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  • posted a message on Mardu Pyromancer
    Yawgmoth’s activation being without mana is huge. It’s like a four mana planeswalker that reads “sac creature, lose 1 life, add -1 and draw 1 card” and can be activated the turn it comes down AND as many times as we have creatures. This seems very powerful in tandem with seasoned pyromancer. Chandra becomes powerful, we becomes less dependent on the yard and we have a creature to help finish. Paired with a life gain like kaya’s guile or helix, (maybe new helix), we have an engine that controls board, draws cards and beats. Seems really good, but of course in theory and two 5-0 lists.
    Posted in: Midrange
  • posted a message on Mardu Pyromancer
    I tested her and she is much better than she looks. Immediately value is nice, but 1/1 attack is not nothing and we can get to four lands pretty consistently. I played as a one of and tested with friend, but the card is certainly better than we give it credit. If Kaya/Liliana can survive for a second activation, this can too. This deck is a midrange deck that trades resources, right? Than our tokens, hand disruption and etc can keep board clean for Chandra’s tokens to be effective and her -2, I’d argue, is better than lilis in most cases.
    Posted in: Midrange
  • posted a message on Burn
    How about a recurring 2 damage for three mana? Specifically against control?
    Posted in: Aggro & Tempo
  • posted a message on Burn
    True, it is a bit mana hungry. Sideboard?
    Posted in: Aggro & Tempo
  • posted a message on Mardu Pyromancer
    Any comments on the new Chandra? Seems really good for three mana. Flashback kolaghan’s Command is a thing. It’s a mini win con by itself and the -2 can be anything. Removal, discard etc.
    Posted in: Midrange
  • posted a message on Burn
    So, M20 Chandra is a thing...

    It’s a snapcaster for red. Flashback Boros charm then a bolt effect for 7 damage? I’d say that’s worth three mana.
    Posted in: Aggro & Tempo
  • posted a message on Mardu Pyromancer
    Isn’t 2 mana too heavy for a “cantrip”? I cant see how this being turn two or taking up two mana later is wise.
    Posted in: Midrange
  • posted a message on Burn
    I think the horizon lands are huge, though. The consistently ticking up will do a bunch for us.
    Posted in: Aggro & Tempo
  • posted a message on Burn
    My gut reaction is the shift to mobile. This site isn’t particularly suited for mobile users. I know it is possible, but not very optimal.
    Posted in: Aggro & Tempo
  • posted a message on Mardu Pyromancer
    Not sure its better than Kolaghan’s command. Kommand has more synergy with the graveyard theme and discard, not to mention it is in off colors (without red). It’s a powerful card, but I dont think it is for decks that have access to Kommand.
    Posted in: Midrange
  • posted a message on Mardu Pyromancer
    Yes, I agree that Blood Moon would be crucial in that meta. But, is it really in an open meta? Basically, we are comparing the usefulness of Blood Moon and Path. I feel Paths are wider in scope.

    My sideboard is focused on killing the big mana decks. I have 3 Alpine Moons (to not disrupt our mana base, drop it turn 1 and kill opposing lands) and 3 Molten Rains and a dual Ashioks. I think in an open meta, there would be more decks that are affected by paths than moons, no?
    Posted in: Midrange
  • posted a message on Mardu Pyromancer
    Hey guys. I really like your “budget” list. I honestly think that this is a good direction to go. Path is good against the field and it kills everything we need. It is a non-bo with blood moon, which is why it’s in my sideboard. We lose the “oops we win”, but we gain the consistency of path being relevant in most matchups. It also ups the instant and sorcery count for revelers. Basically, game 1 is a grindy control deck and we sideboard into hate. I’m trying Kaya in my main, now that path is in the main. It has synergy and helps protect Kaya. I’m going to take this deck to a mid sized event in June. I’ll let you know what I find.
    Posted in: Midrange
  • posted a message on Mardu Pyromancer
    There has been talk about dreadhorde, but a list hasn’t been suggested.

    Regarding the one drop issue I am currently testing a list that shaves some two mana spells for some path to exiles. Changed the mana base to reflect a bit more dependence on the white and relegated blood moon to the side. Shaved some revelers for some dreadhorde.

    I just can’t get the notion that turn one discard, turn two, two mana drop is ridiculously powerful and dreadhorde increases the possibility of that. I played legacy a lot and maybe it comes from that. I feel like since we don’t have tarmogoyfs, our deck can go a different tempo direction.

    Just my 2 cents and thinking out loud while testing.
    Posted in: Midrange
  • posted a message on Mardu Pyromancer
    I feel like she is more in line with the strategy of this deck than Nahiri and we play Nahiri.

    Also, Dreadhorde Arcanist is getting a lot of attention. Can that replace something in our deck? Maybe adding path to increase one mana cost spells? Seems like a good dark confidant for this deck. Am I off?

    EDIT I mentioned dreadhorde because the Japanese community specifically mentioned it’ll be good in this deck. Also, the red promise casts the spells in the yard, right? So we get three tokens out of one spell? Isn’t this worth considering over some other spells? If we add path to increase one mana spells, it seems this deck can some major card advantage.
    Posted in: Midrange
  • posted a message on Mardu Pyromancer
    Thanks for the answer.

    I was thinking about Saheeli and did a couple of rounds with her main deck. Is she not as viable? Would it be possible to have her over some other things? I don’t know if 1/1 tokens producers are good enough for a 3 mana card. Would love to know thoughts on her.
    Posted in: Midrange
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