Much as I don't want to give away my ideas (for the record, I had a Kiln Fiend deck before it was cool!), but a deck like this really seems like it wants a playset of Assault Strobes. Much as I appreciate Jacob's deck building skills, I thing it's such an obvious inclusion that not even mentioning it is a mistake. If he thinks the potential for a third-turn 20-damage swing isn't worth finding four slots in the deck, I want to know why he feels that way.
"...becomes a Pyromancer Ascension deck after sideboarding? That's right! Your opponents will sideboard in a bunch of removal to deal with your Kiln Fiends and you'll get to turn into a creature-light machine designed to combo out."
Transformative sideboards = my favorite type of sideboard:-)
"...he said every match was like walking into a boxing ring with a machine gun."
Yo...that made me laugh:-)
One thing I gotta ask, because it makes me boggle a little bit: Treasure Hunt? Am I misjudging its quality or something, because surely there must be a better two-mana non-permanant for the deck? Into the Roil maybe? Fling and - as previously mentioned - Assault Strobe would be hilarious, although less useful to the Ascension mutation of the deck. Reverberate appeals to me, personally, but it's both rare and a little situational.
Oh by the way, some rules-type person clarify something for me really quick, because I'm still a little confused sometimes by the rules terminology mixup from the other year: a copied spell - such as from Reverberate or Assension - is "played", not "cast", and therefore doesn't trigger "Whenever you cast..." triggers like Kiln Fiend, right? It's only "cast" when you play a non-land card from your hand at full price?
4x Kiln Fiend4x Precursor Golem3x Tinket Mage4x Distortion Strike1x Call to mind4x Into the Roil4x Mana Leak4x Preordain3x See Beyond3x Treasure Hunt4x Lightning Bolt
8x Islands6x Mountains4x Scalding Tarn4x Halimar Depths
Sideboard2x Ravenous Trap4x Archive Trap4x Trapmaker's Snare4x Pyromancer Ascension1x See BeyondThis deck would be really fun at my FNMEdit: fixed mistakes
Fling doesn't do that much in this deck either. I could be wrong (any Melvins around?) but I think if you Fling a Kiln Fiend, it doesn't get a power boost from the Fling because the sacrifice happens before you've actually played the Fling. You still get boosts from previous spells cast that turn, but in that case you might as well attack. And the Precursor Golem doesn't work well with Fling because the sacrifice isn't targeted. I like how someone upthread wanted to combine Precursor Golem with nontargeted effects, like Bloodthrone Vampire. I've also been thinking about combining it with Glint Hawk. That, for example, would bounce the original golem but leave the two tokens out, so when I played the original again I'd have a total of four tokens. Then if I somehow play the Glint Hawk as an instant, like with Leyline of Anticipation, I think removal aimed at the main golem could probably fizzle before it's copied... well, it wouldn't be competitive in Constructed, and for that trick a Neurok Replica would work just as well without needing a Leyline, but it would be fun.
I'm thinkin instead of JVL's Pyromancer Ascension deck, useing Mike Flores' mill version.it might look something like this:4x Kiln Fiend4x Precursor Golem3x Tinket Mage4x Distortion Strike1x Call to mind4x Into the Roil4x Mana Leak4x Preordain3x Sea Beyond4x Trapmaker Snare3x Treasure Hunt4x Lightning Bolt8x Islands6x Mountains4x Scalding Tarn4x Halimar DepthsSideboard2x Ravenous Trap4x Archive Trap4x Trapmaker's Snare4x Pyromancer Ascension1x Sea BeyondThis deck would be really fun at my FNM
1) I don't see how it mills aside from boarding in ONLY Archive Trap.2) You have Trapmaker's Snare listed twice.3) It's SEE beyond. Not that hard to figure out, unless English isn't your primary language.4) In his article, when he said how to SB...he said -4 Distortion strike and the deck only has 3. Lolwat?
. . .One thing that bugs me about it in general is: why no Chandra's Spitfire deck? It's gotten insane support in the form of Arc Trail, and neatly combines with the likes of Staggershock. Actually, Arc Trail on Precursor Golem (taking the one damage, of course)...would that copy the whole thing with chosen values, or would they all take three? Because six damage for two seems a little...neato.
