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Author Topic: Young Americans: Deck Discussion and Mini Report  (Read 25795 times)
The Atog Lord
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« on: August 03, 2013, 02:03:00 pm »

Rich Shay
Young Americans
1st place from 24 players at Eudemonia in Berkeley, CA

Decklist

// Land
1 Island
2 Volcanic Island
1 Library of Alexandria
7 Blue Fetch
2 Tropical Island
2 Underground Sea

// Mana
1 Black Lotus
1 Mox Emerald
1 Mox Jet
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring

// Creatures
3 Deathrite Shaman
2 Young Pyromancer
1 Trinket Mage
4 Dark Confidant
1 Snapcaster Mage

// Broken (Spells that don't require any explanation)
1 Ancestral Recall
1 Brainstorm
1 Demonic Tutor
4 Force of Will
3 Jace, the Mind Sculptor
1 Time Walk
1 Vampiric Tutor
1 Yawgmoth's Will

// Other (I'll explain these below)
3 Mental Misstep
3 Lightning Bolt
3 Gitaxian Probe
2 Ancient Grudge
2 Cabal Therapy
1 Grapeshot
1 Skullclamp

SB: 1 Flusterstorm
SB: 3 Nature's Claim
SB: 2 Nihil Spellbomb
SB: 1 Yixlid Jailer
SB: 1 Ancient Grudge
SB: 1 Lightning Bolt
SB: 1 Red Elemental Blast
SB: 2 Trygon Predator
SB: 2 Pyroblast
SB: 1 Tormod's Crypt


Background and Theory

To understand why Young Pyromancer is a game-changer in Vintage, we need to look at the threats generally employed by Blue decks. I am omitting threats in both Workshop and Bazaar decks from this, because those decks operate on different axes than most blue decks. The threats in a blue deck are generally divided into one of two categories. There are threats that will end the game only after a set number of turns have passed. These threats include cards like Tarmogoyf -- a powerful card that is often large, but never requires less than three turns, unaided, to end a game. Some of these slower threats have utility; for example, Snapcaster Mage is played primarily for his ability, but with enough turns, he will end the game. At the other end of the Vintage threat spectrum, one finds single-turn kills. These fast threats include Tinker, Tendrils of Agony, and Time Vault. Each of these threats can end the game straight away. However, these threats also require no small amount of setup, and entail risk if something goes wrong. When not winning the game, Tendrils does very little. Tinker sets up an opponent's Jace to be even more powerful than before. And while Tezzeret doesn't require the investment of more than a single card, five mana for a Sorcery-speed spell in Vintage is itself an investment.

Thus, threats in blue Vintage decks tend to be either slow but reliable and sometimes disruptive, or quick but precarious. Enter Young Pyromancer. Over the span of a few turns, he can provide a reliable clock; he can even dodge targeted removal through careful timing. However, he can also provide a rapid win, turning a chain of spells into a horde of tokens just as lethal as a Blightsteel Colossus. This confluence of reliability and celerity is rare in Vintage, but not entirely without precedent. One is reminded of the original Gro decks, featuring Quirion Dryad. Able to function as an effective 4/4 creature and also to translate a flurry of spells into a quick victory, she fulfilled this role quite well. Moving forward in time, and Psychatog performed this while also pitching to Force of Will. Alas, time has not been kind to these Gro staples. Jace has made them both much worse than before -- which is to say, they fail the "Jace Test." The printing of Abrupt Decay and the growing popularity of targeted removal spells in Vintage means that their days are over. However, the very factors which make those older creatures unplayable today are actually arguments in favor of Young Pyromancer. He certainly passes the Jace Test.

So, let's say that I've convinced you, the reader, that casting Young Pyromancer is what you want to be doing in Vintage. The next step is to decide how to build a deck that takes advantage of him. First, it becomes clear that the deck wants to be casting a lot of spells. Unless your goal is to revive Vintage Burn, this means playing Blue. My first thought with Young Pyromancer was to graft him into my 2011 BUG Gush list. My initial attempt had 3 Young Pyromancers along with a Tendrils of Agony in a Gush shell. I tested this build on Cockatrice and with my friend Brian.

