Young Ownamancer

by BigSean on 02 August 2013

Main Deck (60 cards)

Sideboard (12 cards)

Sorceries (7)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Young Pyromancer is amazing. Shout out to my friend JaceTheMindsculptor for helping with this deck!

How to Play

Step 1: Cut a hole in a box...
Seriously though, get Young Pyromancer out. Then use burn/removal/token-generators to get a legendary sized army with a couple anthems thrown in. Finally use the Maw and Assemble the Legion to finish them off.
Then roll in bread crumbs and bake at 350.

Deck at a Glance

Social Stats

41
Likes

This deck has been viewed 5,050 times.

Mana Curve

Mana Symbol Occurrence

20012180

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Young Ownamancer

JaceTheMindsculptor has deleted this comment.

Posted 02 August 2013 at 16:50

Permalink

Oh, and SWITCH IN DREADBORE FOR SHOCK. REMOVAL, MAN. REMOVAL.

0
Posted 02 August 2013 at 16:52

Permalink

shock is removal, and its instant speed. Dreadbore belongs in a sideboard against large creatures and planeswalkers.

0
Posted 04 August 2013 at 16:32

Permalink

Actually Dreadbore is a whole let better than shock because it hits everything!

0
Posted 05 August 2013 at 09:14

Permalink

at sorcery speed. shock can deal with just about any creature early game, and can hit a planeswalker who was brought in with the negative ability, usually. dreadbore doesnt hit anything shock cant hit.

0
Posted 05 August 2013 at 14:10

Permalink

Let's be real, guys, they're totally different cards. Dreadbore is much better against midrange decks as it can deal with Olivia Voldaren, Liliana of the Veil, Jace, all Garruk's, etc. very cleanly. Shock can do that last finishing blow to planeswalkers or low-power creatures like VoR or tokens. The only reason I suggested Dreadbore is that there's nothing that shock can kill that Dreadbore can't and this deck will probably have the most trouble with midrange decks that it can't interact with. Shock might be handy though in taking out VoR and then trading with the elemental. Only playtesting will show.

Trying to say Dreadbore is better than Shock or vice versa is like saying Dissipate is better than Searing Spear. They're totally different cards.

1
Posted 05 August 2013 at 14:18

Permalink

I never said Dreadbore shouldnt be in the deck, but it should not be mainboard. many times, you have no idea what youre playing against, and that early 2 damage is usually more helpful at instant speed than a dreadbore is at sorcery speed. if youre playing against a PW heavy deck, then sure, Dreadbore is probably more useful, but if youre wasting a dreadbore to deal with a Champion of the Parish, then youre probably doing it wrong.

0
Posted 05 August 2013 at 14:27

Permalink

Don't forget that Dreadbore is also a non-color-restricted doom blade at worst. I think personally that sorcery speed is a necessary evil to have that kind of variance in a kill spell.

0
Posted 05 August 2013 at 14:33

Permalink

i agree. in my sideboard against specific threats. Ill use tragic slip or Searing Spear mainboard, because they are both better against a variety of decks and threats.

0
Posted 05 August 2013 at 21:14

Permalink

If the deck were running full dual lands, I'd play Orzhov Charm over Doom Blade. Better targeting (unless you're at really low life, I suppose) and a friendly bounce. But without the duals, it's not a really consistent early game like it should be.

0
Posted 06 August 2013 at 14:10

Permalink

Deck looks great, maybe run 3 Blood Artist and 1 Arch Angel of Thune? Remove 1 Assemble and remove the intangible virtue?

0
Posted 02 August 2013 at 19:52

Permalink

Thank you for the input!

1
Posted 02 August 2013 at 20:33

Permalink

why would he remove intangible virtue? its a token based deck....

0
Posted 04 August 2013 at 16:33

Permalink

it may be token based but the point is to have the tokens die

0
Posted 04 August 2013 at 21:50

Permalink

As one of the minds behind this deck (although it was mostly his), the idea was to use buttloads of removal with the pyromancer to clear a way for your tokens to beat the living crap out of your opponent. The fact that it's BWR and has Cartel Aristocrat doesn't necessarily make it an aristocrats deck. Aristocrat is just there because she can chump-block anything for days.

