit once you start locking. lol
First time poster. I would like to thank you all for the great information found in all your posts! I started with one of Ray's builds and have been trying new things since. Most recently I have been considering modern versions of cards I saw in the legacy top 8 under dragon stompy (not sure why it is called dragon stompy as the decks had no dragons but looked like legacy versions of pyro prison). The cards that came to mind for alternative win cons included banefire, earthquake, slagstorm, red sun's zenith and any of the possible x costed damage spells. Have any of you tried any of these? I have only play tested these cards versus eldrazi tron with very good results.
Ruling Clafication: The Piran thopter tokens still spit out if you are cloning with a metamorph - correct // similarly, you get (2) free lands when you clone a Primeval Titan?
not sure if this is a question but yes, Metamorph comes into play ALREADY as a copy of a card so he will trigger all the "comes into play/enters the battlefield" abilities of the original card.
glad to hear I am not the only one. At the moment testing a copy of Arc Slogger and/or Rakka Mar . One thing I hate about Assault is that it forces Rabblemasters to attack and some of the times it is just suicide.
Phyrexian Metamorph is another candidate which CAN be insane - but might also be useless in some matchups. I don't want cards in this deck who require another target to be at least okayish. I can see it being effective as a sideboard option but paying two life can hurt in some matches..
Metamorph is an answer - so far I stalled Skred copying his Stormbreath, Dredge copying his Amalgam, Grixis copying his Angler and saved my Bridge twice by copying it, just before being destroyed next turn. It is an answer, a very flexible answer, it will not win you the game. It doesn't have to, once you dig some of your gamechangers Moon, Bridge, Chalice, drop a Planeswalker and build it up. They will win the game. Other pieces just have to make sure we will live to see that moment.
As for the Slogger - I used to play it in Dragon Stompy years back - loved it and will try it as soon as get hands on a copy. It ticks both - it can stall the attack and once resolved it may deal 6-8 uncounterable damage which they wont expect
@Amock: Nope! lol I'm a huge tinker type of guy. I will try out everything. Nice choices. How are they working out for you? And, I hear yeah. It can be a problem. But, if Bridge is up then that issue could be mitigated. However, I just look at the bright side that I am dropping bodies and putting up a clock.
@Proxxy: As of right now I disagree that Hazoret and P&K are even a solution to killing. They look cool and have a lot of flavor, but they have not won me any games. But, to be fair I am still very new to Pyro Prison. I own it and play it but I need to get more reps in with it. As for the splash, yes the splash for Assault is low, but so is Chandra. Rabblemaster has a bigger splash, but he can die the easiest of them all. In the end, I think it is more of a concert of solutions working all at once than dropping a spaghetti monster. As for Koth, I like the guy, but even if I go off I still have to empty my hand which cuts away from his win condition. But, I will throw him in my line up for more testing.
Have any of you thought of using Purphoros, God of the Forge to go along with your creatures? It might not become a creature but the other 2 abilities look interesting.
Have any of you thought of using Purphoros, God of the Forge to go along with your creatures? It might not become a creature but the other 2 abilities look interesting.
We don't run enough creatures to abuse Purphoros. It is cool when you have a Rabblemaster to go along with it but I suppose that wont happen very often and on itself the God of the Forge is just bad. As for Pyromaster, I'd rather have another copy of ToD.
With all the new faces and ideas floating around, I decided to try a few out.. and I'll tell you what mountainfolk, some of new guys might be into something!
Props to Paleglove, Proxxy, TimTam and Amok for the combined inspiration. You guys all had points that resonated with me, all of them summed up by the aforementioned phrase, "Explosiveness > Consistency"
With that said, I haven't felt much lack in consistency, however with 6 Rituals, I've felt a great increase in explosiveness, pushing out a 3 drop on turn 2 with ease, and a lot of times following up with a 4 drop on turn 3.
I've made the switch from 4-1 to 3-2 Chandra/Koth, as well as adding 2 Hazoret for a more aggressive approach, while keeping a P&K for the midrange/grindy value. I love the threat diversification. If you've lost your faith in the Fervent one, repent now! I'm looking at you, brotha Raystack! To make the switch, I've moved Magus to the bench. I feel like we can always use the extra damage vs. extra moons in the main.
As for the changes to the side, the most impactful addition, hands down, has been Eidolon. This guy is a sword and a shield. I highly sugguet you guys give him a try! Even if he just eats a bolt, he deals 2 and takes away an answer for Rabble. He's now a staple for me.
This iteration of Pyro Prison has been the fastest, most explosive and aggressive build I've tried yet, and I think I'm pretty well settled on the design.
It is not about lack of consistency. You can still be consistent while keeping the cards to go explosive (as you've mentioned you didn't feel any difference).
This is what I am keeping now. Only flexible main slot being Metamorph and sb slot being Boil. I got rid of Siege Gang last night and replaced it with second Hazoret and God what a God she is. Behind the Bridge acts like another Chandra. Had a final game against Affinity last night with Chalice at 1, Chandra and Bridge. Opp was hitting me via Aether Grids for 2 every turn. I dropped Hazoret and my pinging became 4 each turn which sealed the win.
Also will keep the Abrades - killing Baral or Electromancer on the spot is crucial and it appears that Affinity is still alive.
This may seem odd with Chalice, but I've been having trouble in a Burn heavy Meta. ( 50+% on most nights.) I have 1 Witchbane Orb and 1 Dragon's Claw in the SB. They help , but players have been stacking artifact hate against me. ( Destructive Revelry, Wear//Tear, and the one that hurts the most, By Force.) I'm leaning towards running Leyline of Sanctity in the SB with looting and possibly taking two Pia Nalaar from MD and replacing with something that helps against Burn. Has anyone tried this in a Burn heavy Meta? How did it work out? Thanks!
Chalice on 1 shuts most of their deck. After SB Orb gives you hexproof and Dragon's Claw generates life from both sides negating their spells. Spellskite might redirect removal to itself. Other than that it should be pretty straightforward. You might want to give Welding Jar a try
The logic: First, all of our locks and spells are well situated against them. To win, keep the pressure on them - Goblin Rabblemaster is a beast & good blocking trade with Eidolon of the great revel. Hope they bring out their Searing Blaze (they usually do). Blood Moon cripples them in game 1 (games 2 & 3 it's brutal, so drop it quickly), but Magus dies easily - so 1 out. Witchbane Orb is self-explanatory. The anger is for their 12-14 creatures & same for ratchet bomb.
In general, if it's game 1 and I'm on the draw, I'm nervous. Games 2 and 3 post up favorable win percentages otherwise. They run out of gas, and their late game reach is hopeless after we've started dropping locks on their heads. Like any uber-aggro deck, things can go sideways. But, overall we're favored.
@Raystack Thank You for responding. I will check out post #532. The matches are all very close and winnable. I will use the above strategy tomorrow and I will report back on how it went. Have you came across By Force, yet? If so, what did you think? Loving the deck, as always. Thank You!
With all the new faces and ideas floating around, I decided to try a few out.. and I'll tell you what mountainfolk, some of new guys might be into something!
Props to Paleglove, Proxxy, TimTam and Amok for the combined inspiration. You guys all had points that resonated with me, all of them summed up by the aforementioned phrase, "Explosiveness > Consistency"
With that said, I haven't felt much lack in consistency, however with 6 Rituals, I've felt a great increase in explosiveness, pushing out a 3 drop on turn 2 with ease, and a lot of times following up with a 4 drop on turn 3.
I've made the switch from 4-1 to 3-2 Chandra/Koth, as well as adding 2 Hazoret for a more aggressive approach, while keeping a P&K for the midrange/grindy value. I love the threat diversification. If you've lost your faith in the Fervent one, repent now! I'm looking at you, brotha Raystack! To make the switch, I've moved Magus to the bench. I feel like we can always use the extra damage vs. extra moons in the main.
As for the changes to the side, the most impactful addition, hands down, has been Eidolon. This guy is a sword and a shield. I highly sugguet you guys give him a try! Even if he just eats a bolt, he deals 2 and takes away an answer for Rabble. He's now a staple for me.
This iteration of Pyro Prison has been the fastest, most explosive and aggressive build I've tried yet, and I think I'm pretty well settled on the design.
I like the list, some cards seem a little loose but **** it, its big red.
Glad someone else is having success with Eidolons, 3 of them make many of our bad matchups sooooo much better.
