Pyromancer's Siege

Standard xenon240z

SCORE: 1 | 609 VIEWS | IN 1 FOLDER


FNM —July 24, 2015

Result: 3-1

3 Exquisite firecraft and Chandra had to be left out because I didn't have the cards yet. Threw in 3 Deflecting Palms and 2 Hordeling Outburst.

Played against G/R Devo, a Sultai Control, and a Mardu Dragons. Unfortunately, I had a bye second round. The deck played spectacularly and only failed when I made a few misplays in the first round against G/R Devo. It was definitely pilot error. I forgot about the very real second mode on Outpost siege, dragons, that would have won me game 1. Also, Never scry a sweeper to the bottom when playing against devotion, no matter how far ahead at the time you may seem.

Sideboard:

G/R Devo-Defeat in 3

-4 Swiftspear, -4 Abbot, +3 Anger, +3 End Hostilities, +2 Valorous Stance

Sultai Control (that included satyr wayfinder, origins jace, and den protector)- Victory in 3

-3 Deflecting Palm, -1 Soulfire Grand Master, +3 Searing Blood, +1 Commune with Lava

Mardu Dragons- Victory in 3

-4 Swiftspear, -4 Abbot, -2 Hordeling Outburst, -1 Soulfire Grand Master, +3 Anger, +3 End Hostilities, +2 Valorous Stance, +2 Elspeth, +1 Commune with Lava

Conclusions:

I think in the current climate of standard Deflecting Palm is good enough to be mainboarded, I'm going to try running 2 Exquisite Firecraft (2 less than before) and 2 Deflecting Palm main and see how that feels.

Abbot of Keral Keep was a great magic card in every situation. I'm looking forward to getting Chandra, Fire of Kaledesh. Hordeling Outburst was strong in the aggressive cases but not a home run later in the game, even with goggles. Chandra proved a strong play at any point in the game with my proxy play testing.

Pyromancer's Goggles is an extremely strong magic card. I think three is the right number. Outpost Siege proved essential to the deck. Running four almost guarantees a turn 4 Outpost Siege. It's such an important card that as long as I had it in my hand and a couple lands, it didn't matter what the other cards were. I was keeping it.

Soulfire Grand Master was the target of everyone's removal, for good reason, she is great in the deck. Magma Jet was good for the most part, there were times when wild slash would have been nice, but there were also cases where it helped immensely in setting up my next few draws. I'm going to keep it in for now.

Overall, the deck is very fun to play and I love switching from aggro to control post side board in certain match-ups. It can often times lead to your opponent siding in dead cards, which makes for a great game 2.