Storm doesn't want to invest 1R that early in a threat, it wants to be spending that mana in a ritual/cantrip chain.
1/1 is a rather feeble body, however I think you could make it work in some kind of R/w burn which also run Rally the Peasants for an Overrun style finish. However I'm not sure if that deck would be better than the straight up Burn or Sleigh variants that currently exist.
I've been brewing a Burn at the Stake combo deck with this little ginger. I've been getting a stable turn 4 goldfish off of it, but I doubt it will ever be a viable deck choice for more than one tournament as it loses to
- Grave hate (Especially since ooze is going to be in standard)
- Removal
- Electrickery
- Riot control lol
I like this card a lot. It seems like a good mid to late game control card for control mirrors. it makes your counters/think twice a lot better. It is also a card that can be an early game efficient attacker. It also seems very good in dedicated burn decks.
Do you want Red to have nothing but burn...?
Tokens are not an effect unique to white, every color makes them.
Leaving tokens to white would be like leaving Sorceries to Blue...
Do you want Red to have nothing but burn...?
Tokens are not an effect unique to white, every color makes them.
Leaving tokens to white would be like leaving Sorceries to Blue...
I know every color makes tokens, but White has been pegged in the past as the token generator color, in combination with other secondary colors.
Red should be burn, Goblins, Dragons, draw/discard, and Standard-unplayable 5CMC cards with insane, lengthy effects that take 10 minutes to figure out what they do and another 20 to actually make their effects work on the field. I don't even like the idea of Goblin tokens, or Hellion tokens or anything like that for Red: Red is reckless and violent and doesn't give a stuff about anyone besides itself. Don't go trying to build community or even 'gang' flavor.
I know every color makes tokens, but White has been pegged in the past as the token generator color, in combination with other secondary colors.
Red should be burn, Goblins, Dragons, draw/discard, and Standard-unplayable 5CMC cards with insane, lengthy effects that take 10 minutes to figure out what they do and another 20 to actually make their effects work on the field. I don't even like the idea of Goblin tokens, or Hellion tokens or anything like that for Red: Red is reckless and violent and doesn't give a stuff about anyone besides itself. Don't go trying to build community or even 'gang' flavor.
I don't agree with you. Sounds like you're saying red should be "Just bad". Also you forgot threaten effects. I'm pretty sure they get elementals, and phoenix recursions as well. Not to mention things like Ash Zealot. Still though...
Siege gang commander is a classic (at this point) red effect.)
Though to be honest... "SHOULD" is pretty much just ignorable, I guess.
Red should be burn, Goblins, Dragons, draw/discard, and Standard-unplayable 5CMC cards with insane, lengthy effects that take 10 minutes to figure out what they do and another 20 to actually make their effects work on the field. I don't even like the idea of Goblin tokens, or Hellion tokens or anything like that for Red: Red is reckless and violent and doesn't give a stuff about anyone besides itself. Don't go trying to build community or even 'gang' flavor.
Yeah and green should be just ramp and fatties. Combo with green? Thats stupid, combo elves is the worst deck ever for sure. Magic should never leave the color pie archetypes, because that will ruin the game for ever
The value of this little 2cmc uncommon is REALLY HIGH, as in, it is a borderline broken combo card.
That being said, I intend to use it in Izzet Aggro, by triggering its ability with Cipher triggers on my Nivmagus Elemental on turn two.
T1, island, Nivmagus Elemental
T2, mountain, hidden strings, untap my lands, young pyromancer, swing for 1
I either untap my lands to cast another spell or exile the copy to give my elemental the counters, and enjoy my free 1/1 creature blocker.
T3, guttersnipe, swing, if I go unblocked... 1/1 and 2 damage, untap my lands for a cast or more counters.
With blue it is usually two untapped lands for a counterspell, usually izzet charm.
This guy is going to contend with Augur of Bolas for my best 2cmc slot for a short while until Augur rotates, and I am perfectly fine with it.
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The red mage lives by the variance and dies by the variance. May the variance be with you, always.
Yeah and green should be just ramp and fatties. Combo with green? Thats stupid, combo elves is the worst deck ever for sure. Magic should never leave the color pie archetypes, because that will ruin the game for ever
Are you being sarcastic?
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I've been brewing a Burn at the Stake combo deck with this little ginger. I've been getting a stable turn 4 goldfish off of it, but I doubt it will ever be a viable deck choice for more than one tournament as it loses to
- Grave hate (Especially since ooze is going to be in standard)
- Removal
- Electrickery
- Riot control lol
I've been brewing a Burn at the Stake combo deck with this little ginger. I've been getting a stable turn 4 goldfish off of it, but I doubt it will ever be a viable deck choice for more than one tournament as it loses to
- Grave hate (Especially since ooze is going to be in standard)
- Removal
- Electrickery
- Riot control lol
This list reminds me a lot of the deck I'm currently playing, give or take a few cards. Infernal Plunge works really well with all the tokens running around and it gets even better with the addition of Young Pyromancer.
