Does this work? Urza's Armor PREVENTS the damage, and Rite of Passage only procs when creatures are DEALT damage.
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take out orcish artillery, put in cinder pyromancers, take out prodigal pyromancers, and take out vulshok sorcerer. Speaking statistically, 90 percent of the time by the time you have the mana to put out 1 colorless and 2 red, the 1/1's won't cut it. They will get blown out of the water like that. A single volcanic hammer or 3 flame jabs would be better. Take away those put in cinder pyromancers that actually DO something, and you should do better.
With glacial chasm you lose 2 a turn, and with sulfuric vortex in it you would lose 4, but chances are you would deal much more than that a turn with cinder pyromancers in play. Freyalise's winds becomes useful and only playable when your behind and don't have a glacial out. My perfect game is glacial chasms early on, and then win in 6 turns with a shock/grapeshot/flame jab or two every turn, volcanic hammers and lava bursts help out too, but with cinder pyromancers you should do 4 a turn.
Your dead with this deck. You need creatures, or you die. Put in x4 Cinder Pyromancer's for sure, they help with getting rid of enemy creatures while your killing your opponent. Also, if you don't have creatures, then you will waste a ton of your mana and killing cards destroying their creatures, and they can usually outlast you. In my burn decks I use glacial chasm or freyalise's winds to help control. If you don't want to have creatures, slap in 4 glacial chasm's to make sure you don't die.
He means you need more than one of each. Go for 2x reckless ones, 2x goblin matrons. Throw out mostly everything else. Go for 4 raging goblins, 4 skirk marauders, 1 siege gang commander, and 4 goblin sledders, 4 goblin warchiefs. Other than that piledrivers and sharpshooters, but good luck having 100 bucks