It's good in nongreen decks, decks that benefit from sacs, and as part of a Sun Titan package. That's about all I have.
As for artifacts versus lands, it all depends on your meta, I guess. Artifacts do seem to get blown up more, but there are exceptions.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
I run this card a lot and while all the negative things people have said about it in this thread are true, it's still been an allstar for me. Going up two basic lands is just huge and the hart is certainly worth the risk in the early turns of the game.
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You would never guess, at the terrifying sight of the man, that Hunding was as charming a companion as one could wish for.
Medallions are in an odd spot. The question to ask yourself is, how many spells are you typically going to cast per turn? And how much of your deck 1) is white and 2) has generic mana costs (either costing, say 1W, or having something like kicker 2 or flashback 3W)? (This is one big reason the other medallions are more popular: All the other colors have storm wincons. White does have the pseudostorm wincon that is Shrine of Loyal Legions, though.) And of course you can't use medallions for activated abilities (well, unless you count Heartstone).
Basically, if you're only going to cast one white spell (with an actual generic mana cost) per turn, Pearl Medallion becomes a worse Mind Stone. Still arguably playable in monowhite (albeit probably not in something like Voltron), but after Mind Stone, Marble Diamond, Marble Diamond 2, Darksteel Ingot, Everflowing Chalice, and probably even Tooth of Ramos.
But if you're playing lots of white spells (with generic mana costs) on one turn, it's arguably the best mana rock in the game.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
There's a place in hell for people that remove Burnished Hart on the End Step preceding your Untap phase. I'm not sure there's anything in EDH that makes me as salty as that. I'm playing a Burnished Hart FFS! How big of a threat do you take me for.
Huh, I find all the hate puzzling considering I see Burnished Hart run all the time, even in some spiky decks. It's an artifact, so Esper artifacts uses it. It's a creature, so graveyard-recurring decks use it. It's two power, so Alesha gets mileage off it considering Mardu colors aren't exactly swimming in ways to ramp. Good utility card like Solemn Simulacrum, fits almost anywhere.
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Non-green decks use it ubiquitously. Decks that can cheap the cost out (making the CMC cheaper or free eg. Marchesa and Meren, among others) make it easily abuseable. I like playing cards out of the graveyard, so that the initial CMC doesn't factor in as much.
A friend of mine plays Marchesa and has this as a mainstay or 'safe bet' when ramping early game.
I feel like because of its clunky cost, you need to be able to capitalize on both it's artifact and land-searching properties to be making the best use out of it.
I run it in my Mono-Red decks because that deck recycles artifacts and has Valakut, so it'll be harder to find a time when Burnished Hart is just durdling as an "inferior" artifact-ramp choice. There's a lot more motivation to pay 3 when it deals damage on top of ramping and more incentive to play it when it's useful both ways in later-game (as either burn or fuel to bring back stronger artifacts).
Likewise, I don't run it in my Alesha deck because that deck is tight on the mana curve that I can't afford the luxury of 3, even if it does net more lands, because that deck in particular wants to maximize its mana for "now" rather than for "later", so by the time I reach the point I can afford the extra mana, I probably didn't need more ramp anyway, which makes the Hart pretty much just a 2/2 in the deck.
I feel like because of its clunky cost, you need to be able to capitalize on both it's artifact and land-searching properties to be making the best use out of it.
I run it in my Mono-Red decks because that deck recycles artifacts and has Valakut, so it'll be harder to find a time when Burnished Hart is just durdling as an "inferior" artifact-ramp choice. There's a lot more motivation to pay 3 when it deals damage on top of ramping and more incentive to play it when it's useful both ways in later-game (as either burn or fuel to bring back stronger artifacts).
Likewise, I don't run it in my Alesha deck because that deck is tight on the mana curve that I can't afford the luxury of 3, even if it does net more lands, because that deck in particular wants to maximize its mana for "now" rather than for "later", so by the time I reach the point I can afford the extra mana, I probably didn't need more ramp anyway, which makes the Hart pretty much just a 2/2 in the deck.
Well put, I was going to say "Play it with Feldon" but then I realized his activation cost and saw it was moot lol. I do run it with the Welder in my Feldon build, for the above mentioned synergy.
