what about the new Chandra from Origins?
(On Spoilers)
1RR
Whenever you cast a red spell, untap Chandra, Fire of Kaladesh.
T: Chandra, Fire of Kaladesh deals 1 damage to target player. If Chandra has dealt 3 or more damage this turn, exile her, then return her to the battlefield transformed under her owner's control.
//
Planeswalker - Chandra
+1: Chandra, Roaring Flame deals 2 damage to target player.
-2: Chandra, Roaring Flame deals 2 damage to target creature.
-7: Chandra, Roaring Flame deals 6 damage to each opponent. Each player dealt damage this way gets an emblem with "At the beginning of your upkeep, this emblem deals 3 damage to you."
Cost 3cc which could compete with Sulfuric Vortex spot (or just be used on side against...Miracles maybe?) and doesn't cause damage when hits the board, but could generate a lot of triggers if happens you chain spells and even put over 3 points of damage on stack by casting instants, triggering her triggered ability and responding your own instants with her activated ability, before becoming a planeswalker which would lead to another 2 points of damage on her +1 ability.
It kind of remember Swiftspear, I mean, on top deck mode and on the chainning spells subject, so I'm not sure about her.
I'm really liking the idea of stacking spells, triggers and activated abilities with her.
Imagine what it would be chaining spells with her on board and taping for damage against something like Counterbalance! How deep could the stack get this way? It could be interesting at least to play such game
I don't like Chandra from Origins. Too slow and doesn't do anything immediate if it even lands. Might be good in Modern, though. Maybe.
I made it second place on a Saturday six man event beating Miracles, Tin Fins, and losing to Reanimator. I made it to seventh on today's ten man event beating a home brew with Counterbalance Top and D&T, losing to Reanimator and a close match to a Storm deck that uses the grave. I can't remember if it's ANT or TES that uses Past in Flames. I used the same main in both events, but different sides.
I have to say that I generally like the extra land. There have been games where I flooded a bit, but both my opponent and myself were close to dying and I top decked everything I needed to win. I've kept one land hands and ran into another land to unlock my deck into blazing fast speeds. I think twenty one might be too much, but I definitely haven't had a problem using Fireblast and Sulfuric Vortex on time. I have been able to play around Daze and Pierce.
I would have won that Storm match up, but I didn't know Grim Tutor dealt three to the caster and I Mindbreak Trap the tutor. He knew about it from a previous Cabal Therapy and I figured he was going to make me discard it so I exiled the it in response to the tutor. I Priced in response as well and had him at three. Live and learn, but read the damn cards! Everything else I feel like I played correctly.
A bit late, but here's the list that I used to win Eternal Masters in Melbourne on the 7th. (67 players, which is Australia's largest Legacy event to date)
I went 5-1-1 in the Swiss, and won 2-1/2-1/2-0 in the quarters/semis/finals. I'm currently writing up a report for this, which should be ready in a few days. The top-8 matches I played were recorded, and should be on this twitch stream from 4:35:00, so everyone can see my brutal ****-ups.
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Eternal Masters 2015 Legacy Champion. Has an unnatural love towards perfectly reasonable respect for Lightning Bolt.
Sensei's Divining Top is an interesting addition to the deck. I will admit I'd often thought about using the card but never tried to use it. It does make sense
SDT does make sense due to your fetches but I'm curious as to how well it works out in actual play. It's not a burn spell, after all, and you're also running it as a one of.
On another note, I wish I could play and attend more Legacy events in my area, the one tournament a month my LGS has is nowhere near enough for my gameplay needs. Every time I casually walk into my store, people only ask if I have a modern deck, and nobody has a Legacy deck to play against unless it's the actual Legacy tournament. I wonder if there's a way I could find events going on or a way I can find some players that I could playtest against on a consistent basis. I would really want to take my burn deck to a large competitive event if possible. Does anyone have any good ideas besides traveling ludicrous distances to attend a SCG legacy event?
