strom
08-04-2015, 06:31 AM
Hey guys!
Lately I have been trying to toss Monastery Mentor in a lot of different decks. It all started with the ovbious MiraclesMentor, then EsperMentor, followed by DeathbladeMentor. All had one in common: Mentor was the powerhouse. It can turn a game around real quick. All you have to do is Keep playing your normal blue-game of cantripping and ocasionally digging through time.
Then I stumbled across the Grixis-Control list featuring Pyromancer Ascension that made a fantastic finish at GP Lille.
To be honest I did not even know that card existed, but I was eager to try it out.
There were two things I didnt like regarding the GRIXIS-shell:
1) Yes, Young Pyromancer only costs 2 but its token oftentimes fail to deliver being mere 1/1 vanilla creatures.
2) Grixis doesn't have access to White, therefore no access to Swords to Plowshares, therefore oftentimes problems in handling creatures that don't die to Lightning Bolt.
So my idea was born: PyroMENTOR Ascension.
Let's start with the list:
4 Monastery Mentor
2 Pyromancer Ascension
4 Gitaxian Probe
4 Daze
4 Force of Will
3 Thought Scour
4 Brainstorm
4 Ponder
4 Lightning Bolt
4 Dig through Time
4 Cabal Therapy
2 Swords to Plowshares
3 Tundra
4 Volcanic Island
2 Underground Sea
4 Polluted Delta
4 Flooded Strand
Sideboard (subject to change, but something along these lines:)
3 Surgical Extraction
2 Null Rod
3 Pyroblast
2 Flusterstorm
3 Pyroclasm
1 Disenchant
1 Dack Fayden
Explanation of card choices:
Mentor:
see above
Pyromancer Ascension:
In my testing this card was absolutely nuts. The deck is designed to find this card quickly and also to get it active asap. That is why I am running as many instant and sorceries as possible at least as a three-of (see also the SB). An active Ascension turns any cantrip into card advantage. You get 6 damage for R, draw the 4 best cards from 14 with Dig, draw 2 cards for Zero and look at your opponents hand with Probe and so on. Broken things are going to happen...
Countersuite:
FoW should be obvious. Daze is the next best free counterspell. You will tap yourself out by casting cantrips, Ascension and Bolt/Swords in the early game so you can't afford to keep up mana for counterspells. Daze is great in protecting a turn 2 Ascension or turn 3 Mentor or an early DTT.
Thought Scour:
It not only fuels Dig Through Time but also Pyromancer's Ascension and Cabal Therapy. Moreover it's an instant, which means you might be able to squeeze out another Mentor token (or prowess trigger) more easily. Deck space is limited however and Thought Scour is a weak card in terms of Card selection. So we only play 3.
4 DTT:
Yes, I believe that 4 is the correct number here. We are playing 15 Cantrips including Thought Scour. You can abuse DTT as early as turns 2-3.
And we desperately need card selection in order to get away with the greedy manabase, in finding win conditions or to get Pyromacer's Ascension active.
You might think that the Delve mechanic and Pyromancer's Ascension don't work alongside. In my testings so far this wasn't a problem at all. You can delve your lands first and any cantrip you have more than one copy in your graveyard.
4 Therapy:
In my opinion it is totally worth to splash black just for this card. It attacks another angle of your opponents deck. It is also the only way of getting rid of some problematic cards. You can use it proactively and get rid of their Abrupt Decay or their Combo pieces. Ist not only an insane card with Gitaxian Probe but also with an active Ascension as you will hit at least once. And as in Grixis you will be able to flashback Therapy for free, if you have a Mentor in play.
2 Swords to Plowshares:
As mentioned above, this card will handle bigger threats that won't die to Lightning Bolt. I feel like running 6 removal spells in total seems accurate. Swords solves a problem that Grixis can only fix with subpar cards.
Manabase:
The manabase is the biggest weakness of the deck. It's a 4-C deck and therefore we are forced to play a greedy manabase.
16-17 lands do work in Grixis Control and in my testing the same is true for this deck. Every land fetches for blue so you can cantrip into more land if need be. My playstyle usually goes like this: First turn fetch for U-Sea (if you have Therapy in Hand), second turn go for Volcanic. I usually don't fetch for a Tundra unless I am going to cast a Mentor with it. That way you can hit your opponent by surprise, as he likely put you on Grixis before.
