Sideboard


Maybeboard


My take on a Pyromancer's Goggles deck. Highlight to read descriptions.

Basic Premise: At it's heart this is a Blue/Red Control deck using burn and draw to stay ahead of your opponent. The real fun comes when you hit 5 mana. Pyromancer's Goggles does some silly stupid things with this deck. Finishers are Master the Way, Crater's Claws, and good old-fashioned face burning.

**NOTE: This is a slightly budget version. The land base and a few of the spells are not optimal. More on this below. see deck-large:future-goggles for non-budget minded additions and configuration.

Card Discussions (Alphabetically):

HIGHLIGHT TEXT TO REVEAL

Alhammarret's Archive -

This serves kinds like a second goggles (skating the legend rule). A target when cuts for more expensive cards. Makes Insight, Voice, and Seige significantly better overwhelming the opponent with card advantage.

Anger of the Gods -

A much needed sweeper. Even as a 2 for 1 in the early game Anger often buys us the turns we need to get to 5 mana shenanigans. Speaking of shenanigans, 6 exiling damage with Goggles; yes please.

Crater's Claws -

Utility and Finisher that interacts well with Goggles. Coupled with Mage-Ring Network and Goggles I've burned a Azban deck out from 26 life.

Evolving Wilds -

Should be Khans fetches, but gets the job done.

Fated Conflagration -

Gets rid of bigger creatures and planeswalkers. Some number of Roast and Exquisite Firecraft would function better.

Fiery Impulse -

Excellent early game interaction and can kill most creatures post- goggles. We have Spell Mastery when it matters almost always.

Lightning Strike -

More early game protection that doubles with Goggles. It's a great feeling when Goggles turns this into a better Searing Blaze.

Mage-Ring Network -

This was a later addition to the deck. With our key card being a 5 mana colorless card and Crater's Claws being mana hungry these shine.

Magmatic Insight -

This card goes from decent to insane when goggles enabled. One mana, discard a land, DRAW FOUR also lets us turn extra CIPT lands into gas. Only running three because I found it awkward to cast early and frustrating to draw with out the land to discard.

Monastery Siege -

Some card (quality) advantage for the late game a hold over from the Tutelage sideboard plan. Would be Dig Through Time if I had one.

Pyromancer's Goggles -

Not much more to be said other than it's not back breaking if this gets countered or destroyed but runs away with games if it stays in play.

Spellheart Chimera -

These are slowly getting phased out. There is just too many ways of killing a x/3 in standard. I'd rather have zero creatures and find another way of killing the opponent.

Steam Augury -

Casting this with Goggles mana feels so good. So much of the deck is redundant that we are rarely punished by the opponents choice.

Tormenting Voice -

See Magmatic Insight, except this lets us filter anything out of our hand.

Treasure Cruise -

This deck puts ALOT of cards in the graveyard why not play with a Ancestral Recall impersonator. Early when we only have 4-5 cards in the yard or when we are trying not to delve spells for Chimera as a 3 mana draw three it's still good.

Sidebar: This deck is very resilient to the upcoming rotation. With a few sideways swaps it doesn't lose anything Lightning Strike & Fated Conflagration-->Exquisite Firecraft & Roast or the almost guaranteed similar burn spell in BFZ, Anger of the Gods --> The BFZ "domain" pyroclasm Radiant Flames, and Steam Augury --> Dig Through Time. I also can't wait to cast a Goggled Rolling Thunder.

Master the Way has made the deck - - When Goggles is online this can easily do 3-17+ Damage (0-7 cards in hand while cast respectively) while drawing cards; that sounds like a mana-efficient Claw's that draws us cards.

Feel free to post suggestions. Please +1 if you like the deck.

Suggestions

Updates Add

Comments