Sunday, January 9, 2011

[Brainstorming] Pyromancer's Tide 2

I mentioned the addition of Pyromancer Ascension into sorcery speed High Tide combo decks last week, because a Pyromancer has to go off when he has to go off, especially when he's on High Tide. Since then, I've tested the deck in a weekly playing session against Goblins in unsideboarded games. Here's what I made out of it:


Pyromancer Tide

Impact of Pyromancer Ascension

In a general sense, the addition of Pyromancer Ascension seems rather supplemental. Ascension cannot replace High Tide as you still need to resolve the namesake card to go off. However, you're unlikely to fizzle once both Ascension and High Tide comes online. Here's a sample game:

You're on the play
Turn 1: Preordain vs Goblin Lackey
Turn 2: Pyromancer Ascension (take 1) vs Mogg War Marshal + Siege-Gang Commander (take 2)
Turn 3: Ideas Unbound, Brainstorm, discard 3 cards vs Goblin Chieftain (take 19 total)
Turn 4: High Tide, Turnabout, Ideas Unbound, Preordain (1 counter on Ascension), Turnabout (Ascension online), High Tide (each land taps for 4 mana), blah blah blah, Grapeshot for a ton.

Usually, it'll take 4 or 5 turns before your opponent walks away to see an EDH game while you continue playing with yourself. You'll feel great while comboing when you *take a deep breath* draw 6 off an Ideas Unbound, draw 8 off a Meditate, tap an Island for 7 mana, resolve some instants in between a Time Spiral and its copy, generate 64 mana off a Turnabout and its copy, and cast a Repeal bouncing 2 Aether Vial and a Goblin Lackey and drawing 3 in the process *breathes*.

Changes to the Deck

That being said, you still need to resolve a High Tide to get the mana for the burst of spells, Pyromancer Ascension can be cast right after the first untap spell and you'll still get it online soon enough for its multiplier effect. Since I don't remember wanting to cast Remand at all, Merchant Scroll comes in for more High Tide love.

20 lands is too many, even though Goblins has 4 Wasteland in it. 1 Wasteland doesn't make much of an impact in this deck as you'll soon come across another fetch or dual with your multiple draw spells. Perhaps a reduction to 18 lands will do fine.

And I've always wanted to add a Mind Over Matter to the deck. With only 4 Turnabout and 2 Time Spiral as untap spells, I feel insecure. Mind Over Matter also converts lands I drew to mana. Candelabra of Tawnos is also in consideration.

Here's what it's gonna be from now on:

Pyromancer Tide

Pyromancer TideMana (18)
11 Island
4 Scalding Tarn
3 Volcanic Island

Engine (12)
4 High Tide
4 Pyromancer Ascension
4 Merchant Scroll

Cantrips (8)
4 Preordain
4 Brainstorm

Draw (9)
4 Ideas Unbound
3 Meditate
2 Time Spiral

Delay (7)
3 Repeal
4 Force of Will

Untap (5)
4 Turnabout
1 Mind Over Matter

Win (1)
1 Grapeshot

Other Cards

I think that Force of Will isn't really a great card for High Tide. Sure it does counter stuff like Counterbalance that hurts you deep, but the card disadvantage when considered together with Ideas Unbound is not a small matter. Are there other ways to deal with your opponents' answers? Should I take out Force of Will and add a variety of bounce to deal with threats like this? Let me know by commenting!

In addition, this deck's been through only limited testing. It has yet to pass through the Merfolk test, neither has it faced Counterbalance. There's still a long way to go before this deck becomes a serious choice to consider. I'll be posting its progress in the future, so keep a lookout for it.

Summary

I believe Pyromancer Ascension adds some oomph that monoblue High Tide can't. However, Ascension cannot replace High Tide and introduces some susceptibility to Wasteland. The tradeoff though is worth it.

Any ideas your bright minds have? Let me know by commenting!
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