Feel free to post any comments, critics or suggestions.
Lately I have been trying to toss Monastery Mentor in a lot of different decks. It all started with the ovbious MiraclesMentor, then EsperMentor, followed by DeathbladeMentor. All had one in common: Mentor was the powerhouse. It can turn a game around real quick. All you have to do is Keep playing your normal blue-game of cantripping and ocasionally digging through time.
Then I stumbled across the Grixis-Control list featuring Pyromancer Ascension that made a fantastic finish at GP Lille.
To be honest I did not even know that card existed, but I was eager to try it out.
There were two things I didnt like regarding the GRIXIS-shell:
1) Yes, Young Pyromancer only costs 2 but its token oftentimes fail to deliver being mere 1/1 vanilla creatures.
2) Grixis doesn't have access to White, therefore no access to Swords to Plowshares, therefore oftentimes problems in handling creatures that don't die to Lightning Bolt.
So my idea was born: PyroMENTOR Ascension.
Let's start with the list:
4 Monastery Mentor
2 Pyromancer Ascension
4 Gitaxian Probe
4 Daze
4 Force of Will
3 Thought Scour
4 Brainstorm
4 Ponder
4 Lightning Bolt
4 Dig through Time
4 Cabal Therapy
2 Swords to Plowshares
3 Tundra
4 Volcanic Island
2 Underground Sea
4 Polluted Delta
4 Flooded Strand
Sideboard (subject to change, but something along these lines:)
3 Surgical Extraction
2 Null Rod
3 Pyroblast
2 Flusterstorm
3 Pyroclasm
1 Disenchant
1 Dack Fayden
Explanation of card choices:
Mentor:
see above
Pyromancer Ascension:
In my testing this card was absolutely nuts. The deck is designed to find this card quickly and also to get it active asap. That is why I am running as many instant and sorceries as possible at least as a three-of (see also the SB). An active Ascension turns any cantrip into card advantage. You get 6 damage for R, draw the 4 best cards from 14 with Dig, draw 2 cards for Zero and look at your opponents hand with Probe and so on. Broken things are going to happen...
Countersuite:
FoW should be obvious. Daze is the next best free counterspell. You will tap yourself out by casting cantrips, Ascension and Bolt/Swords in the early game so you can't afford to keep up mana for counterspells. Daze is great in protecting a turn 2 Ascension or turn 3 Mentor or an early DTT.
Thought Scour:
It not only fuels Dig Through Time but also Pyromancer's Ascension and Cabal Therapy. Moreover it's an instant, which means you might be able to squeeze out another Mentor token (or prowess trigger) more easily. Deck space is limited however and Thought Scour is a weak card in terms of Card selection. So we only play 3.
4 DTT:
Yes, I believe that 4 is the correct number here. We are playing 15 Cantrips including Thought Scour. You can abuse DTT as early as turns 2-3.
And we desperately need card selection in order to get away with the greedy manabase, in finding win conditions or to get Pyromacer's Ascension active.
You might think that the Delve mechanic and Pyromancer's Ascension don't work alongside. In my testings so far this wasn't a problem at all. You can delve your lands first and any cantrip you have more than one copy in your graveyard.
4 Therapy:
In my opinion it is totally worth to splash black just for this card. It attacks another angle of your opponents deck. It is also the only way of getting rid of some problematic cards. You can use it proactively and get rid of their Abrupt Decay or their Combo pieces. Ist not only an insane card with Gitaxian Probe but also with an active Ascension as you will hit at least once. And as in Grixis you will be able to flashback Therapy for free, if you have a Mentor in play.
2 Swords to Plowshares:
As mentioned above, this card will handle bigger threats that won't die to Lightning Bolt. I feel like running 6 removal spells in total seems accurate. Swords solves a problem that Grixis can only fix with subpar cards.
Manabase:
The manabase is the biggest weakness of the deck. It's a 4-C deck and therefore we are forced to play a greedy manabase.
16-17 lands do work in Grixis Control and in my testing the same is true for this deck. Every land fetches for blue so you can cantrip into more land if need be. My playstyle usually goes like this: First turn fetch for U-Sea (if you have Therapy in Hand), second turn go for Volcanic. I usually don't fetch for a Tundra unless I am going to cast a Mentor with it. That way you can hit your opponent by surprise, as he likely put you on Grixis before.
Feel free to post any comments, critics or suggestions.