And here I was, enjoying a nice little vacation from Magic (not)...
But I eventually got around to thinking about all the wasted brain potential since the closing of season 2 and I kind of felt guilty about that, y'know :rolleyes:.
So it's time for the 3rd installement of the famous and unrivaled Casual Deck Construction Contest!!
Each round, a card is chosen; anyone who wishes, can enter the contest and post a deck that focuses on or tries to use the selected card in the best way it can.
Contestants can post their decks during an entry period, after that, the best decks submitted are subjected to a judging period. Points are awarded based on a variety of factors like originality, efficiency, etc. A winner is then declared and congratulations are given; bragging rights are not the only reward, the winner also gets to pick the card for the next round and the process starts anew.
1) Main rules - Any member of MTGsalvation forums can submit a deck for the contest, this includes the judges as well (more on that later). - A submitted deck has to contain the card of the current round and has to be built around the card in some way. When you submit a deck, explain your choices. While not explaining them won't penalize you, giving judges insight on why you picked certain cards over others should improve their understanding of your deck. - Contestants can only submit one deck each but as long as judging has not started, you can modify your deck, change it altogether or withdraw it. - This is "casual", so all sets that are legal in Vintage are fair game; there is no banned and restricted list besides Un-sets. It should be noted though, that some of the judges might not be too keen on seeing a lot of B&R cards thrown into a deck. For example, if you want to use a powerful card such as Yawgmoth's Will as a four-of :o, you need a reason and proof as to why your deck needs it and is not completely broken.
2) Timespan – 14 days - Contestants have 7 days to build and post their decks for each round.
- There is a preselection period of 1 day; judges consult to select the top 8 decks that will be judged for that round. - Judging takes 5 days, during which time judges will award points to the top 8 contestants based on standard fixed criteria (see judging). - A ranking of the contestants’ scores will be posted and the winner will be announced. - The card for the next round is chosen by the winner; he or she has 1 day (24 hours) to PM me his or her suggestion. If I don’t hear from the winner during that time, I will try to contact him or her and if I am not successfull, then I will pick the card. All cards from all expansions except un-sets can be a valid choice, however, please note that as head judge, I retain the right to veto a choice if I deem it unwise (unplayable, narrow, boring, etc). If this happens, I will get in touch with the winner and ask him for a 2nd card choice, while explaining my reasons. If the 2nd choice is also unsuitable, then I shall also pick the card.
3) Judging - Fixed Judges (2): The head judge and the winner of the last round. - Floating Judges (2): For the scoring to be run smoothly, the contest also needs 2 volunteer judges each round. Any member of the forums can post judgement on the decks presented; even contestants in the current round. When a person posts a deck, he or she must also mention if they are available for “jury duty”. You can also volunteer for judging if you have not entered a deck in the round. When judging starts, I will announce who the 2 floating judges are; I will install some kind of rotation if more than 2 are available each round. And I will harass people to no end if none are!... just kidding ;).
- From the time the entry period ends in a given round, the other 3 judges have 24 hours to PM me what they think the top 8 decklists are in that round. I will then announce what decklists have been elected to be rated and judging will proceed normaly. There is a reason we don't rate all the decks presented; this was set up after round 1 of season 2 because of the volume of decks being submitted (15+ decks was just too much work; 8 is a much healthier number and reflects a kind of pro-tour feeling). - A judge cannot score his or her own entry; so If a judge's deck has also made the top 8 in a round, he or she will refrain from scoring that particular deck and only score other players. - The scores will then be averaged out instead of added up; again this is because judges that have entered the contest will be scored by one less person.
Judges award up to 25 points to each contestant based on the following system:
Creativity/Originality: 0 to 5 points How creative and original is your deck. Effectiveness/Card adherence: 0 to 5 points How well does it use the selected card? Synergy/Tuning: 0 to 5 points How well do the cards combine in the deck; elegance and card selection. Power/Capacity to win: 0 to 5 points Can the deck deliver the goods? Interaction/Protection: 0 to 5 points How well does the deck interact and deal with other decks.
Format/Thematic: up to 2 points bonus (can't go over 25) 1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
- This is by no means a very rigid system; each judge decides how to allocate points (from 0 to 5) in each category based on their own evaluation of the decks... For example, judge #1 may doubt a certain card choice and give -0.5, but judge #2 REALLY hates it and gives a -1. This is all good and fine. If scores vary wildly though, it is possible that the head judge may ask a judge to revise his score, but only if the justification for it is shaky. - Judges are therefore encouraged to add some comments as to why they gave a certain score to a certain deck. Tis’ only fair IMO.
4) Championship rules - All the scores for the top 8 decks in the rounds are tallied and averaged. A season ranking is always updated and posted before the start of the next round. - As with the 1st season, 10 rounds will be played. - To be included in the final ranking, a player has to make the top 8 in at least 4 of the 10 rounds. This is so that players who don’t have as much time to participate are not overly penalized. - At the end of the season, the Champion is the player who has maintained the highest score average.
Following is a list of past winners and standings. When submitting a card, you should look there to see if it has been used before. Also, if you want to see the fantastic decks that were made with past cards, clicking on the card links in the spoiler below will send you to the appropriate pages on the corresponding thread. Clicking on the player's name will get you to the winning deck (thanks to No Name Maddox for input and help).
In orange are the players that do not have enough top 8's to qualify in the final standings as the race is right now; I put them where they would be if they had.
In Red; the winning score for a given round.
- Final ranking by averages (minimum: 4 top 8 out of 10 rounds) 1) Znowstorm ............. 19.82 ... Season 2 Champion 2) Fdtori ...................... 19.77 3) Blutsau .................... 19.64 4) Jeff Derek ................ 19.61 5) Hammer ................... 19.52
6) Anansi ..................... 18.78 7) Morphadite2 ............. 18.55 8) Post Affinity ............. 18.27 9) Flatulence Incarnate ...17.82
In orange are the players that do not have enough top 8's to qualify in the final standings as the race is right now; I put them where they would be if they had.
In Red; the winning score for a given round.
A resounding thanks to Blutsau and Parabola01 who resurrected the original idea of Djosh’s deck contest and made it a huge success.
...
Now for round 1 of Season 3:
Since yours truly won the last round of last season, I get to pick the first card .
Now we all know there are a ton of great shiny new and powerful cards out there just begging to be used...
looking at the Zendikar list, I could have picked something obvious like Bloodchief Ascension, Electropotence, Ob Nixilis, etc.
I decided for something that may need a little more work:
You have until next sunday evening (October 11) to submit decks.
Good luck to all !!
...
PS: A note to all participants who have links to season 2 in their SIG, you'll have to change them to point to this thread. Thank you.
PPS: Unfortunately MTG salvation forums are now blocked from my workplace (my breaks will now be a bit more dull), so that means I will only be able to check up on the contest during my evenings.