One last thing, on my list that I posted a few pages back, I said I dropped my land count from 20 to 19. I still get flooded pretty frequently (lost a game today because I topdecked enough land to hardcast a fireblast), so I feel like I should drop my land count from 19 to 18. I don't care what the statistics say because in a real game, it doesn't matter what your chance of drawing a land is, what matters is actually not drawing land when you need a burn spell. I still have games where I topdeck multiple lands in a row despite firing off a fetchland every single turn. Maybe I should switch out a land for a Countryside Crusher lol. I'm honestly still on the fence about it though, feel free to throw out pros/cons.
And I look at lands this way; I would rather need it and have it, than need it and not have it. If you're wanting consistency, non-blue decks are not decks you should be piloting. It could also be that maybe your opening seven was something you shouldn't have kept. Did you count to twenty? Did you fall into a counterspell when you shouldn't have? Were you playing the correct roll in the match up at the right time?
I can tell you right now, that I have been mana screwed with nineteen lands. Same with twenty. I have been flooded with nineteen lands, same as twenty. I have opened up with five lands in hand and two very relevant cards and kept drawing gas, and vice versa. Never in my life, though, will I ever have four Fireblast and any amount of Sulfuric Vortex in my seventy five while I am only running eighteen lands.
That's convincing enough, I say you're completely right. I usually get flooded after keeping 3 land hands tbh. A good keepable opening 7 for me is ideally 2-3 lands and almost any other combinations of cards in the deck (though I will balk at more than 2 of Fireblast and maybe Price depending on the opposing deck). I also keep one landers if I have multiple one-drop creatures and a number of 1 CMC burn spells and these cards consist of the majority of my hand (meaning only 1-2 2+cmc spells max).
I actually ran into my old High school math teacher at the grocery store earlier today and he used to tell me the same advice when it came to using parenthesis. He said it was better to have them and not need then than to need them and not have them, and looking at my past games, that's solid advice. I probably just got frustrated after poor results of one single game. At the end of the day every legacy deck has it's weaknesses and I need to be able to accept and live with those weaknesses if I'm to do well with any legacy deck. I have still won games after flooding to 5 land, and the amount I have flooded has gone down considerably since dropping to 19. Thanks for the advice and the link, much appreciated.
Edit: After looking at the list you linked, I've been to 2/3 of the stores on that list in my state (Louisiana). The issue is just that I live in the northern part of the state and all 3 stores on that list for my state are still 3+ hours from where I live.
Glad you changed your mind, but for future reference be careful when you start having these thoughts. Such things often stem from personal preference or a hunch, boosted by a small number of supporting results and confirmation bias.
I'm not suggesting blind conformity because progress only happens through quirky choices and bucking trends, but on the other hand the conventional wisdom exists for good reason.
Yeah I had to admit, it was completely a knee-jerk reaction but I wanted to run my thoughts past others who probably didn't have the same frustration running through at the time.
The reason I say statistics don't really matter so much is because even if I have a 20-30% chance of topdecking a land in a game, it will usually happen several turns in a row in actual practice. Even if my probability of drawing a card that isn't crucial is low, that probability won't matter when I actually do draw it and it will definitely cost me the game. Probably is flawed logic thinking back on it but it could happen and I should just be able to accept it. It is part of the game regardless of deck, after all.
I am trying to build Omni-tell right now (as far as I can tell I have almost all the pieces I need for that deck), but in the meantime if I were to take any legacy deck to an SCG tournament it would have to be burn. If I'm being honest I'd probably even take burn over omni-tell at this point in time since the omni-tell deck has gotten increasingly popular as of late.
And I look at lands this way; I would rather need it and have it, than need it and not have it. If you're wanting consistency, non-blue decks are not decks you should be piloting. It could also be that maybe your opening seven was something you shouldn't have kept. Did you count to twenty? Did you fall into a counterspell when you shouldn't have? Were you playing the correct roll in the match up at the right time?