I eventually reached a problem that I was not able to solve using the Gush engine, and that problem taps for 3 colorless mana. Could I get the Pyromancer Gush deck to flow nicely? Yes. Could I get the Pyromancer Gush deck to beat Workshop decks? Yes. What I could not do, however, was get the Gush Pyromancer deck to do both at the same time. Now, perhaps you are wondering what I mean about flowing nicely. A Vintage Gush deck ought to be able to operate in two different modes. There is the mode where the Gush deck plays the long game, using Gush and its relatively low land count to drag opponents into the deep end and drown them. And there is the second mode, in which the Gush deck resolves Fastbond and shifts into being a combo deck. The potency of Vintage Gush decks has always been predicated on their ability to play both of these roles effectively. You, astute reader, will note that these two modes of Vintage Gush decks correspond to the two different types of Vintage threats I described above.

At any rate, I was not able to make the Pyromancer Gush deck flow correctly, while also being favorable against Workshop. Perhaps Steve's build does this; I have not tested it enough to know. But the build I was working on did not. Rather, the cards that had stood out so much in my testing against Workshop decks were not at all related to the Gush plan. Lightning Bolt and Deathrite Shaman were standouts, and neither was necessarily best friends with the Instants from Mercadian Masques. Enough cards like Lighting Bolt in your deck, and you're just not going to be able to transform Fastbond into victory often enough. So, I realized that I wanted to cut Gush. And this being Vintage, there were not that many draw engines left to choose from. Dark Confidant was the next logical choice, along with Skullclamp for all those one-toughness creatures.


Card Choices

The Manabase
The manabase is fairly standard, but a few comments are in order. The manabase would not have worked without Deathrite Shaman, which I will cover below. Each splash color has two dual lands to make it difficult to cut us off the splash color. You will note while the deck does play four colors, it treads lightly into each color. There is no copy of Tendrils, requiring double Black. There is also no Abrupt Decay, requiring two splash colors at the same time (Ancient Grudge requires two eventually, but they needn't be present at once). Library of Alexandria did its job of drawing me cards, and I can't complain. I could, however, see the argument for replacing the library with the off-color Mox to fuel more first-turn Wizards.

Creatures
I've discussed Young Pyromancer himself above. Dark Confidant is one of the best unrestricted draw engines in Vintage. When I realized that I didn't want to be casting Gush, I added Bob to the deck and didn't look back. Trinket Mage and Snapcaster Mage were ways to add some value while increasing the blue count, and both performed quite well. Snapcaster Mage, in particular, was an invaluable member of the team. Trinket Mage probably would have been a better card if I had included a Sensei's Divining Top (Yes, GI, I should have run that).

And then there is Deathrite Shaman. Deathrite Shaman was nothing short of amazing for me both in testing and all day during the tournament. I suspect that we will see more of him in Blue decks as players test him and realize how strong he is. I've won games with each of his three modes. Deathrite Shaman accelerated me, fixed my colors in the face of Wasteland, shut down Crucible, disrupted Goblin Welder, served as a threat, and even gained me enough life to survive an otherwise-lethal attack in the semi-finals. All that for one mana, and a hybrid mana at that.

Spells
The pile of cards listed as "Broken" above probably don't require any explanation; so, I'll discuss the other cards. Mental Misstep isn't ideal against Workshop decks. Against everything else, however, it is extremely powerful -- including against Dredge post-board. Duress, Deathrite Shaman, Ancestral Recall -- I don't need to list a bunch of powerful one-drops played in Vintage. You know how good one-drops are. And Mental Misstep lets you counter them for free.

Lightning Bolt has been around since the beginning of time, and hasn't always been worth including next to Black Lotus and Time Walk in Vintage decks. However, more recently, Lightning Bolt is looking better than ever. Blue decks in Vintage either run Dark Confidant or care about their life total due to Fastbond. Many Blue decks also run Jace, who is fairly good at dying to Lighting Bolt. Fish decks, for their part, are basically defined as decks that lose to Lighting Bolt. And the best cards in Worksop also die to the Alpha common.

Speaking of removal, Ancient Grudge was extremely strong all day. While I've always been concerned about playing four colors, Deathrite Shaman made it all work. This meant that Grudge was an ace against Workshop decks, as I was consistently able to cast both ends of it. Against Blue decks, too, Ancient Grudge was worthwhile. Even eating two Moxen, Ancient Grudge was a good source of value in the deck. And since so many Blue decks are running Time Vault, Grudge gets even better.

Skullclamp is a very potent draw engine that isn't seeing much play. It's a very low investment -- one mana -- to turn any creature in your deck into an Inspiration. I have every belief that there is a strong Young Pyromancer deck waiting to be built more heavily around Skullclamp. I just used it for incidental value, but the card is strong enough that it would be reasonable to build around it.