_____________________________________________________________
Credits for the contest banner go to spiderboy4 from High~Light Studios
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
Ok so the idea is to play a bunch of the draw and discard cards (inquiry, wheels and command) to get lots of copies of them in the graveyard and so activate the ascension, once it's activated, while you land an obstinate familiar and/or words of war onto the battlefield, thus preventing you from losing from an empty deck while your opponent is milled to oblivion using only red cards!
Valakut, the Molten Pinnacle - Burn in case of mana flood Chandra Ablaze - Fun late game play. Discards red cards to graveyard for Pyromancers ascenscion pyroclasm - Keeps board clear and protects you while you win. mogg fanatic - Amazing 1 drop creature Lightning Bolt - Most efficient burn in the game. Incinerate - More efficient burn. Browbeat - Card Draw or Efficent Burn. Either Way perfect for this deck. Magma Jet - Scry 2 makes this card great. Rift Bolt - More efficient burn. Suspend 1 is a negligible drawback. Isochron Scepter - More copy instant/sorcery fun.
Another try of me to break Quiet Speculation. The idea is to QS for either of the 3 offs to activate PA asap. If you happen to have a counter on PA when you cast QA, just get Conflagrate as spell #3.
You then win by a (two) big Conflagrates/Fireblasts or multiple smaller spell-duos.
filled up with uncreative spells, that might get the axe if I find a better replacement.
So this is your basic burn deck. But it doubles damage to end the game a bit quicker. Using Pyromancer Ascension I can double the the amount of quest counters on Quest for Pure Flame. Remove the counters then using Pyromancer Ascension, end the game with the typical burn spells. Nothing flashy or fancy, but it should get the job done.
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Decks
UUU - Go Go Gadget Ninjitsu! (casual) GGG - Beatdown Elves (casual) (G/R)(G/R)(G/R) - Progenitus/Elfball (legacy) BBB - Crucible Pox (legacy) (B/G)(B/G)(B/G) - Eva Green (legacy)
Hey, Fdtori, it's great to see this thread back in action! Sadly, I will not be participating this week since I find this card to be a complete piece of garbage that lends itself to very linear deck designs. Hopefully we get a better selection next week. I am not knocking you, it's Wizards I have a problem with for giving red yet another 'copy spells' card that I don't care about. Until next week then, and good luck to everyone.
I might as well try, here's my list, nothing too original.
I am not available for judging.
Edit: changed my deck, a lot of good ideas floating around, my original seem too bland.
The basic idea is activate the ascension by intuitioning for 3 think twice and then flashbacking them. From, you just ramp till you can copy cruel ultimatum and the other big spells.
* for some reason deck tags never work for me, or at least only the first card gets tag. help?
I wanted to do something that didn't revolve around 3 damage spells.
So this is my creation, it uses alot of different elements to create a uniform deck. Worm Harvest is your kill, when you start making copies and replaying it with retrace its pretty much game.
That is funny cause I will play tonight this deck that I created based on Pyromancer ascension.
The point is to control the board with tons of removal and, at one point, get that 2 counters on pyromancer ascencion and then it turns out to be hell. To get the counters out, I have choosen to go with intuition (which is insane), infernal tutor and spellbound dragon. I have also choosen to kill with big old fatty sorcery spells Din the fireherd , call the skybreakerand rite of replication.
Can you imagine copying a Din the fireherd spells That have to be a casual player dreams!! Also, beating with a spellbound dragon on turn 6 when you throw one of those big fatty sorcery in the graveyard is just too funny.
I didn't wanted to lower my card number, so here it is!! A big fatty deck
i actually was thinking of decks like this since the card came out. glad to see the Casual deck contest back and running. gives me something else to do with my time
so basically, the idea behind the deck is to wheel through your deck and amazingly enough, win by mill...or for those lazy people not looking for a longer fun drawn out game, megrim.
1)use wheel effects to go thru your deck and add up counters on pyro ascention.
2)dredge darkmor Salvage. bring back bloodghasts.
3)dread return to bring back 2 creatures. mmost likely Dragon mage(2 if your opponent has more than 7 cards in deck) and loam shaman.
4)Dragon mage is hasty due to anger in grave. loam shaman just restored your deck. swing with mage to either mill opponent or do it all over again but starting with a dragon and a filled ascention.
other card choices:
-raven's crime - couldn't possibly pass this up. basically is a free set of quest counters.
-megrim - an alternate win con. if all else fails, throw this down and drastic inquary deals(3 x 2 x 2) deals 12 damage, and blightning does 14. any other spells are gg as you play them.
side notes: i really wanted bazaars for this deck, but do to it not actually doing anything to interact directly with pyro ascend...chandra ablaze also could have been fun but i really think she wouldn't do much at 6 cmc.
yes i do know that wheel of fortune is retricted.
Currently Taking altered art Comissions. www.nf96alters.webs.com
Quick and Cheap Alters (looking to fill up some slots so some special pricing currently)
First, the deck only has that one and unique wincon; Urza's Rage... But since it's uncounterable and unpreventable, I'd say it's pretty solid.
To try to get to the Ascension as quickly as possible I put one of my fave cards of all time for combo, Tolarian Winds; it also helps you get counters on your enchantment pretty fast. Then you have the obligatory Wheel of Fate and also Manamorphose is a fine addition; drawing you a card and helping the mana in this, a 3-color deck.
The other star of the deck is Sins of the Past, it basically allows you to lose cards without having second thoughts; with Ascension out, play it targeting Seething Song which will played and be copied for 10 mana, then with Sins copy, play Urza's Rage and kick it; that's 20 damage when your done resolving the copy.
For even nastier doubling fun, if you have a Sins in your yard as well, target that first with the Sins in your hand instead, very fun indeed. Perfect when playing Multiplayer :).
Another funky thing with Sins is targeting Wheel of Fate, it won't be suspended and until EOT you can play it and it will resolve right away!
And don't worry if you have those wheels resolving in your upkeep anyway; don't forget the wincon is an instant, so just play those Seething Songs and Cabal Ritual, Wheel a few times and just build till you hit the Rage.
Oh and For protection, aside from using Rage early on, you also have the catch-all answer: Echoing Truth.
Also for the Manabase, I put Crosis's Catacombs so you can sometimes have to bounce a land and get one more card for you Tolarian Winds.