I can tell you right now, that I have been mana screwed with nineteen lands. Same with twenty. I have been flooded with nineteen lands, same as twenty. I have opened up with five lands in hand and two very relevant cards and kept drawing gas, and vice versa. Never in my life, though, will I ever have four Fireblast and any amount of Sulfuric Vortex in my seventy five while I am only running eighteen lands.
Thanks for the link. As for lands 20 seemed to be the most consistent for me.
I just want to add, concerning 18 lands and screw/flood. I tried 18 lands in the past, and I found I was getting screwed quite a lot. Tried 20 and it was too much. For me 19 has been fairly ideal. I think competitively most of the high performing lists from GP run 20 lands (perhaps a bit more consistency on not getting screwed is better overall EV? dunno).
However, concerning BasedFuster and your problems with land flood. That sounds a lot more like a shuffling issue that it does a statistical issue.
I shuffle the deck a crap ton prior to starting a match (14-21 mash shuffles). What I also find helps to get a consistent randomized shuffle is using a nice brand of sleeves. It sounds odd, but sleeve quality does seem to affect things. To risk sounding like an infomercial, find that the KMC hyper give a consistent even shuffle. Some of the other brands and especially pictured sleeves tend to stick and clump a bit when they get older. If I have some ratty deck sleeved up in some old ultrapro picture sleeves, there is a significant difference in the quality of my draws, probably to do with cards sticking and not fully shuffling.
Though, I'll also note that given a small enough sample size, you can get all sorts of weird things and its still perfectly random.
It may be, I actually double sleeve my deck with KMC inners and Hyper mats (love shuffling with those sleeves btw). I usually give it at minimum 6 mash shuffles, but not usually as many as you do.
SDT does make sense due to your fetches but I'm curious as to how well it works out in actual play. It's not a burn spell, after all, and you're also running it as a one of.
Honestly, the card is pretty strong in Burn.
The main reason Burn tends to lose matches is running out of gas, and Sensei's Divining Top is very strong at keeping Burn spells on the top of your library. Also, as I am running 8 fetchlands, I could more aggressively use them to clear the top of my library, or if I need to find a particular card quickly. It is especially strong against slower decks like Miracles, where you can just play the inevitability game against them. Sensei's Divining Top is also very strong against discard, as you become less reliant on the cards in your hand to get you there.
In the actual event, I won 2 out of the 3 games I played when I cast it on Turn 1, losing to an OmniTell player who had it on Turn 2. It also helped me win an otherwise unwinnable game against my mate playing Shardless BUGw, where I managed to find a timely Price of Progress through two fetches and three spins of the top. Caused a little bit of salt, as he was on 15, and I had Lightning Bolt+Fireblast in hand, to hit him for exactsies.
Looking outside of my meta-related results, Sensei's Divining Top is not great against fast Combo or fast Aggro, but Burn itself is not that great vs fast Combo. It's slightly more suitable in a deck like the one I was using for Masters, where it's geared more towards the late game. I think one is enough in the deck, as multiples are exceptionally clunky. I'm still needing to test more games with it though, as I only had 4 days to prepare post-studies for the tournament.
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Eternal Masters 2015 Legacy Champion. Has an unnatural love towards perfectly reasonable respect for Lightning Bolt.
I used to play Magma Jet for similar reasons: not as powerful as a burn spell, but useful to sculpt the topdeck. Fetch-happy burn decks could use SDT in a similar fashion. As a late-game topdeck, it's even less dead than drawing a land as you can cast, spin, then flip for a burn spell.
I can see the appeal, and it's not as if sculpting the top is a bad thing to do in Legacy. I just can't see spending mana consistently on it. Our mana is fairly tight as it is. I don't think increasing the land count to 21-22 is the right call either, as it's just a 1-of.
3 Eidolons due to availability? If it's a design choice then it's one I disagree with. Eidolon is one of our best cards against Combo and cantrip-happy aggro-control. Also I see a curious lack of Searing Blood/Blaze, especially for a Swiftspear build where you don't want to get chump-blocked. I'd love to hear some insights into the choices made here, but lacking that I'd prefer a more traditional build.