The deck has a reasonably fast gold-fish (turn 4-5), but with the addition of Young Pyromancer turn 3 kills are possible as well. Granted, this has happened only once in testing, but a list could probably be made that pulls a turn three kill of 10%-15% of the time.
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In my dream, the world had suffered a terrible disaster. A black haze shut out the sun, and the darkness was alive with the moans and screams of wounded people. Suddenly, a small light glowed. A candle flickered into life, symbol of hope for millions. A single tiny candle, shining in the ugly dark. I laughed and blew it out.
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
I think this card has the potential to be very, very good. In fact, just messing around I put together a mono-Red burn list with him and the new Barrage of Expendables as the heart, surrounded by tons of burn.
In testing, it was very good and quite consistent. The curve stopped at 4 with a few copies of Burning Earth.
Then I added in 3 Ogre Battledrivers as the top end, and while it was amazing if they both stuck around, the odds of that happening dropped significantly. Battledriver is a removal magnet, even if the Pyromancer himself isn't.
I think that combo could work, but it might require a more midrange-styled build, with less burn. I just haven't tested that, so I cannot comment on it.
You're missing some good burn cards.
Thunderbolt, Thunderous Wrath, and Vexing Devil are good burn cards that should be in this deck.
It would also be good to play something like Dangerous Wager and Reforge the Soul to refill your hand, they are certainly better than Annihilating Fire.
Blistercoil is good in here as a one-drop, if he doesn't get removed he adds 1 damage to each burn spell you cast. However his spot might be better used by something else, maybe Nivmagus Elemental is better since he can doge burn based removal after you exile one or two spells with him.
The draw is great to give you more burn instead of going into straight top-deck mode. You are going to run out of burn fast, and dangerous wager is card advantage if you cast it after casting your hand.
Thunderous Wrath is a card that I'm surprised hasn't seen play yet even just a one-of in RDW. A miracled Thunderous Wrath is the best burn you can ever hope for in any format. I think three is good here, you probably won't get any in your opener, 2 would be fine too, but it should be in a burn deck.
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If MTG is a part of your life, the formats are like relationships:
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
Skip Barrage of the Expandables you can't play it without YP and thats just wasting a Card slot (cause without YP it is just a dead draw, you can play it, but it wont affect the board, unless you sack your Phoenix, wich i highly doubt you would).
You don't need to skip it if you run token based... I'm tellin' yall... krenkos command and thatcher's revolt
As a 2/1 for 1R, I could see it create some sort of RU Aggro or Tempo deck. Any other opinions as to standard uses for it?
- Online -
X Cube Drafts X
GW Pauper Boggle GW
- Paper -
Standard:
RWB Mythic Midrange RWB
1/1 is a rather feeble body, however I think you could make it work in some kind of R/w burn which also run Rally the Peasants for an Overrun style finish. However I'm not sure if that deck would be better than the straight up Burn or Sleigh variants that currently exist.
- Grave hate (Especially since ooze is going to be in standard)
- Removal
- Electrickery
- Riot control lol
Here's the current list
4 Young Pyromancer
4 Augur of Bolas
3 Desperate Ravings
4 Battle Hymn
3 Uncovered Clues
4 Krenko's Command
3 Past in Flames
3 Reforge the Soul
2 Burn at the Stake
4 Faithless Looting
4 Steam Vents
4 Island
10 Mountain
Standard
:symu::symwr:Blasphemous Flash:symwr::symu:
Legacy
RUG Tempo (Foiled out :dance:)
EDH (I refuse to call it commander :/)
Iname Death Aspect
Tokens are not an effect unique to white, every color makes them.
Leaving tokens to white would be like leaving Sorceries to Blue...
I know every color makes tokens, but White has been pegged in the past as the token generator color, in combination with other secondary colors.
Red should be burn, Goblins, Dragons, draw/discard, and Standard-unplayable 5CMC cards with insane, lengthy effects that take 10 minutes to figure out what they do and another 20 to actually make their effects work on the field. I don't even like the idea of Goblin tokens, or Hellion tokens or anything like that for Red: Red is reckless and violent and doesn't give a stuff about anyone besides itself. Don't go trying to build community or even 'gang' flavor.
I don't agree with you. Sounds like you're saying red should be "Just bad". Also you forgot threaten effects. I'm pretty sure they get elementals, and phoenix recursions as well. Not to mention things like Ash Zealot. Still though...
Siege gang commander is a classic (at this point) red effect.)
Though to be honest... "SHOULD" is pretty much just ignorable, I guess.
Yeah and green should be just ramp and fatties. Combo with green? Thats stupid, combo elves is the worst deck ever for sure. Magic should never leave the color pie archetypes, because that will ruin the game for ever
That being said, I intend to use it in Izzet Aggro, by triggering its ability with Cipher triggers on my Nivmagus Elemental on turn two.