This is my current version of Pyro Prison. It has proven to have a faster clock than the direct damage variants I was testing. I have to admit, playing value cards over synergistic low value cards is a huge change for me. When I look at my hand I see so many powerful spells its difficult to go for the lock or the vice. Shoot, I think even my opponent begins to sweat when they rip a card out of my hand knowing they took a Moon, but left a Void, Rabblemaster, Bridge, Chandra, etc...in my hand. lol Plus, on an aesthetics side, the deck has a desert and gods theme going for it thanks to this last booster which I plan to rock.
As for my version, I am only undecided on one card and that is Anger of the Gods. Many times I wished I had it and now that I do I still eye Volcanic Fallout due to its speed. But, when playing Dredge or Creature Tool Box its creature removal is a boon.
Now that I have a strong main board I'll be looking into he sideboard much more.
What gives us the most problems? I am thinking:
1) Planeswalkers
2) Combo
3) Anti-Artifact or Anti-Lock Cards
After playing another Thursday night magic, I went 4-0. I'm a believer of this deck now 100% after watching so many people struggle from behind the lock. Also, that feeling we get when the opponent is looking for a way out and we are just counting down the clock with our walkers - tightest butthole feeling ever. Let's run through my matches shall we?
R1: G/U Infect
This guy plays his pet infect deck each week and does pretty damn well with it despite its loss of probe. This match-up went from unwinnable with skred, to a joke. Blood moon or chalice or bridge all equate to a free win. For me, the best way to win is through blood moon, as it shuts down their man-lands.
Game 1: I kept a 1 land with a bunch of gas. He's on the play with a noble which I dispatch with jet and SSG, scrying into more lands. I stick a blood moon coupled with rabblemaster and he can't keep up.
Game 2: I'm on the draw again, but a caverns and a SSG means I have turn 1 magus of the moon (from the sideboard). I eventually land rabblemaster again and its over.
2-0W
R2: Bant Knightfall
I have played against green/white value town a lot, but this deck runs counters and mainboard lock hate.
Game 1: I was able to land the full lock on time which meant he was struggling to find pridemage, but after a second chalice on 2, he scooped for time.
Game 2: My grafdiggers from the side lands on turn 1, but my only lock piece gets quellered turn 3 and I can't find removal. Eventually huge knights kill me as I struggle to draw anything to lock it down.
Game 3: Holy ***** this game. I bring in damping matrix and spellskite in this match up because all I need to do is protect bridge, so I'm almost willing to mull to find one. My 7 is trash, so I keep a decent 6 with a bridge and skite. I land them on time, but he quickly follows with a kataki. Needless to say the entire game was a delicate balance of paying for kataki, having to use limited mana to play spells and keeping my hand empty. Not an easy task mind you as often I drew 4 mana spells with only 3 mana to spare. Eventually I find damping matrix coupled with my ensnaring which ensures victory. Remember, selfless spirit can't save them from a wipe if I have a matrix. After at least 15 turns, I finally draw 1 win condition and its enough to close.
2-1W
R3: Good ol' Naya Burn.
Game 1: On the draw... I never draw chalices when I need them, so I was praying when I saw him suspend rift bolt on turn 1. Off the top I get my chalice and slam it on 1 with SSG. He sighs, plays it out for a bit, but blood moon locks him out of multi-color and its all over. Rabble finishes.
Game 2: On the draw again (most of my games this tourney). I pick up a near perfect 7. Oh my... caverns, chalice, SSG, Chandra, Mountain, Mountain, Desperate. Play my chalice on 1 with caverns, exiling the mountain. He's got swift-spear out already but my turn 2 Chandra kills it and ticks up to victory. He asked to see my deck and questioned why we are able to play a legacy deck in modern minus some 2 mana lands. I swelled with pride.
2-0W
R4: Shaman Elves
This ******* guy has beaten me so many times with elves when I was on skred. Not today.
Game 1: I have a fast start with turn 2 rabble, turn 3 rabble into koth. He gets a absolutely amazing company and kills me for exactly 20 out of literally nowhere. Keep in mind he's dead next turn.
Game 2: So I learned after the game that he brings in a FULL PLAYSET of rec-sage. I manage to avoid the majority of them, him only hitting 1, and my grafdigger's plus 2 bridges lock it up. If I remember correctly Koth wins this one with his ult.