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
Ok, so here is The Cascade Deck. Whenever you play one of the 16 different cascade spells, you WILL hit either a Maelstrom Pulse, a Lightning Bolt, or a Pyromancer's Ascension. Therefore, it will be easy to get two counters onto the Pyromancer's Ascension. Having done so, every cascade spell will be doubled, finally cascading into a burn spell, removal, or additional Ascension (now quadrupling your spell effects.) Your deck will thin quickly as you cast roughly 3 spells per turn, allowing you to cast Breath of Malfegor doubled to finish your already weakened opponent.
in my deck i try to use the power of braid of fire + pyromancer ascension to do a true kill with volcanic geyser at upkeep
for help as win con i have pulse and beacon
if necessary feldon can recovery my grave to reburn stuffs
fork can stops the instant counters, or help to duplicate my pyre spells
So basically the idea behind this deck is to try and get counters easily on Pyromancer Ascension by using draw/discard/dig spells like Burning Inquiry and Ponder. Once you have some counters on it, you can gain huge advantage through copying multi-use cards like Wargate and Naya Charm. Maelstrom Nexus comes in to give you even more card advantage since you'll play one spell, copy it, and also cascade into another spell and copy that as well. Time Warp, Naya Charm and Pyromancer's Ascension gives you infinite turns which you can burn them with recurring Lightning Bolts and/or burn them away with Obelisk of Alara. Oblivion Ring is to deal with a pesky permanent that you can search up with Wargate, if needed. Plus the deck is completely t2.
I've tried to create a deck that can use Pyromancer's Ascension effectively on a budget. If your budget is really big, you can use Scalding Tarn, Cascade Bluffs, Steam Vent and Shivan Reef to round out the mana base, but there's no ridiculously expensive chase cards here. If you were going to add a rare dual to help out the mana base, Cascade Bluffs would likely be the best choice for getting the double U required for Swans.
Hellspark Elemental - Early damage, can be recurred if you need to discard it, which you probably will
Spitebellows - 6 damage for 3 mana is incredible, especially with swans in the deck. Cheap card draw and cheap removal wrapped into one, what's not to like?
Swans of Bryn Argoll - Key card #2, turns a regular old burn deck into a monstrous storm engine and puts the Chicken in Chicken Storm, best served crispy.
Rite of Flame - This card is nuts with Ascension if you can get it set up. with one in the grave on cast, it's 6 mana, two in the grave and its 8, three and its 10! this thing powers the burn/draw engine once ascension is online.
Accumulated Knowledge - instant speed draw that abuses the graveyard, insane with ascension.
Flame Burst - Burn with a graveyard abuse clause, of course it's in the deck! it would only be better if Pardic Firecat counted towards the Ascension
Grapeshot - With Rites powering the engine, grapeshot becomes your general kill card, play enough spells and you might even be able to take out two people!
Pyromancer Ascension - The point of the deck! unfortunately it slows the deck down a bit until it gets online, but when it does it's pretty much game over
Snap - Free aggro disruption, with ascension on the field it becomes a secondary mana engine!
Reminisce - Any game with this deck will exhaust nearly every card you have, so reminice lets you use them all over again!
Simple Combo is simple Guile and Cephlid Shrine allow me to cast the same spell over and over by choosing to not pay X, which triggers the Ascension early, then its a matter if digging for a kill or just finding a burn spell and hostility lol
Yes I know its fragile, yes its a combo, but this is my warm up for this season...got a rep to hold up too
Hmm I'm a bit late to the party but let's see what I can come up with. Probably something crazy and not all that good, but hey that's the way I like it.
Transmute! It gets the cards into the graveyard and then gets you another spell to play for the ascension. Oh I am available to judge.
I just wanted to name the deck this. I'm not sure it's an appropriate name at all.
Dizzy Spell is in the deck to transmute for banefire when the ascension is online and since it's cheap it can also be used as a means of enabling the combo or in a pinch, fish out a lightning bolt to kill something.
Intuition is a decent enabler of pyromancer ascension, fish out some instants and sorceries into your graveyard while getting one (admittedly of your opponent's choice) into your hand.
[card]
Muddle the Mixture[/card] provides some measure of protection against counterspells and most enchantment destruction but is mainly to transmute for the ascension.
btw how is Raven's Crime free counters for PA? When you retrace-play a spell, it goes out of the yard onto the stack -> no counter (if you don't have the second copy in your grave)
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Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
At first I tried to make a deck that activated Pyromancer's Ascension as quickly as possible with a huge amount of cantrips, but it failed pretty hard. So instead, I opted for something a bit slower; it's more of a UR control deck. The list is pretty simple to keep the consistency up--24 lands and 4 copies of each spell. Pretty much each card keeps your hand size constant, so there is still a good chance of getting copies of cards. And if you get Oona's Grace, all your extra lands turn into counters on Pyromancer Ascension.
Once you get the two counters, there are two options. The first is to snag their creatures with Telemin Performance (or mill them instantly if they have none). If they just have a bunch of small creatures, burn them out with Prophetic Bolt, which can deal 8 damage in one shot. Breath of Darigaaz and Electrolyze help with this.
Finally, one nice thing with Pyromancer Ascension is that, whenever you play Remand, you can target the original Remand with the copy and thusly draw a card off of every spell your opponent plays.
Here is my submission for Week 1. This deck is EXTENDED legal, and focuses on taking lots of extra turns and ending the game with many copies of lightning bolt or Banefire.
Card Choices: Pyromancer Ascension: Allows you to double all of your card drawing, burn, and your extra turns.
Ponder: 1 mana to find what you need for the next 2 turns, Also is good for turning on Ascension.
Peer Through Depths: Allows you to dig through you deck for that 2nd copy of a spell to turn on Ascension. It also lets you find burn or extra turns to end the game.
Compulsive Research: Allows you to put cards in your graveyard so you can get your quest counters on Ascension, as well as giving you card advantage.
Lightning Bolt: Allows you to remove early game creatures and turns into 6 damage for {R} late game.
Banefire: Uncounterable, it is the main win condition when doubled by ascension or twincast.
Stitch in Time: 3 mana for a possible extra turn. When doubled by ascension statistics says you should get at least one extra turn.
Time Warp: Extra turns are always good, and 5 mana for 1+ extra turns seems very good.
Twincast: Whats better than 2 extra turns or 2 Banefires? How about 4 extra turns or 4 Banefires. It is a very good utility card that can do anything from double your burn/extra turns, to copying their counterspells or bomb spells.
Mutavault: Used for pushing damage through on your many extra turns. Can also be used as a chump blocker if you need to stay alive for a turn before you start getting extra turns.
basically my deck is trying to get pyromancers ascension to two, putting an isochron scepter with twiddle, and then using the izzet boilerworks to use the isochron, to untap both of them, to use the isochron, again and again, to grapeshot into infinite damage.
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Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
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This virtual world is begining to feel more and more like Tron, exept with less motorcycles and more card games
http://forums.mtgsalvation.com/showthread.php?t=136528
http://forums.mtgsalvation.com/showthread.php?t=152594
- Any member of MTGsalvation forums can submit a deck for the contest, this includes the judges as well (more on that later).
- A submitted deck has to contain the card of the current round and has to be built around the card in some way. When you submit a deck, explain your choices. While not explaining them won't penalize you, giving judges insight on why you picked certain cards over others should improve their understanding of your deck.
- Contestants can only submit one deck each but as long as judging has not started, you can modify your deck, change it altogether or withdraw it.