Grape Shot is a clever idea, but not one that I can claim credit for; Treblocaz gave me the idea for it on Cockatrice. Since so many creature-based decks in Vintage have low-toughness creatures, it can be used to clear entire boards. It can also be used to kill Jace and Confidant against Blue decks, while being able to kill opponents like Tendrils. It offers a much more flexible option than Tendrils of Agony, while still being able to end games quickly.

Finally, there's the tag-team of Cabal Therapy and Gitaxian probe. In theory, it all makes sense. Young Pyromancer rewards you for playing cheap instants and sorceries, and they don't come any cheaper than Gitaxian Probe. Gitaxian Probe is a combo with Cabal Therapy, letting you see the opponent's hand before naming a card. And Cabal Therapy also works with Young Pyromancer, since the Elemental Token you sacrifice to Flashback the Therapy just replaces itself. Check out all that synergy! Unfortunately, in practice, things didn't work out as well for those cards. Gitaxian Probe was fine, but some might have been better as Top or Ponder. Cabal Therapy, however, was especially disappointing. Cabal Therapy is great in a deck like Legacy Storm, where you know you can win so long as the opponent isn't holding, say, Flusterstorm. In a deck more built around longer games, and not a combo deck, Cabal Therapy gets much worse. And while being able to sacrifice a token to Therapy is neat, I'd rather just use Skullclamp and draw two cards.

Sideboard
The Red Element Blast should have been a Pyroblast, but all except two of my Pyroblasts are in Pittsburgh. Tormod's Crypt is generally not as strong as Nihil Spellbomb, but Trinket Mage makes a strong argument for a single Crypt. Nature's Claim is better friends with Bob than Ingot Chewer, and moreover, is the deck's only way to handle Oath of Druids. I haven't tested it, but I assume this deck has a terrible Oath matchup.


Quick Tournament Report

24 Vintage Wizards arrived at Eudemonia in Berkeley, CA.

Round 1: Galen (No Show). Galen was about half an hour late and I got the match win. Instead of playing him, I helped him sleeve.

Round 2: Adam with Blue
Game 1: We trade cards and then enter draw-go mode. I use Library to get ahead and Jace puts away the game.
Game 2: Adam leads with Ancestral, but I have Deathrite Shaman. My Shaman gets killed by Pyroclasm, and Bob and Clamp arrive on my side. My Young Pyromancer gets Mana Drained and my Yawgmoth's Will gets Flusterstormed. Adam has Engineered Explosives while I use Grape Shot to get rid of his Confidant and Lightning Bolt to handle his Jace. Trinket Mage into Nihil Spellbomb precludes his Yawgmoth's Will. Eventually, I win this long, slow game.

Round 3: Eric with Blue
Game 1: This is a long game where I keep dealing with Eric's threats but can't get ahead. I keep removing his Dark Confidants and Jaces, and he keeps countering my spells. Eventually, Eric is able to use Snapcaster Mage to pull ahead while I am not quite able to end the game with Yawgmoth's Will while at one life.
Game 2: I open with a one-lander with Lotus into Young Pyromancer. Eric has a Confidant, and we trade Forces. After that, Eric has a Jace who ends the game, countering my Ancestral in the process.

Round 4: Sam with Workshops
Game 1: I Force Sam's first-turn Chalice at one and resolve Deathrite Shaman. Revoker stops Shaman, and I don't hit a second land despite Ancestral Recall resolving.
Game 2: Sam has an early Trinisphere, but Trygon quickly ends this.
Game 3: Sam has a quick Lodestone, and I can't break through this with a Revoker on Jace.

Round 5: Lotus Head with Workshop
Game 1: Lotus Head has a first-turn Chalice at Two, and I realize my deck is very weak against this play.
Game 2: I draw a lot of Lightning Bolts this game, with Snapcaster Mage for value. Deathrite Shaman keeps his Goblin Welder from returning Golem.
Game 3: Young Pyromancer makes Lotus Head's board full of Smokestacks fairly terrible. Skullclamp keeps my hand full.

Top Eight: I think this was a rematch against Eric
Game 1: Bob kept his Jace from doing anything while drawing me cards.
Game 2: Eric has a first-turn Ancestral and we both get Confidants. I get a Young Pyromancer. Eric resolves Jace, forcing my REB. Eric soon assembles Vault/Key.
Game 3: Eric Mulligans to five cards and I ride Jace and Confidant to victory.

