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Thread: [Deck] Pyromancer Ascension

  1. #21
    Legacy Inept

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    Re: [Deck] Pyromancer Ascension

    You need to have another copy, that's the same with flashback. Those spells are on stack while being played.

    Edit: strange Rufus claims the contrary. I might have missed something?

  2. #22
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    Re: [Deck] Pyromancer Ascension

    Maybe taking this in another direction? This may be a crazy thought, but what about getting rid of the blue? R/W/G maybe. Chaining Orim's Chants seems just as strong as Turnabout and is safer against AnT and countermagic. The color combo gives access to Naya Charm which is a little redundency with Regrowth and it has a couple other relevant modes. White gives Enlightened Tutor to find your Ascension, but it loses some usefulness after you get the first one. Lightning Helix seems good for the life gain in some matchups (AnT). Silence from the board for AnT? Wrath of God for Zoo, Goblins, etc.

    The really hard part about it is the lack of card draw or tutors. Maybe Gamble wouldn't be so bad with the regrowth effects?
    Agreed. It kinda looks a little better via Orim's chant against combo or as protection against control. The only problem is how do you get redundancy of cards? You lose cantrips, and tutors. Sylvan Library sounds legit, as does enlightened tutor. In game 1 you could have 2 or so MD Isochron Scepters for Scepter + Chant (obviously it gets hosed G2 but its good all the same) or you can go for helix + chant against aggro. Red also gives you Burning Wish (but wish is RFG after so minor draw back, and you will then have to run 3 copies of everything MD.

  3. #23

    Re: [Deck] Pyromancer Ascension

    Yeah, AK is definitely needed in this. Drawing 6 for 2 mana just seems too good to pass up.
    Last edited by TOGITwill; 11-25-2009 at 06:08 PM. Reason: not reading previous posts.
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  4. #24
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    Re: [Deck] Pyromancer Ascension

    Kindle might actually make some decent early creature kill and a finisher in a weird way. Odd, but definitely possible and worth trying.

  5. #25
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    Re: [Deck] Pyromancer Ascension

    SB:
    11x
    4 spell pierce
    You need to protect Pyromancer Ascension while staying alive/activating seems cool because it holds its straight in the late game if pyro is active.

    K-grip just seems annoying so I like the 4 regrowth.

    Possible ideas coming out of my head are:
    Spell pierce
    Bob
    impulse

  6. #26
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    Re: [Deck] Pyromancer Ascension

    when ascension is charged up, manamorphose seems good here.

  7. #27

    Re: [Deck] Pyromancer Ascension

    Quote Originally Posted by Maveric78f View Post
    Edit: strange Rufus claims the contrary. I might have missed something?
    Nah, I just need to remember the rules.

  8. #28

    Re: [Deck] Pyromancer Ascension

    If you have trouble cutting cards then cut them to 3 and put the other one in the sideboard and play Cunning Wish x3 or so. Meaning effectively playing your cards x6 in the main. Seems good enough for me.

  9. #29
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    Re: [Deck] Pyromancer Ascension

    I don't know that this will ever be tier 1, or 1.5 even, but it seems like an optimized deck would be fun to bring to a small event. It seems like it plays like the izzet precon deck, where the endgame involved copying your burn spells multiple times aimed at your opponent's dome. My take/list:

    4 pyro ascention
    4 intuition
    4 regrowth

    4 brainstorm
    4 ponder
    4 acumulated knoledge
    4 manamorphose

    2 repulse
    4 lightning bolt
    4 magma jet

    4 force of will

    4 scalding tarn
    1 strand
    1 delta
    2 misty
    4 volcanic island
    2 tropical island
    1 underground sea
    1 tundra
    1 island
    1 mountain

    SB:
    4 jund charm
    4 spell pierce
    4 life burst (probably the only way to beat sliegh/burn other than the DECK nonbo of chalice @ 1) (unsure if we should even bother to board for this, as even with burst, its not favorable at all, short of double/triple burst. If this or jund charm is not run, the tundra/sea can be replaced with trops)
    3 krosan grip

    IMO, with 8 burn spells and regrowth in the deck, I don't think we need another kill mech, as a charged ascention, regrowth, and two used burn spells is quite a lot of damage, and regrowthing regrowths with an active ascention is the hotness.
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  10. #30
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    Re: [Deck] Pyromancer Ascension

    First question that pops in my head.

    Is it faster then burn.dec itself?

    If not why would we even play this over it?
    Afcorse it looks very cool in my eyes but are we even able to force the ascension on the board?

  11. #31
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    Re: [Deck] Pyromancer Ascension

    Quote Originally Posted by Waikiki View Post
    First question that pops in my head.

