Quote from isirasan »http://deck.tk/4m461Avq
This is my first try on a mardu pyromancer list for a while. Feedback is very welcome.
Quote from Psychedeliq »Do anyone here have any experience against Grishoalbrand/Instant Reanimator decks?
A player at my local place just built his and we tried a game, i got smashed. It felt like i couldnt discard him enough to make any difference.
Its alot like UR through the breach but with more options to combo.
Do you know any specific card i could use in my SB to counter the deck?
Quote from Arget »I've been playing the deck a bunch lately (this list, more or less http://www.starcitygames.com/decks/124877).
A few thoughts:
1) Bomat Courier is a beast. He either draws removal that would otherwise be slowing down my clock, or provides the gas I need to push through lethal late in the game. He pretty much won me two matches against UW control.
2) I could use something to help me in matches where my opponents go wide fast. I lost a match against some kind of GW Collective Consciousness deck that just plays ramp, coco, and good cards (Ooze, KotR, etc). I would get in some damage, but by turn four the field would be cluttered with creatures that are better than mine. Scavenging Ooze is the worst. Maybe Seismic Stomp or something like that?
Related question: If they play first, and drop a mana dork, should I burn it as my T1 play? (Assuming I have alternatives like Guide, or Denizen).
3) Goblin Grenade is busted. I went up to four from three in the top-8 list.
Quote from kolayhe »
The whole point of it is to tap your 3 mana, play a summons for one and sac three lands (or more), and then use the 2 mana in float to kick or surge a whacker. Then your 3/3's are 4/3's and have haste. With a loyalist on board they have first strike and trample. It's an obscene combo, you just need to know how to play it right.
Quote from Nico3010 »He played a deck with 18 creatures and 22 lands and put delver in it(ur wizards). As a player, considering he even had great results with it, nothing to say: he's a genius. But, as a deckbuilder, I wouldn't even ask him a list for an fnm.
Jokes aside, in my personal experience, I found both of them great and what has been umderwhelming was thought scour: it's randomness was too punishing and the chance to fuel a turbo delve threat was not worth the strain, so I run a list with only two tasigurs (and no anglers) and the playsets of both serum and opt, cutting all the scours and feel great with it, since I still can cast an easy t3 tas (but prefer it as a mid game fatty protected with counterspells or late game card advantage engine) and have other great threats like young peezy and clique.
The card I'm trying to evaluate at the moment is risk factor, since the jump start and instant speed are both great elements but I'm not sure the 4 damage "mode" will be good enough times to force the opponent to make you draw. I tried it in a jeskai version with way more burn but got a bit disappointed, maybe as a one or two of in the grindier grixis version could be better. Any thoughts about it?
My current list:
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
4 delver of secrets4 snapcaster mage3 young pyromancer1 vendilion clique2 tasigur, the golden fang4 scalding tarn4 polluted delta2 bloodstained mire2 steam vents2 watery grave1 blood crypt2 island1 mountain1 swamp4 serum visions4 opt2 dispel2 spell snare3 mana leak4 lightning bolt3 fatal push2 terminate1 dreadbore2 kolaghan's commandSB:1 engineered explosives2 nihil spellbomb2 by force1 ceremonious rejection2 disdainful stroke2 collective brutality1 countersquall1 dreadbore2 anger of the gods1 izzet staticaster
And my possible changes would be -1 dispel and -1 tasigur for +2 risk factor. Any thoughts?
Quote from GiamS »Hi there! I signed in just to answer on this topic, and talk about this wonderful deck, i recently built
let' s talk about serum vision/opt...why do you guys prefer serum over opt? i' m trying playing 4 opt instead of serum, and it feels kinda better, the instant speed helps you on turn 1, when you can choose to opt, or just bolt the 1 drop creature oppo played; i think that the opportunity of choose what to do offers more value than serum, that force you to tap out turn 1, and then spend 1 other mana for bolt/push the creature on your second turn, without any chance to put a safe delver...on the other hand, serum set up the flip, but you still need to wait turn 3 to flip him if you serum on turn1...even without serum i flipped delver pretty often, so imo, serum is kinda worthless now. Serum is actually meh even on top deck, when you prefer opt to literally see what you are goign to draw, and if it s a bad card, bottom it and draw another one.
Next one, i pretty much want to cut out all of the leaks or 2 mana counterspells, or maybe just some of them, and put in more spellpierce/dispel, or some other way to protect our delver on turn 2; 2 mana counterspell seems too high on cost, especially when we stuck on 2 lands and it's almost impossibile to snapcaster them :/ what about some discard spells to get rid of potentials removals or other threats? maybe i' m too settled on protecting delver but i would like to know your thoughts; a combination of 1 mana counterspell/discard would be great in my modest opinion.