This deck is not for the faint of heart.
Pyromancer Ascension is my favorite card of all time, and it was the core of my favorite Standard deck ever. Thanks to Modern, I can play it again!
While it involves 6 cards and an active Ascension, you really only need a Noxious Revival and a Manamorphose in hand to do it (the rest need to be in the graveyard, easy with Thought Scour and Faithless Looting). Best part? They're all instants, so you can do it during your opponent's upkeep.
How: Cast Noxious Revival and copy it, target Noxious Revival and Manamorphose. Cast Manamorphose and copy it, generating RUGG and drawing the Noxious Revival and Manamorphose. Cast Noxious Revival (using G) and copy it, target the Noxious Revival and Manamorphose we've already played. Cast Manamorphose (using UR) and copy it, generating RUGG and drawing the Noxious Revival and Manamorphose again. Rinse and repeat. Note that we generate an extra 1 green mana every time. Do this 100 times, then repeat it another 100 times, but generating an extra 1 blue mana every time. Then, switch Manamorphose with Thought Scour (always target your opponent), use all the mana you generated to cast them both, and mill them out.
After you've drawn a few Lightning Bolts and Lightning Helixs, just cast Manamorphose to generate the needed mana to cast them all and win. Also, all cards involved are instants, so you can do this in response to them attempting to kill you (a la Solidarity).
How: Cast Manamorphose and copy it twice, then respond with Remand (targeting Manamorphose) and copy it twice. The first copy of Remand will target Manamorphose, while the second copy of Remand will target the original Remand. The second copy resolves, countering the original Remand (returning it to your hand) and drawing you a card. The first copy of Remand resolves and counters Manamorphose (returning it to your hand) and draws you a card. Then the second copy of Manamorphose resolves, generating UR and drawing you a card. Then the first copy of Manamorphose resolves, generating UR and drawing you another card. End result: Remand and Manamorphose are in your hand, you have UURR in your pool to recast them, and you gained 4 cards.
I love this Multiform structure.. So complex, yet so simple.. +1
I tried to do some test games with the deck using the game sim, but the sim kept giving me terribly shuffled draws.
The reason I suggested cutting lands is that the deck only needs about 3 lands in any given game. And, cantrips actually add to your land count. So, cutting lands to add cantrips has very little effect on you seeing the lands you need. I would also suggest(after testing the deck in the sim) that you might try moving the Path to Exile s to the board to make more room for more cantrips, this is because you are a combo deck and you should not care what the other deck is doing, you just need to increase the consistency with which you find your Ascensions.
I would also move the Spell Pierce s to the SB, as a combo deck you need to be aggressive, not defensive. I would replace them with 4 Gitaxian Probe , Probe lets you tap out for Ascension or nearly tap out and get it active as Probe is a "Free Spell".
I understand what you're saying about less permission because I'm a combo deck and shouldn't worry about other decks, but the truth is that other combo decks may be quicker.
While the Modern version has more combos than the traditional Standard version did, the old version relied on permission in order to reach the point of winning.
My local meta has a decent amount of rogue, but there are a few dedicated storm players, and I expect a few more since it is inexpensive to build and we're gaining new players.
What is your target turn to win? (When do you have all of the parts of the combo.)
Well, the combo can generally happen around turn 4-5. But, the deck is also built to control until I can burn, too.
I just wonder as decks like Affinity are cheap and common nowadays. (Not the Arcbound Ravager version but, rather, the Master of Etherium version.) Their target turn to win is usually 4 barring any interference, which your deck provides.
Yeah, I'm aware that a lot of decks can win turn 4. This is why the deck has permission, and even more in the sideboard.