Top Four: Michael with Robots/Affinity
Game 1: Michael opens with a first-turn artifact that makes a 1/1 creature for anyone who plays a creature. I respond with a first-turn Trinket Mage for a Skull Clamp. I get out Bob and Pyromancer, drawing lots of cards off Clamp.
Game 2: Pyromancer is amazing, letting me use my removal spells and create an overwhelming board. Deathrite Shaman's lifegain ability keeps me from dying at one point.

Finals: Brett with Blue
Game 1: Brett's Library is made worse by his Mulligan. Dark Confidant keeps my hand full while Brett misses land drops.
Game 2: Dark Confidant draws me cards while Nihil Spellbomb and REB keep his cards from working.

Props

Thanks for reading. This deck was a lot of fun to play. I think the deck can be improved, as discussed above. I think that this sort of deck, however, will remain a very strong contender. I'm looking forward to seeing where this goes. The deck is quite strong. And, as per my custom, props (but no slops):

  • My teammates, especially Allen Fulmer, who helped me test the combo matchup (which is very good).
  • Brian Schlossberg for helping me test the Workshop Matchup.
  • Blaine for helping remind me about the event.
  • Steve for trying to arrange a ride for me.
  • The good folks at Eudemonia, who are terrible at spelling, but good at hosting Vintage tournaments.
  • GI and Treblocaz for their comments on Cockatrice.
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« Reply #1 on: August 03, 2013, 03:04:15 pm »

Super cool list.

This seems as much a Deathrite Shaman deck as it is a Young Pyromancer deck.

And, in your top 4 game VS Michael, after you won the match, someone asked you why you didn't use your Deathrite Shaman to finish him off earlier, you and your opponent thought that Witchbane Orb protected opponent (grants him hexproof), but Deathrite Shaman apparently doesn't target opponent for it's -2 ability, just target card in graveyard. Facepalming all around!

Congrats! Hope your one foray into NorCal Vintage was memorable! Smile

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« Reply #2 on: August 03, 2013, 05:29:09 pm »

It's exciting to see Young Pyromancer having Vintage success right out of the gate, especially in non-Gush decks. Things for Young Pyromancer can only go up from here, so I wonder what the future will bring.

Thanks for the nice report!
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« Reply #3 on: August 03, 2013, 06:36:57 pm »

Congrats on your finish!

Can you comment on Sol Ring vs Mana Crypt vs off-color Mox?
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« Reply #4 on: August 03, 2013, 06:58:50 pm »

I found that Mana Crypt was dealing me too much damage. This deck has Dark Confidant and a slower game plan, plus no Tinker to remove Crypt. Moxen help accelerate out a first-turn Wizard, which is nice. Sol Ring, however, has two main advantages over Mox Pearl. First, it is not affected by Chalice at zero. Second, that extra man it produces is especially important under Spheres. I tested several mana configurations, and I was pretty happy with this.
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« Reply #5 on: August 03, 2013, 07:21:51 pm »

Thanks for writing this up, Rich.  I have been goldfishing a lot of configurations and ended up very close to what you did (sans green for ancient grudges and the like).  As I have just goldfished, I wasn't able to forsee the lack in value of the cabal therapy + probe combo.  I'm looking forward to playing with those slots.  If I think of anything interesting, I'll let you know.

2 cards I've been toying with in these lists:  Greater Gargadon and Goblin Bombardment.
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« Reply #6 on: August 03, 2013, 11:22:08 pm »

Thanks for writing this up, Rich.  I have been goldfishing a lot of configurations and ended up very close to what you did (sans green for ancient grudges and the like).  As I have just goldfished, I wasn't able to forsee the lack in value of the cabal therapy + probe combo.  I'm looking forward to playing with those slots.  If I think of anything interesting, I'll let you know.

2 cards I've been toying with in these lists:  Greater Gargadon and Goblin Bombardment.


I think it's interesting you mention not foreseeing the synergy, because I predicted really strong synergy but was proven wrong during testing. I found that Probe + Therapy was strong against Control but impossible or insignificant against Shops, rather painfully might I add. I tried Diabolical Intent with Young Pyromancer, and let me say, having Demonic Tutor 2-5 in a Gush deck is the nuts against control but didn't get there against Shops. I really like the idea of using Young Pyromancer as fuel for an engine instead of the engine itself, however I'm not sure if or how that works.