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I'm not sure I'd run it even if it could target players though. Would you? As a related thought exercise: if you could run 8 actual Lightning Bolts, which 4 cards would you take out? Grim Lavamancer would be a clear target in my list, but Rift Bolt and Chain Lightning are clunky in their own ways too.
I was having a similar discussion on facebook about Fiery Impluse with the group for my LGS and my conclusion was if it could hit players (We had a hypothetical discussion), the card would maybe be playable in Legacy and definitely playable in Modern, since Chain Lightning isn't modern legal.
However, I'd only run such a card in Legacy as bolt #17-20 because it does depend on instant/sorcery count. What would I cut? Honestly no clue, Swiftspears would be my first cut though, but idk if it's worth. If your list runs 4 lavamancers then you could definitely cut those but my own list only runs 1 main and 1 side.
As is, that card is barely playable in standard though.
Flame Rift seems like dated tech right now, and it's pretty bad to run alongside Eidolon. Speaking of Eidolon what's the reason for only running 3?
Moving to sideboard, how well is Chaos Warp working for you? I considered running it for enchantment removal but I also thought it was too expensive plus the drawback could really screw you over if you get unlucky. You should switch out blood moon, it doesn't deal damage and plus once your opponents see that you play burn they'll fetch basics anyway to play around Price of Progress.
Flame Rift seems like dated tech right now, and it's pretty bad to run alongside Eidolon. Speaking of Eidolon what's the reason for only running 3?
Moving to sideboard, how well is Chaos Warp working for you? I considered running it for enchantment removal but I also thought it was too expensive plus the drawback could really screw you over if you get unlucky. You should switch out blood moon, it doesn't deal damage and plus once your opponents see that you play burn they'll fetch basics anyway to play around Price of Progress.
3 Eidolons due to availability? If it's a design choice then it's one I disagree with. Eidolon is one of our best cards against Combo and cantrip-happy aggro-control. Also I see a curious lack of Searing Blood/Blaze, especially for a Swiftspear build where you don't want to get chump-blocked. I'd love to hear some insights into the choices made here, but lacking that I'd prefer a more traditional build.
I try to explain why the deck is build like this... I tried to create a version that it is not totally copied from netdecks... It can have a good surprise effect on opponents that think to face the usual legacy burn.
Being an "eternal" player, I try to be competitive but keeping some old cards that give flavour to the deck.
Said that, I am still super happy to read your feedbacks and explanations about what to change and why.
Eidolon is a new entry for my deck and it is replacing Hellspark Elemental, in order to have a total of 10 creatures, then considering that I also run Sulfuric vortex and flame rift I thought it was enough for "sharing damage" cards... of course I can change, that's why I posted the deck for your opinion, so how would you change it?
I use Chaos warp exactly for the reason you were used to run it... Enchantments!
About blood moon, it is true, they can fetch for basic, if they have and that will probably affect them. Otherwise why should they run unbasic if their decks work perfectly without? If instead they play artifacts, blood moon + price of progress could be a good advantage...
I can appreciate wanting some spicy 1-ofs. Though, I'd definitely go to 4x Eidolons. I can't overstate how important they are for the combo matchups like Storm and High Tide. We cannot race these decks, so aggressively mulliganing for Eidolon is the best strategy. 3x Vortex is probably overkill given how awkward they are at 3cmc, much less in multiples, so swapping 1 for an Eidolon is provably the go.
(On Spoilers)
Cost 3cc which could compete with Sulfuric Vortex spot (or just be used on side against...Miracles maybe?) and doesn't cause damage when hits the board, but could generate a lot of triggers if happens you chain spells and even put over 3 points of damage on stack by casting instants, triggering her triggered ability and responding your own instants with her activated ability, before becoming a planeswalker which would lead to another 2 points of damage on her +1 ability.
It kind of remember Swiftspear, I mean, on top deck mode and on the chainning spells subject, so I'm not sure about her.
I'm really liking the idea of stacking spells, triggers and activated abilities with her.