I'm running it in Maren of Clan Nel Toth and and it does work, but the mana investment is back breakingly high. I would not put in a deck without having a good reason, such as reliable recursion or heavy support for activated abilities (eg: Illusionist's Bracers and Training Grounds). On a scale of auto-include to unplayable garbage I would rate it as deck specific role player. The printing of Trophy Mage bumps up its value for blue decks.
Huh, I find all the hate puzzling considering I see Burnished Hart run all the time, even in some spiky decks. It's an artifact, so Esper artifacts uses it. It's a creature, so graveyard-recurring decks use it. It's two power, so Alesha gets mileage off it considering Mardu colors aren't exactly swimming in ways to ramp. Good utility card like Solemn Simulacrum, fits almost anywhere.
You forgot it sacs itself, so Aristocrats uses it, and it costs 3, so it fits in a Sun Titan package nicely. Oh, and Glissa and Breya on that whole artifact thing. The only places I can think of where it doesn't fit are (obviously) Hermit Druid and possibly a green ramp deck which has so many variants on two-for-one ramp that this gets lost in the cracks.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
This is the kind of card whose value depends entirely on the metagame you play in. If you play in a more competitive metagame decks will have a curve of mostly 1-4 cmc and Burning Hart taking up two whole turns in the early game making it a useless card (or losing you the game in the meantime). In a slower meta where everybody is ramping to 6/7 cmc threats it's a card that helps non-green decks catch up, although I still find it weak.
The only places I can think of where it doesn't fit are (obviously) Hermit Druid and possibly a green ramp deck which has so many variants on two-for-one ramp that this gets lost in the cracks.
On the contrary, I think it offers few reasons to be played anywhere (even in slow metagames). 6 mana for a 2 for 1 is a really bad deal; in pretty much every combination outside of mono white you have an abundance of 2 for 1's that are cheaper/better than this (and in mono white you have the best land ramp after green so you're not that desperate for this). Even in decks where it has synergies (Meren/Alesha for example) there are much better cards that you could be recurring. In Meren you'd be much better off returning Wood Elves or Yavimaya Elder, in Alesha there's no reason to recur Burning Hart over Knight of the White Orchid/Kor Cartographer or any of the tutor creatures (Recruiter of the Guard, etc.).
Any non-green deck should run it... well almost! This card is awesome in mono red/blue/white... not black tho, i think it's better to run things like card draw in mono black (night whispers and the like). I tried him in every deck that don't run green and it's pretty good overall. Very effective in multiplayer but never run him 1vs1. Easy to recur him in a red or white shell. Depends on your playgroup but if they run a lot of mass removal you might want him over a mana rock.
I used to be really big on this card but I'm kind of surprised to see the number of people who don't like it and yet, also kind of not surprised. I can't tell you the number of times I've kept a 3-land hand thinking I'll surely draw another land or two in the first 3 turns, only to not, and then have by Hart get killed and be stuck on 3 and unable to do anything the entire game. (Because MTGO's notoriously bad shuffler). I think in most cases where I'm running decks that can easily return Hart I have moved to just playing Pilgrim's Eye instead. Sure, it grabs fewer lands per ETB but it costs less mana overall to get those lands I've found the reliability far outweighs the pay-off of more lands in most cases. Plus, a Flyer is nice to have around if you can buff it. And really, in most of my decks recurring Eye/Hart in the late game is more like a simple thing that just happens as a matter of course and the extra lands don't matter at that point.
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I will say that it has always been a questionable card in my mono black deck. It is the least powerful creature to reanimate. It either costs you 6 in one shot or kind of eats two turns. Mmm get double time walked on... Vomit.
However, it isn't that bad either. Mono Black loves its swamps, and getting two more into play is great. Where I play, games tend to end on turns 8+ rather than 4-7 from combo like in some other groups. It isn't a terrible early play. It has a 2/2 body which acts as block fodder for my turn four play of Liliana of the Dark Realms, and then the two swamps it finds help push her ultimate by eight additional black mana I can produce. Side note: I have gotten Liliana's ultimate almost every game I have cast her. It isn't as difficult to get to as people think. Her +1 for a swamp isn't frightening anybody aaaand oops, ultimate!
I look at Burnished Hart in much the same way I see Myriad landscape: It is something nice to do with your mana at the end of a turn in which you otherwise didn't have something better to do.
There are games where I have a strong position and am leaving mana up for Withered Wretch and/or other utility effects in the mid game. If nobody forces me to use those effects, they are a decent mana sink for the turn and accelerate my resource production.
