![]() ![]() Play Pyromancer Ascension as soon as you can, as long as it doesn’t slow down flipping TiTi.Finally, Anger of the Gods is an extra board wipe for dealing with swarms of creatures, and works out well since it doesn’t kill either Thing in the Ice or Bedlam Reveler. Wear // Tear is great for taking care of individual artifacts and enchantments like Blood Moon, with Molten Rain helping against Tron and decks with greedy manabases. Negate is useful in some of the same matchups as Dispel, while also having some broader applications. Abrade is great against Vial decks, since it can take out creatures or Aether Vials, and Blessed Alliance can help against decks that are focused on swinging with a single creature, such as Bogles or, in Magical Christmas Land, the mirror match. Surgical Extraction can slow down decks with a heavy graveyard focus like Dredge as well as ones with a light graveyard focus like control. Engineered Explosives is great for tokens and other creature swarm decks like Humans, while also being good against Mardu. ![]() In the sideboard, we have Monastery Mentor to help apply pressure and give us extra threats in grindy games, and Dispel to take care of Storm and decks heavy on permission. The fetches are fairly important here, since they bring down the effective land count of the deck with each use. The mana is straightforward and consists of fetches, shocks, basics, and fastlands. Manamorphose acts as a non-card, fixing mana and replacing itself while also triggering Ascension, Prowess, and Thing in the Ice, and Remand can slow the opponent down just enough for us to finish them while also drawing a card. Thought Scour also helps us dig, but has the added benefit of throwing cards into the graveyard for Bedlam Reveler and Pyromancer Ascension. Opt, Serum Visions, and Sleight of Hand all give us some card selection while quickly churning through the deck, helping to set up Ascension. Lightning Bolt, Lightning Helix, and Path to Exile all act as removal, with the first two also giving us some extra reach. Our spells are pretty straightforward, and though they are weird when compared to what most decks would run, they make sense in context. Bedlam Reveler has a nice synergy with TiTi since it’s a horror, and it benefits by the Xerox plan since spells in the graveyard reduce its cost, making this easy to cast for two mana. The TiTis are the deck’s primary gameplan, since slamming one of these gives us inevitability in the form of a potential turn 3 board wipe, followed by a swing with a 7/8 monster. Because of the necessity of having a lot of instants and sorceries in the deck, we only run six creatures in total. While this may seem like a lot, it’s important to remember that the rule isn’t necessarily hard-and-fast, and since most of our cantrips scry, we can get rid of any lands we don’t need to make sure we keep drawing gas. This allows us to run 18 lands while still having plenty of spells for Ascension, TiTi, and Reveler, and effectively raises our land count to 28. The deck is very reliant on the Xerox principle, which basically says that for every four cantrips that cost 1 or 2 mana, you can remove 2 lands from your deck. ![]()
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