T1, island, Nivmagus Elemental
T2, mountain, hidden strings, untap my lands, young pyromancer, swing for 1
I either untap my lands to cast another spell or exile the copy to give my elemental the counters, and enjoy my free 1/1 creature blocker.
T3, guttersnipe, swing, if I go unblocked... 1/1 and 2 damage, untap my lands for a cast or more counters.
With blue it is usually two untapped lands for a counterspell, usually izzet charm.
This guy is going to contend with Augur of Bolas for my best 2cmc slot for a short while until Augur rotates, and I am perfectly fine with it.
Are you being sarcastic?
I've honestly never been a fan of Burn at the Stake.. I was thinking some thing like...
3 Izzet Charm
1 Counterflux
2 Cyclonic Rift
3 Turn//Burn
4 Desperate Ravings
4 Battle Hymn
1 Increasing Vengeance
Sorcery-5
2 Infernal Plunge
2 Past in Flames
1 Reforge the Soul
4 Goblin Electromancer
4 Young Pyromancer
4 Auger of Bolas
2 Guttersnipe
Lands-18
4 Steam Vents
4 Sulfur Falls
6 Island
4 Mountain
1 Counterflux
3 Mizzium Mortars
1 Cyclonic Rift
2 Epic Experiment
3 Weapon Surge
3 Dispel
Needs 5 MB and 2 SB, but you get the concept..
This list reminds me a lot of the deck I'm currently playing, give or take a few cards. Infernal Plunge works really well with all the tokens running around and it gets even better with the addition of Young Pyromancer.
The deck has a reasonably fast gold-fish (turn 4-5), but with the addition of Young Pyromancer turn 3 kills are possible as well. Granted, this has happened only once in testing, but a list could probably be made that pulls a turn three kill of 10%-15% of the time.
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
In testing it can go NUTS pretty fast
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Tahngarth, Talruum Hero
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A red version of talrand decks basically.
Krenko's command, thatchers revolt... some burn.
Not too competitive, but a nice rogue style
Currently Playing
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Tahngarth, Talruum Hero
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In testing, it was very good and quite consistent. The curve stopped at 4 with a few copies of Burning Earth.
Then I added in 3 Ogre Battledrivers as the top end, and while it was amazing if they both stuck around, the odds of that happening dropped significantly. Battledriver is a removal magnet, even if the Pyromancer himself isn't.
I think that combo could work, but it might require a more midrange-styled build, with less burn. I just haven't tested that, so I cannot comment on it.
The decklist:
4x Young Pyromancer
4x Chandra's Phoenix
Instants (16)
4x Shock
4x Searing Spear
4x Skullcrack
4x Annihilating Fire
4x Pillar of Flame
4x Flames of the Firebrand
Enchantments (6)
3x Barrage of the Expendables
3x Burning Earth
Lands (22)
21x Mountain
1x Hellion Crucible
1x Barrage of Expendables
1x Burning Earth
4x Boros Reckoner
3x Chandra, Pyromaster
3x Mizzium Mortars
3x Toil/Trouble
Currently Working On: Jund Ramp (RTR Block)
GR My Blog RG (Std)
You're missing some good burn cards.
Thunderbolt, Thunderous Wrath, and Vexing Devil are good burn cards that should be in this deck.
It would also be good to play something like Dangerous Wager and Reforge the Soul to refill your hand, they are certainly better than Annihilating Fire.
Here's what I was thinking for burn:
16 - Mountain
2 – Hellion Crucible
Creatures: 12
4 – Blistercoil Weird
4 – Vexing Devil
4 – Young Pyromancer
4 – Pillar of Flame
4 – Shock
4 – Searing Spear
4 – Skullcrack
4 – Thunderbolt
2 - Flames of the Firebrand
3 – Thunderous Wrath
2 – Reforge the Soul
3 – Dangerous Wager
Blistercoil is good in here as a one-drop, if he doesn't get removed he adds 1 damage to each burn spell you cast. However his spot might be better used by something else, maybe Nivmagus Elemental is better since he can doge burn based removal after you exile one or two spells with him.
The draw is great to give you more burn instead of going into straight top-deck mode. You are going to run out of burn fast, and dangerous wager is card advantage if you cast it after casting your hand.
Thunderous Wrath is a card that I'm surprised hasn't seen play yet even just a one-of in RDW. A miracled Thunderous Wrath is the best burn you can ever hope for in any format. I think three is good here, you probably won't get any in your opener, 2 would be fine too, but it should be in a burn deck.
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
You don't need to skip it if you run token based... I'm tellin' yall... krenkos command and thatcher's revolt
Currently Playing
UTron
Tahngarth, Talruum Hero
TRADE ME!!!