It has been a decent casual card. That's about it.
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"Whatever style you wish to play, be it fast and frenzied or slow and tactical, the surest way to defeat your opponent consistently is by dominating him or her in the war of card advantage." - Brian Wiseman, April 1996
I also run Burnished Hart in my Mono-Black Control list. It is OK by itself, but gets even better if you copy it or reanimateit. Black has few enough ways to get extra swamps into play, but a large payoff for doing so.
Run with Red and you can use mana from Braid of Fire to pay the ability during your upkeep.
In green, it lets you use all that extra Seedborn Muse mana.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
As for artifacts versus lands, it all depends on your meta, I guess. Artifacts do seem to get blown up more, but there are exceptions.
On phasing:
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Basically, if you're only going to cast one white spell (with an actual generic mana cost) per turn, Pearl Medallion becomes a worse Mind Stone. Still arguably playable in monowhite (albeit probably not in something like Voltron), but after Mind Stone, Marble Diamond, Marble Diamond 2, Darksteel Ingot, Everflowing Chalice, and probably even Tooth of Ramos.
But if you're playing lots of white spells (with generic mana costs) on one turn, it's arguably the best mana rock in the game.
On phasing:
A friend of mine plays Marchesa and has this as a mainstay or 'safe bet' when ramping early game.
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar
I run it in my Mono-Red decks because that deck recycles artifacts and has Valakut, so it'll be harder to find a time when Burnished Hart is just durdling as an "inferior" artifact-ramp choice. There's a lot more motivation to pay 3 when it deals damage on top of ramping and more incentive to play it when it's useful both ways in later-game (as either burn or fuel to bring back stronger artifacts).
Likewise, I don't run it in my Alesha deck because that deck is tight on the mana curve that I can't afford the luxury of 3, even if it does net more lands, because that deck in particular wants to maximize its mana for "now" rather than for "later", so by the time I reach the point I can afford the extra mana, I probably didn't need more ramp anyway, which makes the Hart pretty much just a 2/2 in the deck.
Well put, I was going to say "Play it with Feldon" but then I realized his activation cost and saw it was moot lol. I do run it with the Welder in my Feldon build, for the above mentioned synergy.
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar
9 mana explosive vegetation?
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You forgot it sacs itself, so Aristocrats uses it, and it costs 3, so it fits in a Sun Titan package nicely. Oh, and Glissa and Breya on that whole artifact thing. The only places I can think of where it doesn't fit are (obviously) Hermit Druid and possibly a green ramp deck which has so many variants on two-for-one ramp that this gets lost in the cracks.
On phasing:
On the contrary, I think it offers few reasons to be played anywhere (even in slow metagames). 6 mana for a 2 for 1 is a really bad deal; in pretty much every combination outside of mono white you have an abundance of 2 for 1's that are cheaper/better than this (and in mono white you have the best land ramp after green so you're not that desperate for this). Even in decks where it has synergies (Meren/Alesha for example) there are much better cards that you could be recurring. In Meren you'd be much better off returning Wood Elves or Yavimaya Elder, in Alesha there's no reason to recur Burning Hart over Knight of the White Orchid/Kor Cartographer or any of the tutor creatures (Recruiter of the Guard, etc.).
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However, it isn't that bad either. Mono Black loves its swamps, and getting two more into play is great. Where I play, games tend to end on turns 8+ rather than 4-7 from combo like in some other groups. It isn't a terrible early play. It has a 2/2 body which acts as block fodder for my turn four play of Liliana of the Dark Realms, and then the two swamps it finds help push her ultimate by eight additional black mana I can produce. Side note: I have gotten Liliana's ultimate almost every game I have cast her. It isn't as difficult to get to as people think. Her +1 for a swamp isn't frightening anybody aaaand oops, ultimate!
I look at Burnished Hart in much the same way I see Myriad landscape: It is something nice to do with your mana at the end of a turn in which you otherwise didn't have something better to do.
There are games where I have a strong position and am leaving mana up for Withered Wretch and/or other utility effects in the mid game. If nobody forces me to use those effects, they are a decent mana sink for the turn and accelerate my resource production.
It has been a decent casual card. That's about it.
In green, it lets you use all that extra Seedborn Muse mana.
On phasing: