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Good luck in keeping having your deck lose steam after turn 4 and being raped by Counterbalance or Tarmogoyf, then. I think it's not really difficult to see how this guy can be dropped on turn 2 and being a must answer in a deck with so many instant and sorceries, whereas they can leave your little Goblin Guide on the ground for 1232 turns and gain card advantage with Brainstorm, recovering mulligans and building to stabilization. Pyromancer alone can create 3/4+ power and keep a board on his own which also expose you less to Terminus and Pyroclasm/EE; if they do, it's been still 1 for 1. Not to mention the Snapcaster sinergy.
I'm *always* happy to see Goblin Guide on the other side of the table, I would be far less to see this thingie coming down if I hadn't a removal spell. Just dropping 2 1/1s mean that, even if I get rid of him, I will suffer 2 damage more every turn and have to deal with 2 other creatures. Take the exact shell you're playing, drop Guide for YP, add 2 Probes, you now have a tempo/burn deck with a card that alone can flood a board at the drawback of what, making the deck slightly slower? Delver Burn is already not optimized for being as fast as burn is, with the increase add of being more consistent. Well, this guy would push it back to a t1,5 status, significantly improving every fair matchup (the green decks for sure); I wouldn't shit on him at all.
If you lose steam after turn 4 then hopefully they're in burn range: Goblin Guide certainly helps achieve this. If you cut guide for this Pyromancer then you're hoping that a 2/1 and a few "little" 1/1s can make up for not having any gas in the first place. Seeing as this strategy suffers from nearly the exact same 'problem' as relying on guide, hinging on an easily chumpable dork and his chumpable dork-friends, I fail to see how it's such an improvement over the goblin when it costs a whole extra mana