Description

Lil' Pizzy's Big Pioneer Adventure!

Moving away from the traditional Mardu Pyro so common in modern, I settled on this Rakdos Pyromancer build for Pioneer. The deck plays like all the other Red-Black based Pyromancer decks by pressuring your opponent's resources, forcing both players into a top deck mode while playing high value threats and finally pulling ahead with Bedlam Reveler to refill the hand. The deck doesn't draw many extra cards but that isn't a problem when [[Goblin Rabblemaster]] and [[Young Pyromancer]] generate multiple threats on their own.

Stage 1: The Setup

Considering the aim of this deck is to push the opponents deck to run out of resources as quickly as possible, the early phase of the game is usually spent casting Thoughtseize and removing your opponents key early plays. In the meantime, [[Young Pyromancer]] is a must answer threat as it threatens to swarm the board with hordes of 1/1s if left unchecked. Usually, even as it dies, we can get one token out of it. It's usually the wrong call at this point in the game to start casting other creatures, such as [[Bedlam Reveler]], [[Bonecrusher Giant]] or [[Goblin Rabblemaster]] unless the situation gets deperate.

Stage 2: The Heist

Now with both players severely out of resources and your opponent in top deck mode, it's time to turn the corner! This one of the hardest points to spot but usually happens when you find your opponent has stopped spending all of their mana and is in top deck mode. Bear in mind not to over commit but to still pressure your opponent. At this point, [[Bedlam Reveler]] comes to the rescue to draw you back into the game and the [[Bonecrusher Giant]] beatdown plan will get those last few removal spells from your opponents hand clearing the way for...

Stage 3: The Getaway

Now that your opponent is drawing dead, it's time to close the game. The beginning of this stage is usually marked by your ability to maintain threats on the board and still hold up removal. This is where the power house card of [[Goblin Rabblemaster]] comes in. Not many cards can close out a game as fast as this guy while still being resistant to removal. The turn you resolve him, he'll hit your opponent for 1, then 6 the turn after, increasing by turn every turn and making blocking thoroughly unprofitable for your opponent. On the off chance they do resolve a good threat, we have all that back up removal!