Imagine what it would be chaining spells with her on board and taping for damage against something like Counterbalance! How deep could the stack get this way? It could be interesting at least to play such game
I made it second place on a Saturday six man event beating Miracles, Tin Fins, and losing to Reanimator. I made it to seventh on today's ten man event beating a home brew with Counterbalance Top and D&T, losing to Reanimator and a close match to a Storm deck that uses the grave. I can't remember if it's ANT or TES that uses Past in Flames. I used the same main in both events, but different sides.
3 Grim Lavamancer
4 Eidolon of the Great Revel
4 Lightning Bolt
4 Chain Lightning
4 Lava Spike
4 Price of Progress
3 Searing Blaze
4 Rift Bolt
2 Sulfuric Vortex
4 Fireblast
9 Mountain
Saturday
1 Surgical Extraction
3 Vexing Shusher
1 Searing Blaze
3 Smash to Smithereens
1 Flame Rift
2 Mindbreak Trap
1 Sulfuric Vortex
Sunday
1 Surigical Extraction
3 Vexing Shusher
1 Searing Blaze
3 Smash to Smithereens
2 Sudden Shock
2 Mindbreak Trap
1 Sulfuric Vortex
I have to say that I generally like the extra land. There have been games where I flooded a bit, but both my opponent and myself were close to dying and I top decked everything I needed to win. I've kept one land hands and ran into another land to unlock my deck into blazing fast speeds. I think twenty one might be too much, but I definitely haven't had a problem using Fireblast and Sulfuric Vortex on time. I have been able to play around Daze and Pierce.
I would have won that Storm match up, but I didn't know Grim Tutor dealt three to the caster and I Mindbreak Trap the tutor. He knew about it from a previous Cabal Therapy and I figured he was going to make me discard it so I exiled the it in response to the tutor. I Priced in response as well and had him at three. Live and learn, but read the damn cards! Everything else I feel like I played correctly.
10 Mountain
4 Bloodstained Mire
4 Wooded Foothills
1 Barbarian Ring
Creatures (10)
4 Goblin Guide
2 Grim Lavamancer
4 Eidolon of the Great Revel
Burn (31)
4 Lightning Bolt
4 Chain Lightning
4 Lava Spike
4 Rift Bolt
1 Sensei's Divining Top
4 Price of Progress
4 Searing Blaze
2 Sulfuric Vortex
4 Fireblast
3 Vexing Shusher
3 Smash to Smithereens
3 Relic of Progenitus
2 Pyrostatic Pillar
1 Sulfuric Vortex
1 Barbarian Ring
1 Searing Blood
1 Grim Lavamancer
The list itself is reasonably similar to Yusuke Shimuzu's list that he used to qualify for GP Kyoto, with some changes that I made to suit the Melbourne meta. (More Miracles, and less need for Red Elemental Blast.)
I went 5-1-1 in the Swiss, and won 2-1/2-1/2-0 in the quarters/semis/finals. I'm currently writing up a report for this, which should be ready in a few days. The top-8 matches I played were recorded, and should be on this twitch stream from 4:35:00, so everyone can see my brutal ****-ups.
an unnatural love towardsperfectly reasonable respect for Lightning Bolt.The Kiwi third of The Salt Mine Podcast: An Australian Legacy Podcast
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
On another note, I wish I could play and attend more Legacy events in my area, the one tournament a month my LGS has is nowhere near enough for my gameplay needs. Every time I casually walk into my store, people only ask if I have a modern deck, and nobody has a Legacy deck to play against unless it's the actual Legacy tournament. I wonder if there's a way I could find events going on or a way I can find some players that I could playtest against on a consistent basis. I would really want to take my burn deck to a large competitive event if possible. Does anyone have any good ideas besides traveling ludicrous distances to attend a SCG legacy event?
One last thing, on my list that I posted a few pages back, I said I dropped my land count from 20 to 19. I still get flooded pretty frequently (lost a game today because I topdecked enough land to hardcast a fireblast), so I feel like I should drop my land count from 19 to 18. I don't care what the statistics say because in a real game, it doesn't matter what your chance of drawing a land is, what matters is actually not drawing land when you need a burn spell. I still have games where I topdeck multiple lands in a row despite firing off a fetchland every single turn. Maybe I should switch out a land for a Countryside Crusher lol. I'm honestly still on the fence about it though, feel free to throw out pros/cons.
And I look at lands this way; I would rather need it and have it, than need it and not have it. If you're wanting consistency, non-blue decks are not decks you should be piloting. It could also be that maybe your opening seven was something you shouldn't have kept. Did you count to twenty? Did you fall into a counterspell when you shouldn't have? Were you playing the correct roll in the match up at the right time?
I can tell you right now, that I have been mana screwed with nineteen lands. Same with twenty. I have been flooded with nineteen lands, same as twenty. I have opened up with five lands in hand and two very relevant cards and kept drawing gas, and vice versa. Never in my life, though, will I ever have four Fireblast and any amount of Sulfuric Vortex in my seventy five while I am only running eighteen lands.
I actually ran into my old High school math teacher at the grocery store earlier today and he used to tell me the same advice when it came to using parenthesis. He said it was better to have them and not need then than to need them and not have them, and looking at my past games, that's solid advice. I probably just got frustrated after poor results of one single game. At the end of the day every legacy deck has it's weaknesses and I need to be able to accept and live with those weaknesses if I'm to do well with any legacy deck. I have still won games after flooding to 5 land, and the amount I have flooded has gone down considerably since dropping to 19. Thanks for the advice and the link, much appreciated.
Edit: After looking at the list you linked, I've been to 2/3 of the stores on that list in my state (Louisiana). The issue is just that I live in the northern part of the state and all 3 stores on that list for my state are still 3+ hours from where I live.
Glad you changed your mind, but for future reference be careful when you start having these thoughts. Such things often stem from personal preference or a hunch, boosted by a small number of supporting results and confirmation bias.
I'm not suggesting blind conformity because progress only happens through quirky choices and bucking trends, but on the other hand the conventional wisdom exists for good reason.
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
The reason I say statistics don't really matter so much is because even if I have a 20-30% chance of topdecking a land in a game, it will usually happen several turns in a row in actual practice. Even if my probability of drawing a card that isn't crucial is low, that probability won't matter when I actually do draw it and it will definitely cost me the game. Probably is flawed logic thinking back on it but it could happen and I should just be able to accept it. It is part of the game regardless of deck, after all.
I am trying to build Omni-tell right now (as far as I can tell I have almost all the pieces I need for that deck), but in the meantime if I were to take any legacy deck to an SCG tournament it would have to be burn. If I'm being honest I'd probably even take burn over omni-tell at this point in time since the omni-tell deck has gotten increasingly popular as of late.
Thanks for the link. As for lands 20 seemed to be the most consistent for me.
Figured I'd dredge this post up, since I spent a couple hours on it a while back. I had done the numbers for 18 land.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
However, concerning BasedFuster and your problems with land flood. That sounds a lot more like a shuffling issue that it does a statistical issue.
I shuffle the deck a crap ton prior to starting a match (14-21 mash shuffles). What I also find helps to get a consistent randomized shuffle is using a nice brand of sleeves. It sounds odd, but sleeve quality does seem to affect things. To risk sounding like an infomercial, find that the KMC hyper give a consistent even shuffle. Some of the other brands and especially pictured sleeves tend to stick and clump a bit when they get older. If I have some ratty deck sleeved up in some old ultrapro picture sleeves, there is a significant difference in the quality of my draws, probably to do with cards sticking and not fully shuffling.
Though, I'll also note that given a small enough sample size, you can get all sorts of weird things and its still perfectly random.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
The main reason Burn tends to lose matches is running out of gas, and Sensei's Divining Top is very strong at keeping Burn spells on the top of your library. Also, as I am running 8 fetchlands, I could more aggressively use them to clear the top of my library, or if I need to find a particular card quickly. It is especially strong against slower decks like Miracles, where you can just play the inevitability game against them. Sensei's Divining Top is also very strong against discard, as you become less reliant on the cards in your hand to get you there.