Game 3: I see 0 lock pieces in my opening hand mull... My 6 is sketchy, but its fast so I keep. Caverns plus SSG means I have turn 1 rabble. Mountain off the top means I turn 2 slam hazoret with desperate. 1 card in hand if I remember right and I start swinging at his mana dorks (I learned after that he's stuck with 2 rec-sages in hand waiting on my lock). A blood moon turn 3 keeps me at 1 card in hand and hazoret is doing work now that his mana is hurting. He cocos eventually to try to stabilize, but a magma jet clears the the way enough to close it next turn.
2-1W
I was so much more prepared for this tourney, mulled aggressively and dodged my fair share of rec-sages, but it worked. Walked away with $40 cash and couldn't be happier.
This is the exact 75 I ran. I do feel like there are some cards I need your opinions on. Is tormenting voice good? It helps on turns 2-5, but after that its pretty *****ty drawing it with bridge out. I mean the last thing we want is our army of tokens being forced to swing into bigger dudes because bridge + tormenting with no cards in hand is a saaaaaaaad day. If tormenting voice + bridge is a non-bo maybe we should consider faithless looting. Yes it's also a non-bo, but less so because I'd rather it be countered by chalice occasionally, than mess up our bridge lock. I've tested faithless before, and it cannot be said enough how nice the flashback is as well as seeing 2 off the top before throwing stuff away. Sure its straight card disadvantage, but is that a bad thing in this deck? 4 cards deep for 1 card seems worth it to me. also having it in your grave late game is a nice option if we are drawing dead.
The other card I want to consider is a sideboard of Blasphemous act. There have been so many times where an anger of suns is not good enough to clear a board that's stalled with bridge. Eldrazi, Value Town and even elves often gets too big. In many cases, act will cost 1 and clear the board no problem. Seems like a 1-of fun-of. Let me know guys.
"Carving out your piece of the online market."
As for Nalaar parents - their main reason is - they buy you time, also Thopters attack throught the Bridge, and in some narrow situations they shoot a target or can get rid of your bridge if you are strong enough to go for it . Not always you will drop pieces t1, t2. Sometimes you will have your Chalice Snared, sometimes Moon Inquisitioned, sometimes Bridge Decayed, sometimes all of the above. Chandra's parents will give you few turns to rebuild. I do find them a defensive being (used to play with three copies but then decided to move Rabblemasters from SB t Main and go more aggressive) hence I will put only one copy now in place of Siege Gang who I find too expensive, win more and mana hungry bastard.
As for Phyrexian Metamorph, have other folks also tried their hand with this card? Like everything in our 75, it comes down to what other people are playing. We are very caring and empathetic in that way. This would take some careful analysis of what's out there - our self targets would principally be: Goblin Rabblemaster, Ensnaring Bridge, and Pia and Kiran Nalaar. Ruling Clafication: The Piran thopter tokens still spit out if you are cloning with a metamorph - correct // similarly, you get (2) free lands when you clone a Primeval Titan?
Other option - if things reaaaaallly start moving in the long-form control game meta: Tezzeret's Gambit.
As for the new Mad Scientist of the group, presenting Menfrick.....he even has that name which sounds fitting for a genius with a touched mind. The research and calculations are admirable. The card, Untaidake, was brought up once before by Proxxy. But, that was just in passing. This is an epic thesis. The new blood moon ruling makes Untaidake much better - wise catch.
The issue is 2 fold:
YOUTUBE CHANNEL: GOBOTS
3x Magma jet
2x Bottled Cloister
4x Chalice of the Void
4x Ensnaring Bridge
2x Koth of the Hammer
4x Blood Moon
2x Banefire
2x Earthquake
3x Slagstorm
17x Mountain
1x Mutavault
2x Magus of the Moon
4x Simian Spirit Guide
Side:
2x Grafdigger's Cage
2x Pithing Needle
1x Ratchet Bomb
2x Shattering Spree
1x Spellskite
2x Sun Droplet
1x Torpor Orb
2x Witchbane Orb
not sure if this is a question but yes, Metamorph comes into play ALREADY as a copy of a card so he will trigger all the "comes into play/enters the battlefield" abilities of the original card.
glad to hear I am not the only one. At the moment testing a copy of Arc Slogger and/or Rakka Mar . One thing I hate about Assault is that it forces Rabblemasters to attack and some of the times it is just suicide.