- This is "casual", so all sets that are legal in Vintage are fair game; there is no banned and restricted list besides Un-sets. It should be noted though, that some of the judges might not be too keen on seeing a lot of B&R cards thrown into a deck. For example, if you want to use a powerful card such as Yawgmoth's Will as a four-of :o, you need a reason and proof as to why your deck needs it and is not completely broken.
- Contestants have 7 days to build and post their decks for each round.
- There is a preselection period of 1 day; judges consult to select the top 8 decks that will be judged for that round.
- Judging takes 5 days, during which time judges will award points to the top 8 contestants based on standard fixed criteria (see judging).
- A ranking of the contestants’ scores will be posted and the winner will be announced.
- The card for the next round is chosen by the winner; he or she has 1 day (24 hours) to PM me his or her suggestion. If I don’t hear from the winner during that time, I will try to contact him or her and if I am not successfull, then I will pick the card. All cards from all expansions except un-sets can be a valid choice, however, please note that as head judge, I retain the right to veto a choice if I deem it unwise (unplayable, narrow, boring, etc). If this happens, I will get in touch with the winner and ask him for a 2nd card choice, while explaining my reasons. If the 2nd choice is also unsuitable, then I shall also pick the card.
- Fixed Judges (2): The head judge and the winner of the last round.
- Floating Judges (2): For the scoring to be run smoothly, the contest also needs 2 volunteer judges each round. Any member of the forums can post judgement on the decks presented; even contestants in the current round. When a person posts a deck, he or she must also mention if they are available for “jury duty”. You can also volunteer for judging if you have not entered a deck in the round. When judging starts, I will announce who the 2 floating judges are; I will install some kind of rotation if more than 2 are available each round. And I will harass people to no end if none are!... just kidding ;).
- From the time the entry period ends in a given round, the other 3 judges have 24 hours to PM me what they think the top 8 decklists are in that round. I will then announce what decklists have been elected to be rated and judging will proceed normaly. There is a reason we don't rate all the decks presented; this was set up after round 1 of season 2 because of the volume of decks being submitted (15+ decks was just too much work; 8 is a much healthier number and reflects a kind of pro-tour feeling).
- A judge cannot score his or her own entry; so If a judge's deck has also made the top 8 in a round, he or she will refrain from scoring that particular deck and only score other players.
- The scores will then be averaged out instead of added up; again this is because judges that have entered the contest will be scored by one less person.
How creative and original is your deck.
Effectiveness/Card adherence: 0 to 5 points
How well does it use the selected card?
Synergy/Tuning: 0 to 5 points
How well do the cards combine in the deck; elegance and card selection.
Power/Capacity to win: 0 to 5 points
Can the deck deliver the goods?
Interaction/Protection: 0 to 5 points
How well does the deck interact and deal with other decks.
1 point for any format adherence other than Vintage/Legacy; 1 point for incorporation of theme/flavour
- Judges are therefore encouraged to add some comments as to why they gave a certain score to a certain deck. Tis’ only fair IMO.
- All the scores for the top 8 decks in the rounds are tallied and averaged. A season ranking is always updated and posted before the start of the next round.
- As with the 1st season, 10 rounds will be played.
- To be included in the final ranking, a player has to make the top 8 in at least 4 of the 10 rounds. This is so that players who don’t have as much time to participate are not overly penalized.
- At the end of the season, the Champion is the player who has maintained the highest score average.
1) All Hallow's Eve .......... FoggManatic
2) Brion Stoutarm ........... Night Child
3) Second Sunrise .......... No Name Maddox
4) Death Match .............. dragoonbot
5) Evolution Vat ............. Morphadite2
6) Nucklavee ................. Post Affinity
7) Upwelling ................... Anansi
8) Surprise Deployment .... kiwoli
9) Heartstone ................ fdtori
10) Child of Alara ............ Hammer
1) Anansi: .................490.25 (9 rounds)... Season 1 Champion
2) Post Affinity: ...........466.75 (9 rounds)
3) Arc-logger: .............345.25 (6 rounds)
4) No Name Maddox: ....337.5 (6 rounds)
5) dragoonbot: ............328.25 (6 rounds)
6) Hammer: .................312.5 (6 rounds)
7) Morphadite2: ...........310.75 (5 rounds)
8) JeffDerek: ...............295.25 (6 rounds)
9) CF105: ...................253 (5 rounds)
10) AEIOUsometimesY: ..201.5 (4 rounds)
11) urweak: .................195.75 (4 rounds)
12) Night Child: ............179.75 (3 rounds)
14) FoggManatic: .........174.75 (3 rounds)
15) Thunder Road: ........160.5 (3 rounds)
16) fdtori: ...................117.75 (2 rounds)
17) Twilight_Eyes: .........82 (2 rounds)
19) kiwoli: ....................60 (1 round)
20) Lateralus: ...............55 (1 round)
21) Neon-Chan: .............48 (1 round)
22) MagicProfessor28: ....47 (1 round)
23) kruemel: .................44 (1 round)
24) distant watcher: ......42 (1 round)
Ranking by averages (5 rounds minimum)
1) Morphadite2: ...........20.72
2) Arc-Logger: ..............19.18
3) No Name Maddox: ......18.75
4) dragoonbot: ..............18.23
5) Anansi: ....................18.15
6) Hammer: ...................17.36
7) Post Affinity: .............17.29
8) CF105: .....................16.87
9) JeffDerek: .................16.40
- Dragoonbot in round 4: Death Match
- Morphadite2 in round 5: Evolution Vat
1) Thornling ................... Anansi
2) Fist of Suns ............... No Name Maddox
3) Remembrance ............. Jeff Derek
4) Decree of Silence ........ fdtori
5) Minion Reflector .......... Hammer
6) Deathbringer Thoctar ... Hammer
7) *Unround special* ....... Znowstorm
8) Upheaval ................... Flatulence Incarnate
9) Manaplasm ................. Znowstorm
10) Skill Borrower ............ fdtori
Mini Me (1 round) ............................................................................20.33................................................... 20.33
Jacko (1 round) ....................................................................20.00.............................................................. 20.00
1) Znowstorm (5 rounds) ............................................19.25........................21.00.....18.63...20.88....19.33..... 19.82
2) fdtori (8 rounds) ......................15.80..18.33..19.33...21.66...20.33.........................20.33...20.00....22.38..... 19.77
Numotflame96 (1 round) .........................................................................................19.75............................ 19.75
3) Blutsau (7 rounds) ...................19.50............17.13...20.88........................20.00....20.13...20.50....19.33..... 19.64
4) Jeff Derek (4 rounds) ...............18.25..18.50..20.17...21.50........................................................................ 19.61
5) Hammer (4 rounds) .....................................17.25..............20.83...20.50.....................................18.38..... 19.52
Kotoso (1 round) ...........................................................................................................................19.25..... 19.25
Kruemel (1 round) ...........................................................................18.88................................................... 18.88
6) Anansi (5 rounds) ....................21.25............18.88...19.00.............17.63...............17.13............................ 18.78
MellowMight (2 rounds) ....................................17.13.........................20.38................................................... 18.76
Uthkara (1 round) ..........................................................................................................................18.67..... 18.67
No Name Maddox (2 rounds) ...................19.88..............17.38....................................................................... 18.63
Thunder Road (2 rounds) .......................17.75...19.50.................................................................................. 18.63
Raijinnfury (1 round) ........................................................................18.63................................................... 18.63
7) Morphadite2 (4 rounds) ............17.50..18.83...17.25..............20.63............................................................ 18.55
8) Post Affinity (6 rounds) .............18.00..16.75.........................20.25............18.00....18.33...20.83................. 18.27
Magicprofessor28 (1 round) ......................................................................................18.13........................... 18.13
Parabola01 (1 round) ........................................................................18.12.................................................. 18.12
TheCounterGuy (2 rounds) ......................................................17.25...18.75.........................16.13................. 18.00
9) Flatulence Incarnate (5 rounds) .18.50...................................17.33........................20.50...17.50....15.25..... 17.82
Urweak (2 rounds) .......................16.13.......................19.00........................................................................ 17.57
King T (2 rounds) .......................................................15.88....18.38............................................................ 17.13
Arc-Logger (1 round) .............................16.75.............................................................................................. 16.75
Spongy Pengwin (1 round) ..............................................................................................................16.67..... 16.67
Vickek (1 round) ...................................14.50............................................................................................. 14.50
1) Znowstorm ............. 19.82 ... Season 2 Champion
2) Fdtori ...................... 19.77
3) Blutsau .................... 19.64
4) Jeff Derek ................ 19.61
5) Hammer ................... 19.52
6) Anansi ..................... 18.78
7) Morphadite2 ............. 18.55
8) Post Affinity ............. 18.27
9) Flatulence Incarnate ...17.82
Ranking by total points (4 top 8 rounds minimum)
1) fdtori (8 rounds)...................... 158.16
2) Blutsau (7 rounds) ................... 137.47
3) Post Affinity (6 rounds) ............. 112.16
4) Znowstorm (5 rounds) ............... 99.09
5) Anansi (5 rounds) ..................... 93.89
6) Flatulence Incarnate (5 rounds) ...89.08
7) Jeff Derek (4 rounds) .................78.42
8) Hammer (4 rounds) ....................76.96
9) Morphadite2 (4 rounds) ..............74.21
1) 22.38 ............... fdtori in round 10: Skill Borrower
2) 21.61 ............... fdtori in round 4: Decree of Silence
3) 21.50 ............... Jeff Derek in round 4: Decree of Silence
4) 21.25 ............... Anansi in round 1: Thornling
5) 21.00 ............... Znowstorm in round 7: Un-round Special
6) 20.88 ............... Blutsau in round 4: Decree of Silence
6) 20.88 ............... Znowstorm in round 9: Manaplasm
Rounds:
1) Pyromancer Ascension ......... Blutsau
2) Eternity Vessel ................... Znowstorm
3) Planar Guide ....................... Raijinfury
4) Paradox Haze ..................... TheCounterGuy
5)
6)
Minimum:2 top 8 out of 5 rounds
1) Raijinnfury (3 rounds) ...............16.63............21.33..18.50........................................................................ 18.82
2) TheCounterGuy (2 rounds) .............................18.33..19.25........................................................................ 18.79
3) Znowstorm (3 rounds) ...............17.50..18.63..20.00................................................................................... 18.71
4) Blutsau (5 rounds) ....................17.83..18.50..20.75..18.50...16.50.............................................................. 18.42
Post Affinity (1 round) ...................17.63....................................................................................................... 17.63
5) fdtori (2 rounds) .......................17.33..17.83............................................................................................. 17.58
6) Geomer (2 rounds) .................................................16.88...18.25.............................................................. 17.57
Kenny "Lan" Karasu (1 round) ......................................17.13......................................................................... 17.13
7) Old Fogey (2 rounds) ..........................16.75.......................16.87.............................................................. 16.75
8) Uthkara (4 rounds) ...................16.88..13.63..19.83..16.25......................................................................... 16.65
9) Anansi (3 rounds) .........................................16.17..17.50...15.87.............................................................. 16.51
10) Numotflame96 (2 rounds) .................15.33........................17.50.............................................................. 16.42
11) Urweak (2 rounds) ..................15.38..16.75............................................................................................. 16.07
evilkarma (1 round).................................16.00............................................................................................. 16.00
Koelkastmagneet (1 round)................................16.00................................................................................... 16.00
12) Flatulence Incarnate (3 rounds) ....................19.25..15.38...12.75.............................................................. 15.79
Bluarggag (1 round) ...............................................................15.75.............................................................. 15.75
Zelik (1 round)..............................14.63....................................................................................................... 14.63
...
_____________________________________________________________
Credits for the contest banner go to spiderboy4 from High~Light Studios
Well, first come first served they say so I think i already know what I am going to build this round.
4 Burning Inquiry
4 Wheel of Fortune
4 Wheel of Fate
4 Winds of Change
4 Incendiary Command
4 Shocker
4 Obstinate Familiar
4 Words of War
20 Mountain
4 Chrome Mox
Ok so the idea is to play a bunch of the draw and discard cards (inquiry, wheels and command) to get lots of copies of them in the graveyard and so activate the ascension, once it's activated, while you land an obstinate familiar and/or words of war onto the battlefield, thus preventing you from losing from an empty deck while your opponent is milled to oblivion using only red cards!
Great banner by the way.
my Deck:
Pyromancer Ascenscion Deck:
02 Valakut, the Molten Pinnacle
20 Mountain
Planeswalker:
03 Chandra Ablaze
Creatures:
04 Mogg Fanatic
04 Pyromancer Ascension
04 Pyroclasm
04 Lightning Bolt
04 Incinerate
04 Browbeat
04 Magma Jet
04 Rift Bolt
03 Isochron Scepter
This Deck is Extended Legal!
Card Choice Explanation:
Valakut, the Molten Pinnacle - Burn in case of mana flood
Chandra Ablaze - Fun late game play. Discards red cards to graveyard for Pyromancers ascenscion
pyroclasm - Keeps board clear and protects you while you win.
mogg fanatic - Amazing 1 drop creature
Lightning Bolt - Most efficient burn in the game.
Incinerate - More efficient burn.
Browbeat - Card Draw or Efficent Burn. Either Way perfect for this deck.
Magma Jet - Scry 2 makes this card great.
Rift Bolt - More efficient burn. Suspend 1 is a negligible drawback.
Isochron Scepter - More copy instant/sorcery fun.
/in - holder. Lava Dart is mine until further notice.
4x Quiet Speculation
4x Gamble
3x Lava Dart
3x Flaring Pain
2x Conflagrate
4x Volcanic Fallout
2x Fireblast
4x Mana Leak
4x Remand
4x Steam Vents
4x Scalding Tarn
2x Island
8x Mountain
Another try of me to break Quiet Speculation. The idea is to QS for either of the 3 offs to activate PA asap. If you happen to have a counter on PA when you cast QA, just get Conflagrate as spell #3.
