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My experiment into making Pyromancer Ascension viable in Standard format again now that Time Warp is gone. The original Pyromancer Ascension deck used deck digging to work into an infinite turns combo using Pyromancer Ascension, Time Warp, and Call to Mind. It worked well during it's time where Blue White control decks dominated the scene. The new scene has no Time Warp and a lot more aggro to deal with, so playing a creatureless, non-control deck is even more challenging, and the infinite turns combo is impossible. Enter Silence. The card in many ways makes the deck better. I can play it in the early game and actually buy turns that I need to survive to get my combo off, and while I may not be able to take infinite turns, I can make it so that my opponent is Silenced ever turn which effectively achieves the same thing (assuming he doesn't have a commanding board presence already). This deck uses quite a bit more burn than it's predecessor, and because of that I honestly rarely have to pull off the Silence combo. Still it's important to have for both it's early game merits and it's finishing move strength. Format: Standard (Zendikar/Scars) Designer: Eric Lucero
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