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Win condition = Active Pyro + Morph + Regrow / Hope. You draw your deck and cast multiple Helixes for infinite damage. Counter / Deprive / Absorb / Void for counter control. Deprive renews Mine counters. Helix / Terminate / Mortify / Putrify / Void for permanent control. Helix / Absorb for extra life for Vault / City and anti 20 damage decks. Morph for mana fixing, additional draw. Vault for Pyro fetch, Land stacking if mana short or second / third spells for Pyro counters. The nature of random draw, I always have duplicates of some spell, so counters are added quickly. Pyro / Vault = 6 of 60 Cards = I draw / find it in the first 3 or 4 rounds. Regrow / Hope for specific threat spell response return. Except for Pyro / Regrow / Hope all spells are instants, so very capable of responding on an opponents turn. Pillar can cast 75% of the spells in the deck, Morph can adapt the mana for the other 25%. Pool gets any color mana from the other 12 Lands, 100% chance in starting hand. 16 Lands = 2 Lands in 7.5 cards, 3rd or 4th Land can be found with a Vault in addition to the Pyro. 2 Lands can cast cast 75% of the spells in the deck. WIth 16 Counters, 12 Destroy and 6 Return = 34 removal + duplication with Pyro. 34 Creatures, 24 artifacts, 24 enchantments, 26 walkers removal options + duplication with Pyro. Opinions? I would like to improve the deck, maybe include a red instant mass removal for creature defense, Shards maybe? so I can either hit creatures or players if I need to. I am also weak to land to land destruction, my only option is to Void it. But I rarely encounter it, and I only need 2 to 3 Lands to get the deck to work. Thanks in advance, and I appreciate the help!
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