You then win by a (two) big Conflagrates/Fireblasts or multiple smaller spell-duos.
filled up with uncreative spells, that might get the axe if I find a better replacement.
4 Tome scour
4 Glimpse the Unthinkable
4 Burning Inquiry
4 Mind Funeral
4 Brainstorm
3 Drastic Revelation
4 Howling Mine
2 Millstone
4 Twincast
4 Reflecting pool
4 Watery Grave
4 Mountain
4 Island
3 Swamp
4x Lightning Bolt
4x Lava Spike
4x Incinerate
4x Rift Bolt
4x Magma Jet
4x Shock
4x Pyroclasm
4x Tarfire
4x Pyromancer Ascension
So this is your basic burn deck. But it doubles damage to end the game a bit quicker. Using Pyromancer Ascension I can double the the amount of quest counters on Quest for Pure Flame. Remove the counters then using Pyromancer Ascension, end the game with the typical burn spells. Nothing flashy or fancy, but it should get the job done.
UUU - Go Go Gadget Ninjitsu! (casual)
GGG - Beatdown Elves (casual)
(G/R)(G/R)(G/R) - Progenitus/Elfball (legacy)
BBB - Crucible Pox (legacy)
(B/G)(B/G)(B/G) - Eva Green (legacy)
Visit Maelstrom Graphics for awesome signatures and avatars
I am not available for judging.
Edit: changed my deck, a lot of good ideas floating around, my original seem too bland.
04 Scalding Tarns
04 Volcanic Island
04 Underground River
03 Dimir Adqueduct
02 Izzet Boilerworks
02 Island
02 Swamps
02 Mountain
01 Volrath’s Stronghold
03 Dimir Infiltrator
02 Dralnu, Lich Lord
04 Pyromancer’s Ascension
04 Cryptic Command
04 Intuition
04 Think Twice
04 Cruel Ultimatum
04 Counterspell
03 Dimir Signet
03 Dregs of Sorrow
01 Izzet Signet
The basic idea is activate the ascension by intuitioning for 3 think twice and then flashbacking them. From, you just ramp till you can copy cruel ultimatum and the other big spells.
* for some reason deck tags never work for me, or at least only the first card gets tag. help?
So this is my creation, it uses alot of different elements to create a uniform deck. Worm Harvest is your kill, when you start making copies and replaying it with retrace its pretty much game.
4x Scalding Tarn
4x Misty Rainforest
4x Taiga
4x Tropical Island
4x Volcanic Island
1x Mountain
1x Island
1x Forest
4x Constant Mists
3x Accumulated Knowledge
3x Clockspinning
3x Intuition
3x Ponder
3x Slice and Dice
2x Life from the Loam
2x Worm Harvest
1x Mystical Tutor
1x Walk the Aeons
4x Pyromancer Ascension
1x Fastbond
Artifacts:
3x Zuran Orb
3x Mox Diamond
1x Sol Ring
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
The point is to control the board with tons of removal and, at one point, get that 2 counters on pyromancer ascencion and then it turns out to be hell. To get the counters out, I have choosen to go with intuition (which is insane), infernal tutor and spellbound dragon. I have also choosen to kill with big old fatty sorcery spells Din the fireherd , call the skybreakerand rite of replication.
Can you imagine copying a Din the fireherd spells That have to be a casual player dreams!! Also, beating with a spellbound dragon on turn 6 when you throw one of those big fatty sorcery in the graveyard is just too funny.
I didn't wanted to lower my card number, so here it is!! A big fatty deck
4 pyromancer ascension
Instants
3 intuition
4 accumulated knowledge
4 terminate
3 crosis's charm
Sorceries:
1 demonic tutor
4 ancestral vision
3 infernal tutor
1 vampiric tutor
4 damnation
1 wheel of fortune
3 call the skybreaker
3 din of the fireherd
3 rite of replication
1 sol ring
4 sensei's divining top
Creatures
4 spellbound dragon
Lands
4 underground sea
4 volcanic island
4 badlands
4 polluted delta
4 crumbling necropolis
4 steam vents
1 strip mine
1 wasteland
Edit: I didn't add 4 x brainstorm or 4 x ponder cause we are playing with cards restricted rules.
here's my deck:
3 Wheel of Fate
4 Wheel of Fortune
4 Blightning
2 Megrim
4 Pyromancer's ascention
3 Dread Return
2 Raven's Crime
4 Dredgescape Zombie
4 Bloodghast
3 Dragon Mage
1 Anger
1 Loam Shamman
4 Badlands
7 Fetches
3 Moutnain
2 swamp
reasons for card picks:
so basically, the idea behind the deck is to wheel through your deck and amazingly enough, win by mill...or for those lazy people not looking for a longer fun drawn out game, megrim.
1)use wheel effects to go thru your deck and add up counters on pyro ascention.
2)dredge darkmor Salvage. bring back bloodghasts.
3)dread return to bring back 2 creatures. mmost likely Dragon mage(2 if your opponent has more than 7 cards in deck) and loam shaman.
4)Dragon mage is hasty due to anger in grave. loam shaman just restored your deck. swing with mage to either mill opponent or do it all over again but starting with a dragon and a filled ascention.
other card choices:
-raven's crime - couldn't possibly pass this up. basically is a free set of quest counters.
-megrim - an alternate win con. if all else fails, throw this down and drastic inquary deals(3 x 2 x 2) deals 12 damage, and blightning does 14. any other spells are gg as you play them.
side notes: i really wanted bazaars for this deck, but do to it not actually doing anything to interact directly with pyro ascend...chandra ablaze also could have been fun but i really think she wouldn't do much at 6 cmc.
yes i do know that wheel of fortune is retricted.
btw im available for judging if need be
Currently Taking altered art Comissions. www.nf96alters.webs.com
Quick and Cheap Alters (looking to fill up some slots so some special pricing currently)
Ebay Stuff
4 Pyromancer ascension
4 Seething Song
4 Urza's Rage
4 Wheel of Fate
3 Cabal Ritual
3 Sins of the Past
3 Infernal Tutor
4 Echoing Truth
4 Tolarian Winds
4 Manamorphose
4 Crosis's Catacombs
3 Badlands
2 Underground Sea
2 Volcanic Islands
2 Sunken Ruins
2 Gravern Cairns
2 Cascade Blufs
3 Mountains
2 Swamps
1 Islands
First, the deck only has that one and unique wincon; Urza's Rage... But since it's uncounterable and unpreventable, I'd say it's pretty solid.
To try to get to the Ascension as quickly as possible I put one of my fave cards of all time for combo, Tolarian Winds; it also helps you get counters on your enchantment pretty fast. Then you have the obligatory Wheel of Fate and also Manamorphose is a fine addition; drawing you a card and helping the mana in this, a 3-color deck.
