With the growth of Standard in the competitive scene, players have been looking for innovative ways to take advantage of the format's cards, which has led to the birth and rise of Esper Bounce in recent weeks, a deck that has taken great strides to become one of the best in the competitive Metagame.
The combination of cards like Stormchaser's Talent and Fear of Isolation has created a solid archetype with several cheap plays that generate absurd amounts of value for its controller while exhausting the opponent's resources, and with it growing every week in Standard, it's worth considering that this is also a viable archetype in Pioneer.
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The Decklist
This archetype is very similar to Pauper's Boros Synthesizer, and if you like that deck, Esper Pixie is probably perfect for you. For example, I've played more Kor Skyfisher variants in Pauper than any other archetype in the format for years, so Esper Bounce is almost a playground for me, and the experience with Boros in the commons format adds a lot to the potential of piloting this archetype.
This list has a lot in common with the version used in Standard, being basically an adaptation to include Thoughtseize - essential for Pioneer's power level - and Fatal Push, which this deck has several interactions to trigger Revolt. That doesn't mean there aren't cards that deserve attention when building your list.

But none of them have proven good enough in my tests so far. Moon-Circuit Hacker is the most promising and perhaps giving up some subthemes to extract more value from it alongside cards like Floodpits Drowner is an option, but in that case, wouldn't it be better to just play Dimir Ninjas? Furthermore, while it interacts very well with our Bounce creatures and Optimistic Scavenger, it plays very poorly with Stormchaser's Talent tokens, which are usually our main win condition.
Other cards like Omen of the Sea and Reckoner Bankbuster are viable if we want attrition. In this version, I opt for a more proactive strategy in which we pressure the opponent every turn with our low-cost drops, which also made many cards with the Constellation being worth considering, but were left out because their mana value was too high.
On the other hand, Pioneer added some useful pieces beyond the disruption package: Trial of Ambition, which has never seen play in the format, is extremely useful for dealing with creatures that your other cards can't deal with, and Omen of the Dead has some very useful combos with cards that return permanents to your hand and turn them into a sort of inevitability material.
This version revolves a lot around running over your opponent with Optimistic Scavenger, which isn't exactly an ideal plan for a Fatal Push format. Consequently, two-color versions, or variants that swap Scavenger for another quality card, might be a better option.
There's a lot to explore with a Bounce deck in Pioneer, from an artifact-heavy version like Experimental Synthesizer to trying to extract more value from Planeswalkers like The Wandering Emperor or the various creatures with ETB effects in the format.
Maindeck

Our game plan.
Optimistic Scavenger is our first win condition. With so many enchantments, it grows easily and the amount of cheap removals we have tends to leave the way clear for it to attack, winning the game in a few turns.
Fear of Isolation and Nurturing Pixie are our main sources of bounce and generate a lot of value alongside cheap permanents with ETB effects. There is a “mini combo” between them where we can use one copy of each, or two copies of Fear of Isolation to trigger multiple instances of the Optimistic Scavenger every turn.
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Kaito, Bane of Nightmares is our only card with a higher mana value, but it also acts as another source of bounce for creatures while generating absurd amounts of value on its own, making it perhaps the most powerful Planeswalker released for Standard and Pioneer in 2024.

Our permanents with ETBs.
Stormchaser’s Talent operates almost like 5-8 copies of Optimistic Scavenger and in some cases can even be better than it. Using it on turn one and then returning and playing it again on turn two with Nurturing Pixie already puts tons of pressure on the board.
Hopeless Nightmare is another way to generate a powerful clock on the board while draining your opponent’s resources. . Two damage per ETB stacks easily with twelve bounce cards, and the discard effect reduces the opponent's hand to zero rapidly.
Omen of the Dead has a “combo” with permanents that return others to their owner's hand. With a copy of it, we can return Nurturing Pixie or Fear of Isolation from our graveyard to our hand, use it to return Omen of the Dead and then cast Omen again to return another copy of a creature with Bounce from the graveyard, repeating the process until we have returned all creatures with Bounce destroyed in the game, and with an Omen of the Dead in hand to repeat the process.
It may not seem like much for Pioneer, but it is easy to completely reduce the opponent's removals and make almost infinite chump block with this interaction. Not to mention that, despite having only one copy, this interaction usually makes opponents sideboard Rest in Peace or any other graveyard hate against us, often in vain.

Our removal.
Fatal Push fits perfectly because we can trigger Revolt without even sacrificing permanents. In this case, it destroys any creature with a mana value of four or less, including threats like Archfiend of the Dross and Sheoldred, the Apocalypse.
Nowhere to Run is a classic for Esper Bounce in Standard, but it doesn't have much relevance in Pioneer. It's a reusable removal and therefore deserves a slot, but I consider it flexible in the list.
Trial of Ambition usually deals with what Fatal Push doesn't. It also has good interactions with This Town Ain’t Big Enough, where we can return two smaller creatures to their owner’s hand and hit the creature we want with this enchantment.

This interaction of returning things to the hand with This Town Ain’t Big Enough - which, in essence, serves more to return our permanents to the hand and protect creatures from removal - also works with Thoughtseize, making it even a slightly better topdeck than it would be in other archetypes.

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Esper Bounce is extremely greedy with colors because we always want to play cards with colored mana costs, even if they only have a mana value one. Therefore, we focus the mana base on having as many untapped duals as possible from the first turn, but it is possible to consider some more utility lands like Hive of the Eye-Tyrant to have more reach in the game.
Sideboard

As mentioned above, one of the advantages of Bounce decks is that they can reuse any permanent, including Planeswalkers. The Wandering Emperor is the perfect card for this proposal because it does a bit of everything: it is instant removal, it grows our creatures, and also puts more bodies on the board to pressure the opponent.

Portable Hole and Sheltered by Ghosts are removals mainly for Aggro, but they can be used in other games where we have ways to protect our creatures and/or need to deal with permanents like Witch’s Oven to delay the opponent’s turns.
Trial of Ambition is our removal in games where Fatal Push doesn’t do as much, or where we need more removals.

Extra protection against removals and non-interactive games. These slots are the ones that perhaps require a little more attention and testing of cards like Dovin’s Veto, but like most of the list, it is preferable to keep the cards at one mana value to improve the number of interactions during the game.

Unlicensed Hearse is our answer against graveyards. Although Rest in Peace interacts with Optimistic Scavenger, it is common for games against Sacrifice, for example, to require using Omen of the Dead to recover our threats, so we opted for the option that does not affect our graveyard.
Sideboard Guide
Rakdos Demons
IN

OUT

Izzet Phoenix
IN

OUT

Niv-to-Light
IN

OUT

Selesnya Company
IN

OUT

Rakdos Prowess
IN

OUT

Conclusion
That's all for today!
If you have any questions, feel free to leave a comment!
Thanks for reading!
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