In the actual event, I won 2 out of the 3 games I played when I cast it on Turn 1, losing to an OmniTell player who had it on Turn 2. It also helped me win an otherwise unwinnable game against my mate playing Shardless BUGw, where I managed to find a timely Price of Progress through two fetches and three spins of the top. Caused a little bit of salt, as he was on 15, and I had Lightning Bolt+Fireblast in hand, to hit him for exactsies.
Looking outside of my meta-related results, Sensei's Divining Top is not great against fast Combo or fast Aggro, but Burn itself is not that great vs fast Combo. It's slightly more suitable in a deck like the one I was using for Masters, where it's geared more towards the late game. I think one is enough in the deck, as multiples are exceptionally clunky. I'm still needing to test more games with it though, as I only had 4 days to prepare post-studies for the tournament.
an unnatural love towardsperfectly reasonable respect for Lightning Bolt.The Kiwi third of The Salt Mine Podcast: An Australian Legacy Podcast
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
20 Mountain
// Creatures
4 Goblin Guide
4 Monastery swiftspear
3 Eidolon of the great revel
// Spells
4 Lightning Bolt
4 Fireblast
3 Sulfuric Vortex
4 Chain Lightning
4 Lava Spike
4 Rift Bolt
4 Price of Progress
2 Flame rift
2 Blood Moon
2 Chaos warp
1 Dragon's claw
3 Ensnaring Bridge
2 Red elemental blast
3 Smash to smithereens
2 Vexing Shusher
H/W - Website
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
fairie impukse
instant
is a shock but if u have 2-3 instant and or sorcery cards in the grave, it deals 3 damage. seems sweet
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Whether it's a comedy or a tragedy, if there is cheering, the story will continue on.
Just like the many lives.
For the us who are still in it and still in the journey, send warm blessings.
- We will continue to walk down this path until eternity.
I'm not sure I'd run it even if it could target players though. Would you? As a related thought exercise: if you could run 8 actual Lightning Bolts, which 4 cards would you take out? Grim Lavamancer would be a clear target in my list, but Rift Bolt and Chain Lightning are clunky in their own ways too.
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
However, I'd only run such a card in Legacy as bolt #17-20 because it does depend on instant/sorcery count. What would I cut? Honestly no clue, Swiftspears would be my first cut though, but idk if it's worth. If your list runs 4 lavamancers then you could definitely cut those but my own list only runs 1 main and 1 side.
As is, that card is barely playable in standard though.
Flame Rift seems like dated tech right now, and it's pretty bad to run alongside Eidolon. Speaking of Eidolon what's the reason for only running 3?
Moving to sideboard, how well is Chaos Warp working for you? I considered running it for enchantment removal but I also thought it was too expensive plus the drawback could really screw you over if you get unlucky. You should switch out blood moon, it doesn't deal damage and plus once your opponents see that you play burn they'll fetch basics anyway to play around Price of Progress.
I try to explain why the deck is build like this... I tried to create a version that it is not totally copied from netdecks... It can have a good surprise effect on opponents that think to face the usual legacy burn.
Being an "eternal" player, I try to be competitive but keeping some old cards that give flavour to the deck.
Said that, I am still super happy to read your feedbacks and explanations about what to change and why.
Eidolon is a new entry for my deck and it is replacing Hellspark Elemental, in order to have a total of 10 creatures, then considering that I also run Sulfuric vortex and flame rift I thought it was enough for "sharing damage" cards... of course I can change, that's why I posted the deck for your opinion, so how would you change it?
I use Chaos warp exactly for the reason you were used to run it... Enchantments!
About blood moon, it is true, they can fetch for basic, if they have and that will probably affect them. Otherwise why should they run unbasic if their decks work perfectly without? If instead they play artifacts, blood moon + price of progress could be a good advantage...
H/W - Website
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)