I'm going to sleeve up this list and see how things work with some changes you mentioned not liking.
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« Reply #7 on: August 04, 2013, 06:26:16 am »

This is a little of topic, but it pertains to the manabase. I have been playing a 5c keeper list that is close enough to your list except the manabase is a little different. With deathrite shaman you are always interested in having lands in the graveyard, which is why in part you are playing 7 fetches (the other part being necessary mana fixing in a 4c deck). I have noticed that switching to city of brass plus wasteland is still a viable way to ensure colored mana through city of brass, while wasteland is great for so many reasons plus it bins two lands at a time (your opponent's land and wasteland itself), which has been useful with multiple deathrite in play in terms of mana production. Any thoughts on a manabase with city of brass and wasteland in this 4c control deck would be greatly appreciated? Personally, I have noticed the wastelands to be good because they compliment ancient grudge as mana denial, making ancient grudge better against non-shops and they obviously help in games against dredge, shops, and landstill. Against shops, I find removing a workshop can really slow them down and restore parody to there spheres. With a crucible in the SB it is also a great strategy against landstill. Against dredge, they're good because you can remove bazaars with deathrite after wasting them, so petrified field is less helpful. Curious to here others thoughts.
PS - Side note: Why no mana drain? Maybe it was just cute but dumping the colorless into clamp to draw a ridiculous amount of cards while leaving enough mana to play sorceries and replenish tokens is more fun than I've had in a while.
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« Reply #8 on: August 07, 2013, 08:26:44 am »

Another question with regard to mana base. Have you tried a single cavern of souls? It's great against control naming human with a notion thief in the sb, but I play a gorilla shaman and if you name shaman vs shops you can play pyromancer, deathrite, and gorilla shaman through chalice too. Maybe useful enough for md slot?
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« Reply #9 on: August 09, 2013, 03:08:43 pm »

I agree that caverns and gorilla shaman are two of the best ways to combat CotV (typically on 1 or 2) vs. shops without sacrificing the mana base to include abrupt decay maindeck. A final configuration after taking out 3x Gitaxian probe and 2x Cabal Therapy would probably be: in +1x Gorilla Shaman, +2x Sensei's Divining Top, +2x Cavern of Souls. This swap allows extra use out of your colorless mana, and provides a good starting point for players who are interested in adding the mox pearl and mana crypt to the strategy. As Atog Lord said, the strategy is primed for an abuse of skullclamp (in null-rod deficient metas) which requires a decent amount of colorless mana and early uncounterable pyromancers to run smoothly.
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« Reply #10 on: August 09, 2013, 03:54:11 pm »

Good questions, Marc. I strongly dislike using City of Brass in a heavily blue deck. While those sorts of lands are acceptable for a five-color combo manabase, I dislike City of Brass in any deck expecting the game to go beyond turn four. They're a sign that a manabase hasn't been tuned correctly. Wasteland isn't a bad card -- though, of course, I'd play the first Strip Mine before the first Wasteland. Is Strip Mine ideal? I can see the argument for running a Strip Mine over the Library. But with four colors in the deck, being able to use more than one Strip Mine effect is questionable. The manabase is already greedy, and introducing more colorless lands for colored sources isn't entirely ideal.

Mana Drain is a great card, and I could see Mana Drain replacing Cabal Therapy going forward. I haven't tried it, but it's worth testing.

A single Cavern of Souls is likely a reasonable addition, though I'd count that primarily as a colorless land in the deck. It might be a reasonable sideboard card.
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« Reply #11 on: August 09, 2013, 05:56:53 pm »

Congrats on the win.

I'm not sure your tourney report really speaks to the power of pyromancer in vintage other than showing "it's good against shops."  It seems you played against an awful lot of shops players (3 rounds at least).  The 3-2 record including an auto win round 1 and a dragged out close game round 2 doesn't really seem dominating.  Several matches seem to say more about "jace/bob get the job done".  Not news there.