I am wondering why Treasure Hunt makes it over Spreading Seas? Treasure hunt does not fit this deck very well with all the deck Scrying/stacking effects, plus a low amount of lands (comparatively). Whereas Spreading Seas is the best tempo card in the format and cantrips, which fits the theme stronger (after some Scry/stack affect). The only thing I can see is that it pumps the Kiln Fiend, but I think the tempo-control aspect of Seas is just stronger all around.
That makes sense, but I still think Treasure Hunt is out of place. 24 lands is going to make it more likely that you are just going to pay 2 mana to draw a card - unless you scry first, but then it seems like yer wasting yer Scry because to make it effective you essentially up the casting cost to 3 (assuming Preordain is the pre-req spell). Treasure Hunt is an ok mid-range card, but I think this deck needs more solid cards.That being said, I think this slot would be better set for some kind of control aspect like Mana Leaks. The deck, pre- or post-board has no way of protecting its key cards. I think dropping the 3 Treasure Hunts and maybe moving the solo chalice out of the deck for 4 Mana Leak would be more solid. Or if the opponents removal can be played around, we could move the See Beyonds to main and open some slots up in the board. Coupling See Beyond with Scry effects can be really good if a stack goes bad (stacking it one way and opponent doing something unexpected, or moving something to the bottom that ends up being needed, etc).I just think there are stronger options for this slot than TH is bottom line.
Jacob wrote: "When you cast Distortion Strike on a copy of Precursor Golem and your opponent does not have a removal spell then you're getting in there for a total of 24 damage."Is that 24 damage in one turn? Can anyone please explain me how that would be possible? The way I see it, your 3/3 golems become 4/3 golems, and you can attack with them for 12 damage. Only when you rebound Distortion Strike at the beginning of your next upkeep, you get another chance at 12 damage.
I find this deck to be quite good!The only thing I didnt agree with was the use of the chalice. The highest mana-cost in this deck is 5 (Precursor Golem) which I havent had any problems getting out. So I took that out in place of a 4th Distortion Strike.In regaurds to Treasure Hunt, in the Kiln Fiend deck it doesnt seem to serve much purpose as to draw for 2. However, once you sideboard in the Pyromancer Ascension, it seems to shine a lot more. With a couple charged Ascensions and one TH in the greaveyard, you'll have no problem re-stocking your hand.
I finally tracked down my playset of Kiln Fiends and threw this deck together, it is as fun as it looks like it is. Which means that we are all blinded from overexposure to pure awesomeness.A thought about the transformative sideboard: What if we went the other way? Starting out as a Pyromancer deck, if they have any their creature removal is blanked. Post-sideboard they take out all their removal, bam Kiln Fiends and Precursor Golems. Especially the Golems, without their removal Are standard decks more likely to have their removal maindecked or sideboarded? I guess that becomes the real key for which direction of transformation works better.
My question is the text on kiln fiend says "when you cast" so does kiln fiend get the +3/+0 even if the spell doesn't resolve?
cers ascensioni know tis deck is kind of old new by now, but i recently gave it another try after giving it up a few weeks after the article was published. and i think the deck still has some merit in a more removal heavy standard. while i enjoy a good transformative sideboard i'm not so sure the deck really needs it, you can allways pack a few supprizes, but i think that a strong game 1 and sideboard tech that protects you from their game 2 answers is a perfectly viable strategy with this deck. here is the list i have been playing lately:
4x scalding tarn
4x kiln fiend
4x chandra's spitfire
4x precursor golem
3x distortion strike
4x lightning bolt
4x burst lightning
3x assault strobe
1x comet storm
4x pyromancers ascension
3x turn aside
3x spell pierce
2x comet storm
3x forked bolt
i chose to go rather burn heavy with only 6 cards meant to really abuse kiln fiend and the golem, which i have found fairly effective, much like pyromancers ascension pre-rotation, the deck can try to combo out quickly, but if it fizzles you re more than capable of playing the controll game until you get another chance to grab the win out of no where (i was an avid pyroancers ascension player pre-rotation, well before it got the nationals spotlight).
game 2 i sometimes wont even board (vs mono green or any other removal-light deck) and i have pulled off turn 3 kills more often than the term luck sack can account for.
i leave you with this image to say what i dont have time to: