Originally Posted by
Piceli89
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.