1
Posted 05 August 2013 at 13:06

Permalink

intangible is decent but the purpose of working YP in this deck is to have as many instants and sorcs as you can to remove creatures from play and gain creature advantage easily. I would run 2 Sorin over running the intangibles, you could create tokens and make +1/0 emblems which is all you really need anyway. and eventually double up on emblems and swing in with your Souls or just overrun your opponent. the Aristocrat/artist is a secondary win condition. Pop in Yp early, maybe a second one if youre lucky, keep using spot removal, pop sorin out, get about 10 tokens, by turn 6. if you hit on your aristo combo, sac all 10, gg. Only thing that could fuck you is facing a pure aristocrat deck, and them getting reckoner , and blood artist out first and then Blasphemous acting your face off for like 20+ dmg

0
Posted 05 August 2013 at 14:59

Permalink

I secretly want to see a singleton of Rally the Peasants. The flashback makes is like drawing two cards :o right? Right..? Maybe not :/

0
Posted 06 August 2013 at 14:24

Permalink

Nice. I'm wanting to build a BWR deck, and this is a good reference.

0
Posted 02 August 2013 at 20:28

Permalink

GyKx has deleted this comment.

Posted 02 August 2013 at 20:45

Permalink

Blood artist would combo great with all the dying creatures

0
Posted 02 August 2013 at 21:04

Permalink

Blood artist just slows everything down in a deck like this

-1
Posted 09 August 2013 at 09:31

Permalink

any deck with Cartel Aristocrat gets an upgrade with blood artist. fact.

0
Posted 09 August 2013 at 14:47

Permalink

Having blood artist out is a win condition sometimes.

0
Posted 17 August 2013 at 17:33

Permalink

Really cool deck idea! I would recommend sideboarding some other removal in case you run up against a black deck and eventually investing in the shock lands.

0
Posted 02 August 2013 at 22:07

Permalink

Hmmm. I can't help.but shake the feeling that guttersnipe would be happy in here somewhere.

0
Posted 03 August 2013 at 03:41

Permalink

guttersnipe would be nice

0
Posted 03 August 2013 at 04:21

Permalink

Guttersnipe would be excellent but I'm not sure if I want to.

0
Posted 04 August 2013 at 19:28

Permalink

I really like young pyromancer so this deck is awesome and it definitely has tones of potential. I would however trade the guild gates for the shock lands of the respective colors. I would also probably add an archangel of thune for even more tokens.
Other than that solid deck.

0
Posted 03 August 2013 at 17:14

Permalink

I would add Archangel of Thune except the price tag makes me physically ill. Thank you for the suggestion though.

0
Posted 03 August 2013 at 21:20

Permalink

I totally get that. I am someone who has to budget build myself a lot of the time. I still enjoy marketing a deck that has an insane price take sometimes because it is a planeswalker deck that I have no hope of ever affording.

0
Posted 08 August 2013 at 19:07

Permalink

Posted 03 August 2013 at 20:29

Permalink

cainthesinner676 has deleted this comment.

Posted 03 August 2013 at 20:38

Permalink

Posted 04 August 2013 at 08:18

Permalink

tablen has deleted this comment.

Posted 04 August 2013 at 21:50

Permalink

Lightning bolt isn't standard

0
Posted 04 August 2013 at 21:55

Permalink

Posted 05 August 2013 at 15:25

Permalink

Mais pourquoi?

0
Posted 05 August 2013 at 15:41

Permalink

*Obzedat
*sucks

0
Posted 05 August 2013 at 15:42

Permalink

5 words with 2 of them mispelled. tsk tsk.

0
Posted 05 August 2013 at 15:42

Permalink

This is an amazing looking deck. Just looking at it made me buy Young Pyromancer. Props to whoever helped to make this deck.

0
Posted 05 August 2013 at 19:37

Permalink

just a thought, you're using a lot of tokens and one of your colors is white, were you planning on boarding some rootbound defenses? Make all your guys indestructible and give you an extra one guy over boros charm... maybe not main deck but i think it would be a good sideboard to use against the decks that have like 12 board wipes

0
Posted 06 August 2013 at 14:16

Permalink

I would rather have boros charm because it is such a versatile charm. I have won games with that extra 4 damage to a player. I agree that rootborn defenses might have a place in this deck, but I prefer boros charm over it.
Thank you for the input though!

0
Posted 06 August 2013 at 22:05

Permalink

Forgive me if someone has already suggested this, but I would add 2 ogre battledrivers to this deck somewhere. That way when your tokens enter the battlefield they have haste and +2/+0 for a turn and you can really turn up the heat every time you get a token.

1
Posted 13 August 2013 at 06:05

Permalink

I don't remember that being mentioned, but that is super OP and I love it.

0
Posted 13 August 2013 at 17:13

Permalink

Yeah. Works really well with Dragon's Egg, Molten Birth, and Young Pyromancer.

