Vexing shusher should be played as long as counterbalance is relevant in this format. I also am a big fan of sulferic vortex because you can basically hit your opponent for infinite later in the game to get the win. Also, countering the effects of something like pulse of the fields helps as well.
I think the deck can use 2-3 Jotun Grunt. The card is 4/4 for 2 mana and has a built-in disruption for Goyf, Dredge, Loam and other GY dependant decks.
Lightning Helix and Sulfuric Vortex don't work well together. I would cut the Vortex's and bring in the Pillars from the side. This gives you a game one plan against combo, and also hurts the decks running blue cantrips and the like. With the life gain you're running, it should give you an edge against Zoo and other aggro. If doing this, Harm's Way becomes a better 1 drop than Mogg Fanatic in here, so I'd make that switch. Also, 2 Jotun Grunts sounds like a good idea. -2 Browbeat
Lightning Helix and Sulfuric Vortex don't work well together. I would cut the Vortex's and bring in the Pillars from the side. This gives you a game one plan against combo, and also hurts the decks running blue cantrips and the like. With the life gain you're running, it should give you an edge against Zoo and other aggro. If doing this, Harm's Way becomes a better 1 drop than Mogg Fanatic in here, so I'd make that switch. Also, 2 Jotun Grunts sounds like a good idea. -2 Browbeat
Both sulfuric vortex and lightning helix are fine together really. I hardly have any issues since vortex in general compliments burn nicely. That said, I usually cast sulfuric vortex later in games anyway. Also, sulfuric vortex provides virtual card advantage later on because you don't have to cast anything and it burns your opponent.
As for Pyrostatic pillar, it's better utilized as a sideboard card in my opinion. Pillar just isn't as directive enough to be a worthy maindeck. You play a burn deck, your suppose to have a ton of direct burn spells at your disposal.
Also, I don't think you can compare Harm's Way to Mogg Fanatic or vice versa because they are both totally different cards. However, I'd rather run Mogg Fanatic since it puts on some early pressure and besides white is more or less an off color in this build.
As for running Jotun Grunts, I think it would be better to take out barbarian rings if you decide to run them. Jotun Grunt does seem like it has it's benefits in this build but I'd rather run more burn spells that actually provide reach when need be.
Fanatic > Harm's Way. It continually provides pressure, forces weenies to play around him, and most importantly, Harm's Way has nothing on Bridge From Below
[/deck]But don´t know if it´s worth splashing white just for this 8 cards...
I personally don't think so. I always assume the only creatures Burn decks run are cards like Keldon Marauders and Mogg Fanatic to essentially invalidate the opponent's removal spells.
Helix is nice, but I don't think I'd splash white just for it. Wouldn't a green splash be better for Krosan Grip?
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Current Decks
Legacy: :symu::symb: Reanimator + :symu::symr::xmana: Sneak and Show + :symb::symr::symg: Punishing Jund Modern: :symu::symb::symr: Reanimator + :symr::symg: Tron + :symu::symr: Twin
4 Rift Bolt
4 Lightning Bolt
4 Lava Spike
2cc
4 Flame Rift
4 Hellspark Elemental
4 Skullscorch
4 Incinerate
4 Lightning Helix
4 Flamebreak
6cc
4 Fireblast
Land
4 Plateau
3 Sacred Foundry
4 Wooded Foothills
2 Barbarian Ring
7 Mountain
4 Disenchant
4 Path To Exile
4 Sulfuric Vortex
3 Ensnaring Bridge
I would like to get some input on this deck. What would be good to add and remove, my mana base can support white cards.
Thank you, Seraph
Yeah you definitely have the right idea. Although, I think running Price of progress can do some good. Maybe something like this:
7 Mountain
4 Plateau
3 Wooded Foothills
4 Bloodstained Mire
2 Barbarian Ring
Creatures
4 Mogg Fanatic
4 Keldon Marauders
4 Lightning Helix
4 Sulfuric Vortex
4 Browbeat
4 Path to Exile
4 Chain Lightning
4 Price of Progress
4 Fireblast
4 Lightning Bolt
4 Vexing Shusher
4 Disenchant
3 Volcanic Fallout
4 Pyrostatic Pillar
Vexing shusher should be played as long as counterbalance is relevant in this format. I also am a big fan of sulferic vortex because you can basically hit your opponent for infinite later in the game to get the win. Also, countering the effects of something like pulse of the fields helps as well.
:symw::symw:Death and Taxes:symw::symw:
Also, Zendikar is coming up with a WR fetchland...
Thanks for spiderboy4 of High~Light_Studios for the kick ass avatar.
Thanks for DarkNightCavalier of HotPS for the exceptional signature.
Both sulfuric vortex and lightning helix are fine together really. I hardly have any issues since vortex in general compliments burn nicely. That said, I usually cast sulfuric vortex later in games anyway. Also, sulfuric vortex provides virtual card advantage later on because you don't have to cast anything and it burns your opponent.
As for Pyrostatic pillar, it's better utilized as a sideboard card in my opinion. Pillar just isn't as directive enough to be a worthy maindeck. You play a burn deck, your suppose to have a ton of direct burn spells at your disposal.
Also, I don't think you can compare Harm's Way to Mogg Fanatic or vice versa because they are both totally different cards. However, I'd rather run Mogg Fanatic since it puts on some early pressure and besides white is more or less an off color in this build.
As for running Jotun Grunts, I think it would be better to take out barbarian rings if you decide to run them. Jotun Grunt does seem like it has it's benefits in this build but I'd rather run more burn spells that actually provide reach when need be.
I personally don't think so. I always assume the only creatures Burn decks run are cards like Keldon Marauders and Mogg Fanatic to essentially invalidate the opponent's removal spells.
Helix is nice, but I don't think I'd splash white just for it. Wouldn't a green splash be better for Krosan Grip?
Modern: :symu::symb::symr: Reanimator + :symr::symg: Tron + :symu::symr: Twin