Nevelo I do agree... I just wished some of the argument is based on pure play experience and not based on what is said since 2012. Because I played the card for a good number of years and understand damage management I just find it hard to believe why burn players would dis the card. I guess I to too emotional on the subject and I just don't know when to stop. Anyway it's nice to talk about the card...
I own 4 and played it in RDW during INN-RTR standard with Hellrider. In hindsight, it probably wasn't good even in that format.
Nevelo I do agree... I just wished some of the argument is based on pure play experience and not based on what is said since 2012. Because I played the card for a good number of years and understand damage management I just find it hard to believe why burn players would dis the card. I guess I to too emotional on the subject and I just don't know when to stop. Anyway it's nice to talk about the card...
I own 4 and played it in RDW during INN-RTR standard with Hellrider. In hindsight, it probably wasn't good even in that format.
I had not tested Vexing Devil in RDW. I did tested the Devil in zoo and it was promising but zoo seemed too corky of a deck for me to enjoy. I never feel that comfortable in playing 3 colors when all 3 colors don't assist in some sort of drawing ability. If you are into zoo this might be something to check out.
@nhan
I've been having some issues with POP since the rising cost of duals but that's not the worst. The problem with pop is smart players. Sure it doesn't take a genius to figure out if your playing burn your playing pop/fireblast. But these smart players don't play their lands unless necessary and if you play a chain, rift, Guide on the first turn they are fetching for a basic land.
I got myself playing 2 POP's and sometimes I'll jump to 3 then curse the card and drop down to 2 again. I hate to go popless because it can be so explosive... on the other hand there are times I'm looking at the table and holding a card that deal's no damage. I'm not sure the is any good answer to pop.
Combo vs Control is a good point. I do play more closer to control then combo. But I know burn is not good as a pure control deck (at least the concept of control). But as for control, the idea is to force the opponent to slow their card playing ability (or punish them for playing multiple cards per turn). The advantage allows me focus my key spells on the play without relying on top draws. I do admit I'm not communicating this correctly because it's something I had leaned from over the years and I think it might require me to write a longer posted message. Maybe somebody that knows what I'm saying can explain it better than me.
I feel like Price has too much value to cut a copy out though. There are just some matchups where that card becomes a complete blowout and you end up wanting every card you draw to be a price, goyf decks being one of them. Heck, even if your opponent plays around it by using wasteland/fetching basics, I feel like they're still getting the shaft anyway, especially if they're using wasteland to play around your prices. There's also way more matchups where price is good (literally any tricolor deck in the format, lands, 12post and MUD)than matches where price is bad or at least needs to be cut when it comes to sideboarding (so far I can only think of Burn, Belcher, oops all spells, high tide and possibly Merfolk and DNT off top).
I debated running pillars instead of Mindbreak trap, but after going over the pros and cons of each, I decided I'd rather have the card that lets me interact with combo on turn 1. Both can be duressed, and I've lost to turn 1 storm one too many times to not want the turn 0 interaction.
I felt the same way about price for a long time, but the issue here is that against wasteland decks, especially RUG, Price becomes a pseudo Vexing devil/Brow beat that reads : You may destroy two lands instead of taking 4 damage. In the words of Curby "It will always manifest itself in the weakest option" This has caused me many games while racing RUG/ any decks running wastelands. This is why I've changed my Price of progress timing, and numbers, if I can sneak it through for 4 damage I'll take that, cause if I get greedy it'll end up being 2 while the enemy has 2 less lands, unless this is the first few turns, their tempo loss has never helped me win. Don't get the wrong idea I'm not dissing Price, by far it has the most damage potential in burn, and the reason why you can sit back and play control, thats why there is still three in my deck, I'm just saying if you go up against a good opponent who knows to stop dropping lands, and keep an untapped wasteland, it can really mess up your damage count. Also reanimator, totally negates price, they can play their whole combo on two lands, so they just fetch for island and swamp. Again I agree that when price is good its wonderful, but like fireblast, I'm happy if I see 1 per game, cause thats usually all I need. If I see two price against decks that are soft to it, its usually overkill, cause the rest of may hand could have cleaned up any ways. This is why I feel we can afford to cut 1.
On Pillar/mindbreak. This is totally personal, I used to feel the same as you. I just changed my mind after noticing that pillars hit many more decks than just storm, land a pillar against miracles and watch them sweat, I find its great against elves as well since it stops their combo side, and you can usually beat their agro game.
I've come to realize that there are two types of burn players, those who play control, and those who play combo. Control burn gears their card choices towards consistency, combo burn only cares about explosiveness and ending the game as quick as possible. You can see the difference of these two play styles clash in the last page and a half or when ever Soilder talks about vexing devil. I'm a control kind of guy, I wonder which side of the fence you fall on BasedFuster? I choose not to play mindbreak because I accept that I will lose to combo's god hand. I accept that burn is a bad control deck(having no interaction with storm except for mindbreak), so I don't take the control route against combo, and I'd rather just embrace the bad combo deck that burn is, and try to race them instead, where I feel like I have a better chance. Which is also where pillar shines.
I don't want to change your mind, I just want to share my reasoning with you.
Honestly, I lean towards the combo side because I feel like games get worse for me the longer they go. You're probably right in replacing a copy of POP with top and hoping top will find you one of the 2 cards you cut though.
The thing with miracles and elves though is that while Pillar probably does put in work against both decks, both matchups are at least manageable game 1. I feel like Eidolon usually is enough in both cases. I guess my need to interact with a turn 1 combo comes from just losing to turn 1 combo with 2cmc hate cards in my hand too often, and not just with burn. I used to play DNT as my main deck for a while, and while playtesting against storm I'd find myself losing turn 1 much too often, which would piss me off because in most of those turn 1 losses, I'd have Thalia or Canonist in my hand as well. Plus last time I went to a Legacy IQ I got paired up against the only belcher player in the room first round and even though I won the match I just kinda freaked out lol.
I'll definitely test a 3x blast 3x pop list with 2x top for sure though!
lots of talk about adding Sensei's Divining Top to the burn deck to help it being consistent. I've tested it and I do advocate the use of Top in burn more as a staple to bolt!
When I read a comment like the comment above - it make me think that the player shouldn't really be playing burn... (it more like comment for a blue x list).
Ideally all burns want is 2-3 lands and 7 bolt effects (because seven times three equals twenty one) - the only time burn wants something like Sensei's Divining Top is during the durdle like games (even then they would still prefer 7 bolt effects and 2-3 lands first) which is why most list with finishes running the card only has 1 max.
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lots of talk about adding Sensei's Divining Top to the burn deck to help it being consistent. I've tested it and I do advocate the use of Top in burn more as a staple to bolt!
When I read a comment like the comment above - it make me think that the player shouldn't really be playing burn... (it more like comment for a blue x list).
Ideally all burns want is 2-3 lands and 7 bolt effects (because seven times three equals twenty one) - the only time burn wants something like Sensei's Divining Top is during the durdle like games (even then they would still prefer 7 bolt effects and 2-3 lands first) which is why most list with finishes running the card only has 1 max.
I haven't tested this yet but in theory top should solve all the problems burn faces late game where it loses to its own bad topdecks. 90% of the games I lose are to my own draw step. There's just a ton of games where I will fail to draw anything relevant and lose because of this.
lots of talk about adding Sensei's Divining Top to the burn deck to help it being consistent. I've tested it and I do advocate the use of Top in burn more as a staple to bolt!
When I read a comment like the comment above - it make me think that the player shouldn't really be playing burn... (it more like comment for a blue x list).
Ideally all burns want is 2-3 lands and 7 bolt effects (because seven times three equals twenty one) - the only time burn wants something like Sensei's Divining Top is during the durdle like games (even then they would still prefer 7 bolt effects and 2-3 lands first) which is why most list with finishes running the card only has 1 max.
True but I find top helpful in the late game - it consistent when I need a burn and a bypass for drawing an unnecessary land. Like I said we spend a good deal talking about it and a good number of players (myself too) think top is worth a staple slot.
I wasn't saying that Sensei's Divining Top is a bad card (I actually rather like it) - just that it shouldn't be used to replace bolt or other bolt effects.
It mainly fights for the flex choices like land 19-20 and other interesting 2cc+ spells or creatures (I personally advocate 20 lands now that we have Exquisite Firecraft - combining that with Sulfuric Vortex tends to leave us with a fair number of 3cc spells).
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I cut 1 Grim and 3 Searing Blaze to make room. When the meta is full of Miracles and Storm, it doesn't seem quite as good to have cards geared to the creature matchup in the main. I still have Vortex since Lifegain is too problematic.
Hmmmmm... I'm trying to decide if I prefer Swiftspear to extra lands, blaze and vortex MD or not.
I wouldn't dream of cutting them in Modern but in legacy we have so many good spells.
We do need a certain creature density in our main/side so we don't just auto-lose to Leyline of Sanctity. Aside from this the biggest strength of the creatures we run is that their damage is repeatable every turn if it's not removed/blocked by a bigger dude.
I'm fairly sure we'll lose to Leyline no matter what - thankfully its not as common in legacy as it is in modern.
I've beaten Enchantress through a double T0 Leyline before at a small LGS event. I knew the guy was on enchantress, so I decided to play the event with a Stomping Ground and DRev instead of Smash. Game 3, he got double Leyline and I decided to blow up his T1 Utopia Sprawl instead of a Leyline (because I wasn't going to count on seeing 2 DRevs) and just pounded him with Eidolon and creature combat and won.
Make sure to start adding pithing needle to sideboard if you in DC metro area. Seems like COP:Red is popping up a lot. Especially since D&T is large part of meta here.
I'm fairly sure we'll lose to Leyline no matter what - thankfully its not as common in legacy as it is in modern.
Really? I've NEVER lost a match to a deck playing Leyline (to be fair it's only been 3 matches and 2 of them were Leyline combo). As it is, burn has enough creatures and non-targeted burn to where we can ignore the leyline and win anyway, especially after we side out 4 Lava Spike and a Fireblast for 2 Lavamancer and 3 Shusher. If you go in with a plan it is very much winnable.
No I haven't played the enchantress matchup yet (and I don't expect to given how rarely played the deck is) but even without leyline I'd write off the matchup as extremely unfavorable for us anyway. They really don't need Leyline to beat us lmao.
Enchantress is practically impossible without a green splash and it is not Leyline that is the problem. It's Solitary Confinement which makes them hexproof and immune to damage. I played one at a GP side event last year and managed to steal one game because they somehow bricked off after drawing 15 cards and ended up having to sacrifice Confinement. Otherwise, unless they keep badly or mulligan into oblivion and don't manage to get Confinement out on time, we basically lose.
That being said. A green splash is likely more detrimintal to the rest of our matchups than beneficial. One of the best things about playing Burn is making Wasteland useless against us.
I havnen't had to much problems with leylines, it only turns off lavaspike, everything else can be aimed at creatures still. Enchantress excluded. I'm also going with the d-rev/taiga in the side, the taiga is actully in the sideboard, I've lost games by drawing into it and getting wastelanded.
On vortex, my meta doesn't have too much combo, so vortex is a strong staple in my main. It just hoses soo many fair decks, if it lands. Its done some great work against sneak show when that was a thing, showing a vortex into play against their griselbrand is pretty awesome. I strongly suggest to keep it maindeck, unless you are in a heavy combo meta, at which point I think burn is very poorly positioned any ways.
I'm currently running 19 lands and 2 tops, my clock is a bit slower than average, but the trade off is a lot more consistency. I've discovered that I rarely use top to find lands, it turns out on my top activations I always put lands away, unless its a fetch and I need a shuffle.
Enchantress is practically impossible without a green splash and it is not Leyline that is the problem. It's Solitary Confinement which makes them hexproof and immune to damage. I played one at a GP side event last year and managed to steal one game because they somehow bricked off after drawing 15 cards and ended up having to sacrifice Confinement. Otherwise, unless they keep badly or mulligan into oblivion and don't manage to get Confinement out on time, we basically lose.
That being said. A green splash is likely more detrimintal to the rest of our matchups than beneficial. One of the best things about playing Burn is making Wasteland useless against us.
Yeah Enchantress does seem like a lost cause, but maybe SDT might actually work in our favor to help prevent us from getting taiga. nhan's suggested sideboarding taiga so we don't have a splash when we don't need it but I don't know if the consistency increase that SDT could potentially give us is worth freeing up a sideboard slot.
The only reason I'm actually seriously contemplating the splash is because the local meta is pretty diverse, but there's also been an RIP/Helm combo/control deck running around that as of now I also have to write off as unwinnable, and it's been putting up good results such as consistent top 8's. The guy playing the deck is the only person I can regularly play with and it's no fun playing burn against his deck because it's so unwinnable, so I usually end up playing Death and Taxes against him because that's the only other deck I have. I'm more than willing to test out these changes if it means my burn deck becomes playable against him again lmao
Make sure to start adding pithing needle to sideboard if you in DC metro area. Seems like COP:Red is popping up a lot. Especially since D&T is large part of meta here.
It's a sideboarded one-of (unless for some reason people in your area are deciding to board in more copies which doesn't make a lot of sense) in a deck with no library manipulation or card draw in a matchup that's otherwise even, and might even favor us after boarding. I think I'd rather just take my chances tbh. Absolute Law is worse btw.
I think the only time Mogg Fanatic would make a return to burn if it was a 2/1 creature sacked for 1 damage or a 1/1 creature sacked for 2 damage.
Jackal Pup is a card that I want to like but learned to hate. I think I had more games lost because I had a Jackal Pup in play.
I don't think I'd ever lost a game when I played "Mana Drain Target" (Ball Lightning)... And I played Type 1 and Type 1.5 at the time and he never was drained - Lucky Me... We all know he was replayed by Hellspark Elemental... I still think Hellspark Elemental is a good creature and should be consider based on budget.
I'd loved Viashino Sandstalker but I think the only time I'd played the creature was in a Type 2 build.
I have more fun playing Hammer of Bogardan in a control red/blue deck...
Shock & Incinerate - burn was so watered down in Extended of 2000...
Final Fortune was a cute card but with a deck like this the player needed 5 mana in play.
Cursed Scroll and Wastelands - Yeah I remember playing them in my type 2 burn deck... I still own the cards too... but I think back then Cursed Scroll was 25 dollars and Wastelands was 2 dollars. Today you can get Cursed Scroll for 3 dollars and wasteland for 50 dollars (gee I wished I got more wastelands)
Quote, "Good Lord, every Season a new incarnation of this thing rears its ugly head. What can I say? It still wins."
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Do you guys think Wasteland is still playable in burn? I know when I first started getting into the deck a few years ago there were some lists that ran wasteland but that seems to be less and less common now. I imagine if it is though, it wouldn't be as a 4 of.
I own 4 and played it in RDW during INN-RTR standard with Hellrider. In hindsight, it probably wasn't good even in that format.
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)
I had not tested Vexing Devil in RDW. I did tested the Devil in zoo and it was promising but zoo seemed too corky of a deck for me to enjoy. I never feel that comfortable in playing 3 colors when all 3 colors don't assist in some sort of drawing ability. If you are into zoo this might be something to check out.
@nhan
I've been having some issues with POP since the rising cost of duals but that's not the worst. The problem with pop is smart players. Sure it doesn't take a genius to figure out if your playing burn your playing pop/fireblast. But these smart players don't play their lands unless necessary and if you play a chain, rift, Guide on the first turn they are fetching for a basic land.
I got myself playing 2 POP's and sometimes I'll jump to 3 then curse the card and drop down to 2 again. I hate to go popless because it can be so explosive... on the other hand there are times I'm looking at the table and holding a card that deal's no damage. I'm not sure the is any good answer to pop.
Combo vs Control is a good point. I do play more closer to control then combo. But I know burn is not good as a pure control deck (at least the concept of control). But as for control, the idea is to force the opponent to slow their card playing ability (or punish them for playing multiple cards per turn). The advantage allows me focus my key spells on the play without relying on top draws. I do admit I'm not communicating this correctly because it's something I had leaned from over the years and I think it might require me to write a longer posted message. Maybe somebody that knows what I'm saying can explain it better than me.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
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Honestly, I lean towards the combo side because I feel like games get worse for me the longer they go. You're probably right in replacing a copy of POP with top and hoping top will find you one of the 2 cards you cut though.
The thing with miracles and elves though is that while Pillar probably does put in work against both decks, both matchups are at least manageable game 1. I feel like Eidolon usually is enough in both cases. I guess my need to interact with a turn 1 combo comes from just losing to turn 1 combo with 2cmc hate cards in my hand too often, and not just with burn. I used to play DNT as my main deck for a while, and while playtesting against storm I'd find myself losing turn 1 much too often, which would piss me off because in most of those turn 1 losses, I'd have Thalia or Canonist in my hand as well. Plus last time I went to a Legacy IQ I got paired up against the only belcher player in the room first round and even though I won the match I just kinda freaked out lol.
I'll definitely test a 3x blast 3x pop list with 2x top for sure though!
Ideally all burns want is 2-3 lands and 7 bolt effects (because seven times three equals twenty one) - the only time burn wants something like Sensei's Divining Top is during the durdle like games (even then they would still prefer 7 bolt effects and 2-3 lands first) which is why most list with finishes running the card only has 1 max.
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I haven't tested this yet but in theory top should solve all the problems burn faces late game where it loses to its own bad topdecks. 90% of the games I lose are to my own draw step. There's just a ton of games where I will fail to draw anything relevant and lose because of this.
True but I find top helpful in the late game - it consistent when I need a burn and a bypass for drawing an unnecessary land. Like I said we spend a good deal talking about it and a good number of players (myself too) think top is worth a staple slot.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
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It mainly fights for the flex choices like land 19-20 and other interesting 2cc+ spells or creatures (I personally advocate 20 lands now that we have Exquisite Firecraft - combining that with Sulfuric Vortex tends to leave us with a fair number of 3cc spells).
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4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of the Great Revel
2 Grim Lavamancer
Lands (19)
11 Mountains
4 Wooded Foothills
4 Bloodstained Mire
1 Sensei's Divining Top
4 Lightning Bolt
4 Chain Lightning
4 Lava Spike
4 Rift Bolt
4 Price of Progress
4 Fireblast
2 Sulfuric Vortex
2 Pyrostatic Pillar
4 Exquisite Firecraft
2 Smash to Smithereens
2 Tormod's Crypt
3 Searing Blaze
2 Volcanic Fallout
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)
I wouldn't dream of cutting them in Modern but in legacy we have so many good spells.
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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)
We do need a certain creature density in our main/side so we don't just auto-lose to Leyline of Sanctity. Aside from this the biggest strength of the creatures we run is that their damage is repeatable every turn if it's not removed/blocked by a bigger dude.
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I've beaten Enchantress through a double T0 Leyline before at a small LGS event. I knew the guy was on enchantress, so I decided to play the event with a Stomping Ground and DRev instead of Smash. Game 3, he got double Leyline and I decided to blow up his T1 Utopia Sprawl instead of a Leyline (because I wasn't going to count on seeing 2 DRevs) and just pounded him with Eidolon and creature combat and won.
Really? I've NEVER lost a match to a deck playing Leyline (to be fair it's only been 3 matches and 2 of them were Leyline combo). As it is, burn has enough creatures and non-targeted burn to where we can ignore the leyline and win anyway, especially after we side out 4 Lava Spike and a Fireblast for 2 Lavamancer and 3 Shusher. If you go in with a plan it is very much winnable.
No I haven't played the enchantress matchup yet (and I don't expect to given how rarely played the deck is) but even without leyline I'd write off the matchup as extremely unfavorable for us anyway. They really don't need Leyline to beat us lmao.
That being said. A green splash is likely more detrimintal to the rest of our matchups than beneficial. One of the best things about playing Burn is making Wasteland useless against us.
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)
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On vortex, my meta doesn't have too much combo, so vortex is a strong staple in my main. It just hoses soo many fair decks, if it lands. Its done some great work against sneak show when that was a thing, showing a vortex into play against their griselbrand is pretty awesome. I strongly suggest to keep it maindeck, unless you are in a heavy combo meta, at which point I think burn is very poorly positioned any ways.
I'm currently running 19 lands and 2 tops, my clock is a bit slower than average, but the trade off is a lot more consistency. I've discovered that I rarely use top to find lands, it turns out on my top activations I always put lands away, unless its a fetch and I need a shuffle.
RIP Karn EDH
Yeah Enchantress does seem like a lost cause, but maybe SDT might actually work in our favor to help prevent us from getting taiga. nhan's suggested sideboarding taiga so we don't have a splash when we don't need it but I don't know if the consistency increase that SDT could potentially give us is worth freeing up a sideboard slot.
The only reason I'm actually seriously contemplating the splash is because the local meta is pretty diverse, but there's also been an RIP/Helm combo/control deck running around that as of now I also have to write off as unwinnable, and it's been putting up good results such as consistent top 8's. The guy playing the deck is the only person I can regularly play with and it's no fun playing burn against his deck because it's so unwinnable, so I usually end up playing Death and Taxes against him because that's the only other deck I have. I'm more than willing to test out these changes if it means my burn deck becomes playable against him again lmao
It's a sideboarded one-of (unless for some reason people in your area are deciding to board in more copies which doesn't make a lot of sense) in a deck with no library manipulation or card draw in a matchup that's otherwise even, and might even favor us after boarding. I think I'd rather just take my chances tbh. Absolute Law is worse btw.
It had a small gem of a decklist hidden on one of its pages. An Extended Mono Red list from January of that year.
4 Mogg Fanatic
4 Jackal Pup
3 Viashino Sandstalker
3 Ball Lightning
Spells
4 Shock
4 Incinerate
3 Price of Progress
4 Hammer of Bogardan
4 Fireblast
1 Final Fortune
4 Cursed Scroll
Land (23)
19 Mountain
4 Wasteland
3 Spellshock
3 Anarchy
4 Pyroblast
1 Price of Progress
4 Pyrokenisis
Quote, "Good Lord, every Season a new incarnation of this thing rears its ugly head. What can I say? It still wins."
Buahahaha
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)
RIP Karn EDH
Jackal Pup is a card that I want to like but learned to hate. I think I had more games lost because I had a Jackal Pup in play.
I don't think I'd ever lost a game when I played "Mana Drain Target" (Ball Lightning)... And I played Type 1 and Type 1.5 at the time and he never was drained - Lucky Me... We all know he was replayed by Hellspark Elemental... I still think Hellspark Elemental is a good creature and should be consider based on budget.
I'd loved Viashino Sandstalker but I think the only time I'd played the creature was in a Type 2 build.
I have more fun playing Hammer of Bogardan in a control red/blue deck...
Shock & Incinerate - burn was so watered down in Extended of 2000...
Final Fortune was a cute card but with a deck like this the player needed 5 mana in play.
Cursed Scroll and Wastelands - Yeah I remember playing them in my type 2 burn deck... I still own the cards too... but I think back then Cursed Scroll was 25 dollars and Wastelands was 2 dollars. Today you can get Cursed Scroll for 3 dollars and wasteland for 50 dollars (gee I wished I got more wastelands)
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
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)
Do you guys think Wasteland is still playable in burn? I know when I first started getting into the deck a few years ago there were some lists that ran wasteland but that seems to be less and less common now. I imagine if it is though, it wouldn't be as a 4 of.
-makes Price of Progress weaker
-harder to cast Fireblast
-almost can't be used as a mana source
"Are you serious?" Chandra replied.