The other star of the deck is Sins of the Past, it basically allows you to lose cards without having second thoughts; with Ascension out, play it targeting Seething Song which will played and be copied for 10 mana, then with Sins copy, play Urza's Rage and kick it; that's 20 damage when your done resolving the copy.
For even nastier doubling fun, if you have a Sins in your yard as well, target that first with the Sins in your hand instead, very fun indeed. Perfect when playing Multiplayer :).
Another funky thing with Sins is targeting Wheel of Fate, it won't be suspended and until EOT you can play it and it will resolve right away!
And don't worry if you have those wheels resolving in your upkeep anyway; don't forget the wincon is an instant, so just play those Seething Songs and Cabal Ritual, Wheel a few times and just build till you hit the Rage.
Oh and For protection, aside from using Rage early on, you also have the catch-all answer: Echoing Truth.
Also for the Manabase, I put Crosis's Catacombs so you can sometimes have to bounce a land and get one more card for you Tolarian Winds.
4 Demonic Dread
4 Violent Outburst
4 Bloodbraid Elf
4 Captured Sunlight
4 Pyromancer's Ascension
4 Lightning Bolt
4 Maelstrom Pulse
2 Jungle Shrine
4 Arid Mesa
4 Verdant Catacomb
1 Plains
5 Mountain
3 Swamp
3 Forest
2 Crumbling Necropolis
Ok, so here is The Cascade Deck. Whenever you play one of the 16 different cascade spells, you WILL hit either a Maelstrom Pulse, a Lightning Bolt, or a Pyromancer's Ascension. Therefore, it will be easy to get two counters onto the Pyromancer's Ascension. Having done so, every cascade spell will be doubled, finally cascading into a burn spell, removal, or additional Ascension (now quadrupling your spell effects.) Your deck will thin quickly as you cast roughly 3 spells per turn, allowing you to cast Breath of Malfegor doubled to finish your already weakened opponent.
Edit: Standard legal
Enchantments:
2cc - 4 Pyromancer Ascension
4cc - 4 Furnace of Rath
Sorcery:
3cc - 4 Wheel of Fortune
x1 - 4 Banefire
Instant:
1cc - 4 Lightning Bolt
1cc - 4 Lava Spike
1cc - 4 Shock
1cc - 4 Rite of Flame
2cc - 4 Fork
3cc - 4 Seething Song
Land:
20 Mountains
Total: 60 Cards
Perfect Draw: 1 Turn Elimination
You might want to check my math too:
Turn one:
Hand - 7 Cards:
1 Mountain
1 Pyromancer Ascension
1 Seething Song
3 Rite of Flame
1 Wheel of Fortune
Steps:
1. Play land
2. Tap Land to play first Rite of Flame - Get 2 mana
3. Use 1 of that mana to play second Rite of Flame - Get 3 mana (4 mana left)
4. Use 3 mana for first Seething Song - Get 5 mana (6 mana left)
5. Use 2 mana to play Pyromancer Ascension (4 mana left)
6. Use 2 mana to play third Rite of Flame - Get 4 mana (6 mana left) - Put first counter on Pyromancer Ascension
7. Use 3 mana to play Wheel of Fortune (3 mana left)
8. Draw 7 new cards:
1 Rite of Flame
3 Seething Song
1 Furnace of Rath
1 Banefire
1 Fork
9. Use 3 mana to play second Seething Song - Get 5 mana (5 mana left) - Put second counter on Pyromancer Ascension
10. Use 1 mana to play fourth Rite of Flame - Get 5 mana x 2 (Pyromancer Ascension Ability) = 10 (14 mana left).
11. Use 6 mana to play third and fourth Seething Song - Get 5 mana x 2 cards x 2 (Pyromancer Ascension Ability) = 20 (28 mana left)
12. Use 4 mana to play Furnace of Rath (24 mana left)
13. Use 22 mana to play Banefire and 2 mana to play Fork. Deal 336 damage on the first turn (21 damage that cant be countered or prevented x 2 (Pyromancer Ascension Ability) x 2 (Furnace of Rath) x 4 ( Fork x Pyromancer Ascension Ability) = 336 Damage)
Turn two:
Not Necessary
R Dragon R
x Modular x
(W/B) Sanguine Line (W/B)
(G/U) Wizard Merfolk (G/U)
G Treefolk G
(R/W) Boros (R/W)
(R/B) Goblins (R/B)
WUB Esper Artifact BUW
WUG Bant Exalted GUW
WUGBR Sliver RBGUW
17x mountain
3x valakut, the molten pinnacle
CONTEST CARD
4x pyromancer ascension
NO MANA BURN, YES BURN !!
4x braid of fire
COUNTER AND PUMP
4x fork
4x browbeat
1x wheel of fortune
BOARD CONTROL
4x volcanic fallout
2x breaking point
BURN ALL
2x pulse of the forge
2x beacon of destruction
4x flame burst
4x lightning bolt
3x volcanic geyser
RECOVERY
2x feldon's cane
in my deck i try to use the power of braid of fire + pyromancer ascension to do a true kill with volcanic geyser at upkeep
for help as win con i have pulse and beacon
if necessary feldon can recovery my grave to reburn stuffs
fork can stops the instant counters, or help to duplicate my pyre spells
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Excaliboros R(R/W)W / Maverick G(G/W)W
Bant Pro Excalibur (G/U)W(G/U) / Merfolk (W/U)U(U/B)
4 Pyromancer's Ascension
3 Maelstrom Nexus
Kill:
4 Lightning Bolt
Combo:
4 Time Warp
4 Naya Charm
Draw/Discard:
4 Ponder
4 Burning Inquiry
4 Rampant Growth
4 Wargate
Utility:
1 Obelisk of Alara
1 Oblivion Ring
Lands:
4 Marsh Flats
2 Misty Rainforest
2 Forest
4 Mountain
1 Swamp
3 Island
1 Plains
3 Crumbling Necropolis
3 Savage Lands
So basically the idea behind this deck is to try and get counters easily on Pyromancer Ascension by using draw/discard/dig spells like Burning Inquiry and Ponder. Once you have some counters on it, you can gain huge advantage through copying multi-use cards like Wargate and Naya Charm. Maelstrom Nexus comes in to give you even more card advantage since you'll play one spell, copy it, and also cascade into another spell and copy that as well. Time Warp, Naya Charm and Pyromancer's Ascension gives you infinite turns which you can burn them with recurring Lightning Bolts and/or burn them away with Obelisk of Alara. Oblivion Ring is to deal with a pesky permanent that you can search up with Wargate, if needed. Plus the deck is completely t2.
I've tried to create a deck that can use Pyromancer's Ascension effectively on a budget. If your budget is really big, you can use Scalding Tarn, Cascade Bluffs, Steam Vent and Shivan Reef to round out the mana base, but there's no ridiculously expensive chase cards here. If you were going to add a rare dual to help out the mana base, Cascade Bluffs would likely be the best choice for getting the double U required for Swans.
