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Ze Goggles, They Do Something!

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In the first few events post Shadows over Innistrad, Pyromancer's Goggles has proven itself to be a premier card advantage and tempo engine in the format. No other card gives you the same ability to generate cards, kill multiple creatures, or close out games. Before this weekend, we’d only really seen the card in U/R decks trying to grind out value and close out games with Thing in the Ice. At Pro Tour Shadows over Innistrad, everything changed.


There are so many things I love about this deck I’m not sure where to start. There are two big issues ramp decks face in most formats, and Pyromancer's Goggles helps with both of those things. First, you have to worry about getting run over by early creatures. Even if things go as planned and you cast a giant monster on time, you can be too far behind to really recover. The combination of early spot removal, Kozilek's Return, and Pyromancer's Goggles gives this deck a lot of ways to fight against early creatures and make sure World Breaker comes down on a stable board. The second problem is you run so many mana sources you can flood out and run of out ways to interact with your opponent. The combination of Pyromancer's Goggles, Tormenting Voice, and Magmatic Insight give you a way to sculpt your early draws and pull ahead on cards as the games go longer.

Another cute inclusion is Drownyard Temple. This card plays three important roles in this deck. First, you can discard it to Tormenting Voice and company early so it can function as a pseudo ramp spell. Secondly, it pays the colorless activation of World Breaker’s buyback cost. Lastly, it is a land you can freely sacrifice to rebuy World Breaker since you can just pay additional mana to get back Drownyard Temple.

Another interesting piece of technology in this deck is the sideboard plan against control decks. The plan is to board in Den Protector and Goblin Dark-Dwellers to combo with your Traverse the Ulvenwalds. Tormenting Voice makes it trivially easy to get Delirium going, and once that’s turned on you can use both of these cards to chain together Traverse the Ulvenwalds, finding additional creatures capable of rebuying Traverse to maintain a board presence until you can start effectively casting World Breakers turn after turn.

Ramp decks seemed well-positioned going into rotation, but they never really materialized, in large part due to an inability to keep up with the hyper-aggressive Humans decks. This build solves- many of the problems previous builds of ramp faced, and may just be the most powerful deck to come out of the Pro Tour.

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