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.