0
Posted 14 August 2013 at 06:04

Permalink

Would work really well with all the undying creatures and doomed traveler, too... *brew* *brew* *brew*

0
Posted 14 August 2013 at 12:57

Permalink

Nice deck overall, Love seeing original idea's. Looking for help with speeding up my R/W deck if anyone has a minute to check it out its called Ajani's Playground. Thanks

0
Posted 15 August 2013 at 05:13

Permalink

Has any tried this at a FNM? I love the concept but I am worried that it would be too slow for me. At our local FNM matches rarely last more then 7 turns and this deck has no RAMP and seems like it would just be getting started at around turn 7. Would like some feedback on this please.

0
Posted 16 August 2013 at 08:13

Permalink

I actually faced this deck at the last FNM he and I went to. Because it was purchased hastily, he didn't have any shocks in it yet, so there were some definite mana issues. As far as the synergy went, though, Pyromancer + Removal is crazy, and I don't think he lost a game when Path of Bravery / Assemble the Legion hit the field (except in one case it was demonstrated that Aetherling does beat Assemble the Legion).

In a nutshell, yes he took it to FNM, and while it's not perfect yet, it has serious potential as a RB shell.

0
Posted 16 August 2013 at 13:07

Permalink

I am wondering still. I guess I am just confused because our FNM is T2 format most of the time and over 50% of the matches end by turn 5 and 90% before turn 7. It just seems like relying on assemble would be a bad bet for me in my local area.

0
Posted 16 August 2013 at 14:06

Permalink

I mean, the metagame is different in every area. The only deck I know that's capable of completely ending the game by turn 4 or 5 is BTE aggro, and that's only on a nutdraw with absolutely no resistance. There are still a lot of control and combo decks out there--especially at our scene. Aristocrats (both Junk and ActII) are really big, as well as Bant Hexproof and UWR Flash. There is a lot of RG Aggro as well, but those games rarely close out before turn 5. If you're facing almost all aggro decks at your store, then I would either a.) Modify the deck to take on aggro decks primarily, b.) Devote a lot of sideboard slots to fighting aggro or c.) Run a different deck if this one just doesn't work. This deck is meant to function half aggro, half combo, and was made for our store scene to take on decks like Jund and Aristocrats, so if you're having pesky matchups against different decks than those are what you should focus on beating.

And don't knock Assemble the Legion ;) It's probably one of the most underrated cards in the entire format, and has the finishing power to absolutely demolish any deck in the format given enough time.

0
Posted 16 August 2013 at 19:40

Permalink

I didn't mean to "knock" the card itself. As I said I love the concept I am just wondering if I would get to pull off the full strategy for this specific deck. I know every local scene has a slightly different meta game, I guess what I am really wondering is how different the meta game is at the local area this deck is played and you answered that.

0
Posted 17 August 2013 at 00:31

Permalink

After stress testing I believe that this deck has a real shot. Right now, being like an Aristocrat deck, it can hold up relatively well. When Theros hits I have to believe that it will come with better utilization of the pyromancer. (Though lingering souls is definitely amazing when it generates 2 souls and an elemental.)

0
Posted 17 August 2013 at 17:42

Permalink

The deck is running 2 Sorins right now, while it's in standard.

0
Posted 17 August 2013 at 17:43

Permalink

I love this idea. The thing I'd change however is removing maw of the obzedats for ogre battledrivers, the ogres have insane synergy with the rest of this deck, boosting yp, atl, ls, and mr, and t5 you'd rather be getting Assemble out anyway, Maw is a little out of place then. After that all I can ask is how many flips do you win with molten rebirth?! I mean it potentially has great value but I feel like as a two-of its unpredictable and a bit of a weak spot in the deck, where you could have more useful things like guttersnipe, or maybe another ins/sorc that holds more value.

Oh, and idea here. If you went the full on sac route and put in some falkenrath aristocrats for more sac outlets you could mainboard mark of mutiny as a 2 or 3-of in place of say the doom blades. Then you could steal their creatures, swing in with them for damage, and then sac them off the field all while receiving yet another token.

So perhaps:
-2 doom blades
-1 path of bravery
-2 molten rebirth
-1 searing spear
+3 falkenrath aristocrat
+3 mark of mutiny

Idk how it would play but I feel like that could really wreck any kind of opponent board presence, especially if they have value creatures like jund does.

0
Posted 18 August 2013 at 05:27

Permalink

I like the idea and will do some play-testing with it.

0
Posted 18 August 2013 at 18:21

Permalink

Cool, let me know what you find. Also, mad props for being a Sean

1
Posted 18 August 2013 at 22:50

Permalink

Mark of Mutiny + sac outlet is actually crazy. I like these changes, and it gives me post-rotation ideas. I am glad that a fellow Sean could help strengthen the deck. GG!

1
Posted 20 August 2013 at 15:48

Permalink

Cheers fellow Sean! I'm glad I could help, let me know how it goes

0
Posted 22 August 2013 at 03:36

Permalink