A while ago first Dragon Stompy decks played Rakdos Pit Dragon. Slowly with time Dragon went out of the deck but the name stayed.
Metamorph is an answer - so far I stalled Skred copying his Stormbreath, Dredge copying his Amalgam, Grixis copying his Angler and saved my Bridge twice by copying it, just before being destroyed next turn. It is an answer, a very flexible answer, it will not win you the game. It doesn't have to, once you dig some of your gamechangers Moon, Bridge, Chalice, drop a Planeswalker and build it up. They will win the game. Other pieces just have to make sure we will live to see that moment.
As for the Slogger - I used to play it in Dragon Stompy years back - loved it and will try it as soon as get hands on a copy. It ticks both - it can stall the attack and once resolved it may deal 6-8 uncounterable damage which they wont expect
@Proxxy: As of right now I disagree that Hazoret and P&K are even a solution to killing. They look cool and have a lot of flavor, but they have not won me any games. But, to be fair I am still very new to Pyro Prison. I own it and play it but I need to get more reps in with it. As for the splash, yes the splash for Assault is low, but so is Chandra. Rabblemaster has a bigger splash, but he can die the easiest of them all. In the end, I think it is more of a concert of solutions working all at once than dropping a spaghetti monster. As for Koth, I like the guy, but even if I go off I still have to empty my hand which cuts away from his win condition. But, I will throw him in my line up for more testing.
YOUTUBE CHANNEL: GOBOTS
@Proxxy thanks for the feed back.. I have also been trying out both crystal ball and outpost siege and have been considering chandra, pyromaster.
We don't run enough creatures to abuse Purphoros. It is cool when you have a Rabblemaster to go along with it but I suppose that wont happen very often and on itself the God of the Forge is just bad. As for Pyromaster, I'd rather have another copy of ToD.
With all the new faces and ideas floating around, I decided to try a few out.. and I'll tell you what mountainfolk, some of new guys might be into something!
2 Koth of the Hammer
4 Goblin Rabblemaster
2 Hazoret the Fervent
1 Pia and Kiran Nalaar
4 Blood Moon
4 Ensnaring Bridge
4 Chalice of the Void
4 Desperate Ritual
2 Pyretic Ritual
2 Magma Jet
2 Tormenting Voice
1 Sweltering Suns
18 Mountain
3 Gemstone Caverns
2 Anger of the Gods
2 Witchbane Orb
2 Damping Matrix
2 Grafdigger's Cage
3 Eidolon of the Great Revel
2 Magus of the Moon
2 Defense Grid
Props to Paleglove, Proxxy, TimTam and Amok for the combined inspiration. You guys all had points that resonated with me, all of them summed up by the aforementioned phrase, "Explosiveness > Consistency"
With that said, I haven't felt much lack in consistency, however with 6 Rituals, I've felt a great increase in explosiveness, pushing out a 3 drop on turn 2 with ease, and a lot of times following up with a 4 drop on turn 3.
I've made the switch from 4-1 to 3-2 Chandra/Koth, as well as adding 2 Hazoret for a more aggressive approach, while keeping a P&K for the midrange/grindy value. I love the threat diversification. If you've lost your faith in the Fervent one, repent now! I'm looking at you, brotha Raystack! To make the switch, I've moved Magus to the bench. I feel like we can always use the extra damage vs. extra moons in the main.
As for the changes to the side, the most impactful addition, hands down, has been Eidolon. This guy is a sword and a shield. I highly sugguet you guys give him a try! Even if he just eats a bolt, he deals 2 and takes away an answer for Rabble. He's now a staple for me.
This iteration of Pyro Prison has been the fastest, most explosive and aggressive build I've tried yet, and I think I'm pretty well settled on the design.
2 Hazoret the Fervent
1 Phyrexian Metamorph
2 Magus of the Moon
4 Simian Spirit Guide
3 Chandra, Torch of Defiance
2 Koth of the Hammer
4 Blood Moon
4 Ensnaring Bridge
4 Chalice of the Void
1 Pyretic Ritual
2 Tormenting Voice
3 Abrade
2 Gemstone Caverns
18 Mountain
3 Anger of the Gods
2 Dragon's Claw
2 Grafdigger's Cage
2 Phyrexian Revoker
1 Ratchet Bomb
1 Spellskite
1 Witchbane Orb
1 Boil
1 Shattering Spree
1 Gemstone Caverns
This is what I am keeping now. Only flexible main slot being Metamorph and sb slot being Boil. I got rid of Siege Gang last night and replaced it with second Hazoret and God what a God she is. Behind the Bridge acts like another Chandra. Had a final game against Affinity last night with Chalice at 1, Chandra and Bridge. Opp was hitting me via Aether Grids for 2 every turn. I dropped Hazoret and my pinging became 4 each turn which sealed the win.