    Is it faster then burn.dec itself?

    If not why would we even play this over it?
    Afcorse it looks very cool in my eyes but are we even able to force the ascension on the board?
    Having access to more colors gives the pilot different answers to handle more crappy situations.

    Also, because it plays cantrips and FoW, I think this deck at least deserves some development. Simply because they are, well, good cards

    But on the other hand, the deck has a more fragile mana base than Burn and I believe it is a bit slower. (I haven't tested it at all)
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  12. #32
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    Re: [Deck] Pyromancer Ascension

    This is not a burn deck, it's a combo control deck. The fact that the card has "Pyromancer" in the name is an accident. You can kill by recurring Vision Charm for all I care. You can use significant amounts of burn in it if you want to, but nowhere does it say that you have to.

    Anyway, judging by the fact that 0 other adepts have posted in the thread, I assume the deck is probably crap either way.
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  13. #33
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    Re: [Deck] Pyromancer Ascension

    Playing URG, you can cut Green if you play Relearn. It can't return the Ascension, but can recover any other card in the deck.

    With the WGR version you can play Early Harvest to get infinite mana

  14. #34

    Re: [Deck] Pyromancer Ascension

    I am skeptical of the deck's ability to ever beat a Counterbalance.

    Really though, I'm unimpressed because I don't think you have any real ways to get majorly ahead. Even when you're going off with Pyromancer's Ascension, you need to combo to do it. The T2 lists have stuff like Cruel Ultimatum and Time Warp. Those are fine on their own. It seems like your goal is trade, trade trade, trade, not have a way to stop Goyf and lose.
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  15. #35

    Re: [Deck] Pyromancer Ascension

    Anusien, the list I posted in the Regrowth/Pyromancer Ascension deck thread is designed to get around this. It's designed to be able to get ahead with the Ascension, and only use the Ascension in the late game. Rather than using the Standard deck's strategy where it copies huge spells for insurmountable advantages, it recurs cheap spells to get big effects every turn (like 6 damage lighting bolts and Draw 2/Tap 2 ices).

  16. #36
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    Re: [Deck] Pyromancer Ascension

    Quote Originally Posted by Anusien View Post
    I am skeptical of the deck's ability to ever beat a Counterbalance.

    Really though, I'm unimpressed because I don't think you have any real ways to get majorly ahead. Even when you're going off with Pyromancer's Ascension, you need to combo to do it. The T2 lists have stuff like Cruel Ultimatum and Time Warp. Those are fine on their own. It seems like your goal is trade, trade trade, trade, not have a way to stop Goyf and lose.
    Doubling all your cantrips and Regrowths will get you quite a bit ahead. And the deck still has something like 8-10 free slots which can be used for affecting the board or whatever.

    But as I said it's probably insufficiently good either way. Was just an idea.
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    SummenSaugen: then I flip it over and crush my opponent

  17. #37

    Re: [Deck] Pyromancer Ascension

    If I go through that much work, I want to more than double all my cantrips. Casting Divination for {U} is pretty lame. For that matter, {R} for 6 damage is only exciting to me because it kills Goyf, and Early Frost has never been an awesome card.
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    Quote Originally Posted by frogboy View Post
    Battle with a ragtag crew of adorable misfits. Narcomoeba and Golgari Thug hook up before the end of the movie.
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    Please be less rambling in your next post. I only bothered with figuring out what the fuck you were trying to ask because I took it as a challenge.

  18. #38

    Re: [Deck] Pyromancer Ascension

    It's much better than early frost (which is terrible). The drawing 2 cards is what makes it a good play--you can cut them off from a color for a turn, stalling them, plus you draw 2 cards for 2 mana. That's a powerful play that can easily seal the game. Or, you can tap their creatures and draw 2, another powerful play.

  19. #39

    Re: [Deck] Pyromancer Ascension

    No, it's not. Tapping guys and drawing cards is a great way to stall for a turn, but then they destroy your Ascension with Krosan Grip and you lose. If this is to be a deck, you have to find a good way to affect the board permanently. Something like Rite of Replication. If only there were a control magic instant or sorcery besides Dominate that doesn't suck.
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    Quote Originally Posted by frogboy View Post
    Battle with a ragtag crew of adorable misfits. Narcomoeba and Golgari Thug hook up before the end of the movie.
    Quote Originally Posted by Nihil Credo View Post
    Please be less rambling in your next post. I only bothered with figuring out what the fuck you were trying to ask because I took it as a challenge.

  20. #40
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    Re: [Deck] Pyromancer Ascension

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