2 Crumbling Necropolis
4 Terramorphic Expanse
8 Mountain
6 Island
4 Spitebellows
4 Swans of Bryn Argoll
4 Rite of Flame
4 Accumulated Knowledge
4 Flame Burst
4 Grapeshot
4 Pyromancer Ascension
4 Snap
2 Reminisce
Hellspark Elemental - Early damage, can be recurred if you need to discard it, which you probably will
Spitebellows - 6 damage for 3 mana is incredible, especially with swans in the deck. Cheap card draw and cheap removal wrapped into one, what's not to like?
Swans of Bryn Argoll - Key card #2, turns a regular old burn deck into a monstrous storm engine and puts the Chicken in Chicken Storm, best served crispy.
Rite of Flame - This card is nuts with Ascension if you can get it set up. with one in the grave on cast, it's 6 mana, two in the grave and its 8, three and its 10! this thing powers the burn/draw engine once ascension is online.
Accumulated Knowledge - instant speed draw that abuses the graveyard, insane with ascension.
Flame Burst - Burn with a graveyard abuse clause, of course it's in the deck! it would only be better if Pardic Firecat counted towards the Ascension
Grapeshot - With Rites powering the engine, grapeshot becomes your general kill card, play enough spells and you might even be able to take out two people!
Pyromancer Ascension - The point of the deck! unfortunately it slows the deck down a bit until it gets online, but when it does it's pretty much game over
Snap - Free aggro disruption, with ascension on the field it becomes a secondary mana engine!
Reminisce - Any game with this deck will exhaust nearly every card you have, so reminice lets you use them all over again!
3x Sneak Attack
3x Chephlid Shrine
3x Guile
3x Hostility
4x Rite of Flame
4x Brainstorm
4x Ponder
4x Gamble
2x Cerebral Vortex
2x Mana Seism
4x Lotus Petal
4x Steam Vents
4x Volcanic Island
4x Cascade Bluffs
4x Scalding Tarn
4x Mindbreak Trap
4x Pact of Negation
4x Final Fortune
3x Overmaster
Simple Combo is simple Guile and Cephlid Shrine allow me to cast the same spell over and over by choosing to not pay X, which triggers the Ascension early, then its a matter if digging for a kill or just finding a burn spell and hostility lol
Yes I know its fragile, yes its a combo, but this is my warm up for this season...got a rep to hold up too
Transmute! It gets the cards into the graveyard and then gets you another spell to play for the ascension. Oh I am available to judge.
3 Drift of Phantasms
3 Merfolk Looter
Spells
4 Banefire
4 Complicate
4 Dizzy Spell
4 Electrolyze
4 Intuition
4 Lightning Bolt
3 Muddle the Mixture
4 Pyromancer Ascension
Artifacts
3 Izzet Signet
Lands
12 Island
4 Izzet Boilerworks
8 Mountain
Dizzy Spell is in the deck to transmute for banefire when the ascension is online and since it's cheap it can also be used as a means of enabling the combo or in a pinch, fish out a lightning bolt to kill something.
Intuition is a decent enabler of pyromancer ascension, fish out some instants and sorceries into your graveyard while getting one (admittedly of your opponent's choice) into your hand.
[card]
Muddle the Mixture[/card] provides some measure of protection against counterspells and most enchantment destruction but is mainly to transmute for the ascension.
Drift of Phantasms can be a blocker against aggro, but it's main purpose is to be able to transmute for Intuition, or depending on circumstances, Complicate or Electrolyze.
Banefire is the main win con but there is plenty of other burn that can be effective once the ascension is copying the spells.
btw how is Raven's Crime free counters for PA? When you retrace-play a spell, it goes out of the yard onto the stack -> no counter (if you don't have the second copy in your grave)
4 Scalding Tarn
4 Volcanic Island
2 Cascade Bluffs
2 Mountain
4 Steam Vents
8 Island
4 Oona's Grace
4 Ponder
4 Electrolyze
4 Into the Roil
4 Remand
4 Prophetic Bolt
4 Breath of Darigaaz
4 Telemin Performance
Once you get the two counters, there are two options. The first is to snag their creatures with Telemin Performance (or mill them instantly if they have none). If they just have a bunch of small creatures, burn them out with Prophetic Bolt, which can deal 8 damage in one shot. Breath of Darigaaz and Electrolyze help with this.
Finally, one nice thing with Pyromancer Ascension is that, whenever you play Remand, you can target the original Remand with the copy and thusly draw a card off of every spell your opponent plays.
Rasputin Dreamweaver EDH
4x Pyromancer Ascension
--Card Advantage--
4x Ponder
4x Peer Through Depths
4x Compulsive Research
--Burn--
4x Lightning Bolt
4x Banefire
4x Stitch in Time
4x Time Warp
--Utility--
4x Twincast
--Lands--
4x Cascade Bluffs
4x Scalding Tarn
4x Steam Vents
3x Mutavault
7x Island
2x Mountain
Card Choices:
Pyromancer Ascension: Allows you to double all of your card drawing, burn, and your extra turns.
Ponder: 1 mana to find what you need for the next 2 turns, Also is good for turning on Ascension.
Peer Through Depths: Allows you to dig through you deck for that 2nd copy of a spell to turn on Ascension. It also lets you find burn or extra turns to end the game.
Compulsive Research: Allows you to put cards in your graveyard so you can get your quest counters on Ascension, as well as giving you card advantage.
Lightning Bolt: Allows you to remove early game creatures and turns into 6 damage for {R} late game.
Banefire: Uncounterable, it is the main win condition when doubled by ascension or twincast.
Stitch in Time: 3 mana for a possible extra turn. When doubled by ascension statistics says you should get at least one extra turn.
Time Warp: Extra turns are always good, and 5 mana for 1+ extra turns seems very good.
Twincast: Whats better than 2 extra turns or 2 Banefires? How about 4 extra turns or 4 Banefires. It is a very good utility card that can do anything from double your burn/extra turns, to copying their counterspells or bomb spells.
Mutavault: Used for pushing damage through on your many extra turns. Can also be used as a chump blocker if you need to stay alive for a turn before you start getting extra turns.
4 Cascade Bluffs
6 Island
4 Izzet Boilerworks
10 Mountain
4 Wheel of Fate
4 Counterspell
4 Lightning Bolt
4 Isochron Scepter
4 Pyromancer Ascension
4 Twiddle
4 Grapeshot
basically my deck is trying to get pyromancers ascension to two, putting an isochron scepter with twiddle, and then using the izzet boilerworks to use the isochron, to untap both of them, to use the isochron, again and again, to grapeshot into infinite damage.
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
4x Pyromancer's Ascension
4x Remand
4x Counterspell
4x Cryptic Command
4x Fireblast
4x Brainstorm
4x Muddle the Mixture
3x Twincast
3x Fork
8 Island
4 Steam Vents
8 Mountain
Just a simple little guy that is strictly casual.