Not to take anything from your win - a win is a win afterall - but all I learned from that report is that a B/U shell with bobs, forces and jaces are good...and pyromancer is nice tech vs shops (and clamp is also great against decks that give you an army of 1/1s with their own cards!)
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« Reply #12 on: August 09, 2013, 05:58:45 pm »

Rich,

 Thank you so much for the thoughtful response. I use to feel the same way about city of brass in a control deck, but after Jaime Cano got first at Eptovino (194 person tournament 9/2012) playing a control deck without a combo finish and 4 city of brass, I gave it another try. The only reason to play city in my opinion is to allow for more colorless lands. Initially, I didn't like it, but after adding 3 deathrite shaman (after Menendian suggested birds of paradise), I thought things improved. The life gain was helpful to mitigate the city, and I didn't need to use it as much. It is even sometimes nice to have down when your opponent puts sundering titan into play. My only constant debate is if the colorless strip effects and cavern are worth the distortion of the manabase, but clearly control decks with city are viable in general.

I think I will try to keep better track of how much life I loose to it, but I feel like strip effects plus deathrite ultimately decrease my need to tap city excessively and as a control deck I rarely tap out in a turn. I may also try to test a list without city, but since my deck is 5 colors that may prove too difficult.

Thanks again for the great feedback. I'm always amazed how accessible you, Mr. Menendian, and others in the community are despite your obvious success.

Marc
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« Reply #13 on: August 09, 2013, 11:50:40 pm »

Congrats on the win.

I'm not sure your tourney report really speaks to the power of pyromancer in vintage other than showing "it's good against shops."  It seems you played against an awful lot of shops players (3 rounds at least).  The 3-2 record including an auto win round 1 and a dragged out close game round 2 doesn't really seem dominating.  Several matches seem to say more about "jace/bob get the job done".  Not news there.

Not to take anything from your win - a win is a win after all - but all I learned from that report is that a B/U shell with bobs, forces and jaces are good...and pyromancer is nice tech vs shops (and clamp is also great against decks that give you an army of 1/1s with their own cards!)

Shops are definitely part of the meta out here, so Rich's 3 Lightning Bolts were good against shops (and opposing Jace's/Bobs).  The Deathrite Shaman's, plus Bolts/Ancient Grudges were definately the extra omph that made his deck good.  But as this was a 5 rounds of swiss tourney, there is only so much to be said about what matchups will be like normally.

I was completely suprised to find no Tinker/Bot/Vault win package in it, and Shay said each game was pretty much a grind all the way.

All in all, I really love that these new decks play out differently than the old decks, and I would hardly classify this as a "B/U Bob/Jace deck".  There's only so much empirical evidence of the strengths of Young Pyromancer decks out there so far.

That all the instants turn into dudes or 2 damage is really refreshing, a testament to how awesome Vintage can be. 



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« Reply #14 on: September 01, 2013, 05:51:34 am »

If the manabase doesn't work with Deathrite Shaman, wouldn't it make more sense to play a good manabase without green? Red already provides very nice tools against Shops such as Ingot Chewer oder Viashino Heretic. Furthermore, if Young Pyromancer is key in this deck, wouldn't a better approach be to play 3-4 Therapies and 4 Pyromancers? This would allow to destroy your opponent's hand quickly and lock him out of the game with Jace TMS.

Needless to say that multiple Pyromancers can generate ridiculous damage potential on the long run. The deck as is is geared towards a meta flooded with MUD, but I am not sure if it's optimal when every blue matchup is a hard grind. What's your feeling about the Dredge matchup? And even though nobody seems to play it atm., something with Oath of Druids also seems to be pretty painful (especially Burning Long which can throw a bunch of other stuff to you beside the 4 Oaths like Draw7s, Tinker, Necro/Bargain etc.).
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« Reply #15 on: June 01, 2014, 06:24:28 pm »

@ The Atog Lord:  Big congrats, albeit late, and thanks for sharing your list.  As a new player, I really appreciate the background and explanations.  Thanks to others for chiming in as well.  At first, I thought Probe and Therapy would be decent, but (in light of your testing) I suppose it makes sense that using the two together to remove one of the opponents cards is not all that efficient, and they are a combo after all, with Therapy mainly relying on either Probe or Pryomancer tokens.  Can't wait to visit Berkeley again so I can hit up Eudemonia.
Thanks again, this was a fun read.
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« Reply #16 on: June 01, 2014, 06:56:05 pm »

Thank you. I appreciate the kind words!
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The Academy: If I'm not dead, I have a Dragonlord Dromoka coming in 4 turns
Coopes
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« Reply #17 on: December 12, 2014, 11:46:35 pm »

leaving this out until I can put up a more comprehensive reason as to why I made the card choices I did. sick deck obviously rich Smile
« Last Edit: December 14, 2014, 07:25:35 pm by Coopes » Logged
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