Also will keep the Abrades - killing Baral or Electromancer on the spot is crucial and it appears that Affinity is still alive.
OUT:
1 ensnaring bridge, 1 magus of the moon, 1 chandra, torch of defiance, and 2 tormenting voices
IN:
2 witchbane orb, 1 anger of the gods, 1 spellskite, 1 ratchet bomb
The logic: First, all of our locks and spells are well situated against them. To win, keep the pressure on them - Goblin Rabblemaster is a beast & good blocking trade with Eidolon of the great revel. Hope they bring out their Searing Blaze (they usually do). Blood Moon cripples them in game 1 (games 2 & 3 it's brutal, so drop it quickly), but Magus dies easily - so 1 out. Witchbane Orb is self-explanatory. The anger is for their 12-14 creatures & same for ratchet bomb.
In general, if it's game 1 and I'm on the draw, I'm nervous. Games 2 and 3 post up favorable win percentages otherwise. They run out of gas, and their late game reach is hopeless after we've started dropping locks on their heads. Like any uber-aggro deck, things can go sideways. But, overall we're favored.
I like the list, some cards seem a little loose but **** it, its big red.
Glad someone else is having success with Eidolons, 3 of them make many of our bad matchups sooooo much better.
RG BBE Ponza
UX Eldrazi Tron
UR Jace Breach
4x Chandra, Torch of Defiance
CREATURES: 4
4x Goblin Rabblemaster
SUPPORT: 24
4x Goblin Assault
4x Blood Moon
4x Ensnaring Bridge
4x Chalice of the Void
4x Anger of the Gods
4x Magma Jet
3x Desperate Ritual
3x Pyretic Ritual
3x Simian Spirit Guide
3x Gemstone Caverns
16x Mountain
REINFORCEMENTS: 15
3x Witchbane Orb
3x Torpor Orb
3x Sorcerous Spyglass
3x Grafdigger's Cage
3x Leyline of Punishment
1x Phyrexian Metamorph
As for my version, I am only undecided on one card and that is Anger of the Gods. Many times I wished I had it and now that I do I still eye Volcanic Fallout due to its speed. But, when playing Dredge or Creature Tool Box its creature removal is a boon.
Now that I have a strong main board I'll be looking into he sideboard much more.
What gives us the most problems? I am thinking:
1) Planeswalkers
2) Combo
3) Anti-Artifact or Anti-Lock Cards
Am I more or less correct?
YOUTUBE CHANNEL: GOBOTS
R1: G/U Infect
This guy plays his pet infect deck each week and does pretty damn well with it despite its loss of probe. This match-up went from unwinnable with skred, to a joke. Blood moon or chalice or bridge all equate to a free win. For me, the best way to win is through blood moon, as it shuts down their man-lands.
Game 1: I kept a 1 land with a bunch of gas. He's on the play with a noble which I dispatch with jet and SSG, scrying into more lands. I stick a blood moon coupled with rabblemaster and he can't keep up.
Game 2: I'm on the draw again, but a caverns and a SSG means I have turn 1 magus of the moon (from the sideboard). I eventually land rabblemaster again and its over.
2-0W
R2: Bant Knightfall
I have played against green/white value town a lot, but this deck runs counters and mainboard lock hate.
Game 1: I was able to land the full lock on time which meant he was struggling to find pridemage, but after a second chalice on 2, he scooped for time.
Game 2: My grafdiggers from the side lands on turn 1, but my only lock piece gets quellered turn 3 and I can't find removal. Eventually huge knights kill me as I struggle to draw anything to lock it down.
Game 3: Holy ***** this game. I bring in damping matrix and spellskite in this match up because all I need to do is protect bridge, so I'm almost willing to mull to find one. My 7 is trash, so I keep a decent 6 with a bridge and skite. I land them on time, but he quickly follows with a kataki. Needless to say the entire game was a delicate balance of paying for kataki, having to use limited mana to play spells and keeping my hand empty. Not an easy task mind you as often I drew 4 mana spells with only 3 mana to spare. Eventually I find damping matrix coupled with my ensnaring which ensures victory. Remember, selfless spirit can't save them from a wipe if I have a matrix. After at least 15 turns, I finally draw 1 win condition and its enough to close.
2-1W
R3: Good ol' Naya Burn.
Game 1: On the draw... I never draw chalices when I need them, so I was praying when I saw him suspend rift bolt on turn 1. Off the top I get my chalice and slam it on 1 with SSG. He sighs, plays it out for a bit, but blood moon locks him out of multi-color and its all over. Rabble finishes.
Game 2: On the draw again (most of my games this tourney). I pick up a near perfect 7. Oh my... caverns, chalice, SSG, Chandra, Mountain, Mountain, Desperate. Play my chalice on 1 with caverns, exiling the mountain. He's got swift-spear out already but my turn 2 Chandra kills it and ticks up to victory. He asked to see my deck and questioned why we are able to play a legacy deck in modern minus some 2 mana lands. I swelled with pride.
2-0W
R4: Shaman Elves
This ******* guy has beaten me so many times with elves when I was on skred. Not today.
Game 1: I have a fast start with turn 2 rabble, turn 3 rabble into koth. He gets a absolutely amazing company and kills me for exactly 20 out of literally nowhere. Keep in mind he's dead next turn.
Game 2: So I learned after the game that he brings in a FULL PLAYSET of rec-sage. I manage to avoid the majority of them, him only hitting 1, and my grafdigger's plus 2 bridges lock it up. If I remember correctly Koth wins this one with his ult.
Game 3: I see 0 lock pieces in my opening hand mull... My 6 is sketchy, but its fast so I keep. Caverns plus SSG means I have turn 1 rabble. Mountain off the top means I turn 2 slam hazoret with desperate. 1 card in hand if I remember right and I start swinging at his mana dorks (I learned after that he's stuck with 2 rec-sages in hand waiting on my lock). A blood moon turn 3 keeps me at 1 card in hand and hazoret is doing work now that his mana is hurting. He cocos eventually to try to stabilize, but a magma jet clears the the way enough to close it next turn.
2-1W
I was so much more prepared for this tourney, mulled aggressively and dodged my fair share of rec-sages, but it worked. Walked away with $40 cash and couldn't be happier.
4 Simian Spirit Guide
4 Desperate Ritual
Lock Pieces(12)
4 Blood Moon
4 Ensnaring Bridge
4 Chalice of the Void
Threats (12)
4 Goblin Rabblemaster
4 Chandra, Torch of Defiance
2 Koth of the Hammer
1 Hazoret the Fervent
1 Pia and Kiran Nalaar
3 Magma Jet
2 Tormenting Voice
2 Sweltering Suns
Lands (21)
18 Snow-Covered Mountain
3 Gemstone Caverns
2 Magus of the Moon
2 Defense Grid
2 Abrade
2 Grafdigger's Cage
1 Witchbane Orb
1 By Force
1 Damping Matrix
2 Spellskite
2 Eidolon of the Great Revel
This is the exact 75 I ran. I do feel like there are some cards I need your opinions on. Is tormenting voice good? It helps on turns 2-5, but after that its pretty *****ty drawing it with bridge out. I mean the last thing we want is our army of tokens being forced to swing into bigger dudes because bridge + tormenting with no cards in hand is a saaaaaaaad day. If tormenting voice + bridge is a non-bo maybe we should consider faithless looting. Yes it's also a non-bo, but less so because I'd rather it be countered by chalice occasionally, than mess up our bridge lock. I've tested faithless before, and it cannot be said enough how nice the flashback is as well as seeing 2 off the top before throwing stuff away. Sure its straight card disadvantage, but is that a bad thing in this deck? 4 cards deep for 1 card seems worth it to me. also having it in your grave late game is a nice option if we are drawing dead.
The other card I want to consider is a sideboard of Blasphemous act. There have been so many times where an anger of suns is not good enough to clear a board that's stalled with bridge. Eldrazi, Value Town and even elves often gets too big. In many cases, act will cost 1 and clear the board no problem. Seems like a 1-of fun-of. Let me know guys.
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