I developed this deck after realizing how powerful the Pact cycle could be if you could get around their upkeep triggers. Pact of the Titan, Slaughter Pact and Pact of Negation at the end of their turn (optimally in multiples) can be a backbreaking tempo play, and well worth the card and the 1 mana used to get by the triggers (Angel's Grace). Young Pyromancer ties the whole package together with a way to trade cards for an often overwhelming board advantage on turn 2.
*updated list*
Delver of Secrets x4
Young Pyromancer x4
Snapcaster Mage x4
Angel's Grace x4
Pact of the Titan x4
Pact of Negation x2
Slaughter Pact x4
Serum Visions x4
Gitaxian Probe x4
Trickbind x2
Lightning Bolt x4
Spell Pierce x2
Snapback x1
Scalding Tarn x4
Arid Mesa x4
Steam Vents x3
Watery Grave x1
Hallowed Fountain x4
Plains x1
Trickbind is also useful at stifling a pact trigger in a pinch, and has other applications across different matchups. However, 2 mana is stretching it, and I've been happy with just a pair in my testing so far.
All of your important interaction is going to be in the first 3 turns of the game. Spell Pierce is very strong here because you mostly don't care about the creatures they play, because yours has evasion, or are much bigger at that stage of the game, or you outnumber them by a large margin (or all 3). Slaughter Pact and Bolt playing creature control means you really only have to worry about their spells. Pierce is a 1-mana Negate for their removal spells, Pyroclasms, and planeswalkers.
30 instants and sorceries mean that Delver flips very often, and Serum Visions help set up the top for when you don't blind flip them.
The singleton Plains and Island are there because of Blood Moon and Ghost Quarter. If they deprive you of a way to make white after you've cast your pact(s), it's game over. Hedge against those situations with a basic.
Hallowed Fountain is your most desired first turn play (or access via fetch) because it plays Delver or Serum Visions, and gives you the option to Angel's Grace on your following upkeep if you lucked into a pact or 3 in your opening hand.
Be very careful of when you play the pacts. If at all possible, wait until the end of their turn so they can't strip the Angel's Grace in your hand with hand disruption causing you to lose in a most embarrassing fashion.
Other spells that are currently on my radar:
Remand
Vapor Snag
Noxious Revival
Gut Shot
Peer Through Depths
Mutagenic Growth
Grim Lavamancer
Boros Charm
Lacking a true gauntlet, the sideboard is very general. Especially since my focus thus far has been tuning the main.
Boros Charm x2
Surgical Extraction x2
Wear // Tear x2
Rest in Peace x2
Stony Silence x2
Pact of Negation x1
Burrenton Forge-tender x2
Torpor Orb x2
If you have any suggestions or thoughts on the deck, I'm always welcome to different viewpoints. Thanks for taking the time to read to read this!
Last edited by Fortunae; 08-23-2013 at 05:42 PM.
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