I have another fetch I can run to fuel Searing Blaze and Grim Lavamancer however 12 is probably enough, right? Also would you run a single searing blaze and 2 grim or 3 grim?
EDIT: I'm also thinking about having the 2 Vortex on the side and having 3 Searing Blaze main to keep up with the tempo and any small creatures I encounter. It will be better on the curve and then if I face lifegain I can have that as my source from the side. Is there a big super reason why I should have it main instead of in the side or do you think side will be an ok option?
I have another fetch I can run to fuel Searing Blaze and Grim Lavamancer however 12 is probably enough, right? Also would you run a single searing blaze and 2 grim or 3 grim?
I think 12 is more than enough of fetchlands. Usually 8 is a good number too. If you think you need more fetchlands to fuel Searing Blaze than you might need to pop your fetchlands slower.
Other stuff. Grim Lavamancer is good but I tend to think the Searing cards (Blaze and Blood) seemed to work better, at a point that we don't need to play or have room to play Grim. I do think at least 3 Searing Cards (Blaze or Blood) should be included to any burn design. I do think both cards are good and it might also be a good idea to play a mixture of both (just in case the opponent does something to take one out).
Price of Progress is one of those awesome must have spells that seem too awesome for us not to play but it can be a dead card. I do want to say that 4 is too many! You just don't want to start the opening hand with 2 price of progress and then find out that the opponent is purposely holding back on their duals because they are expecting POP from you. The best numbers of POP is 2 to 3. Usually if your playing 2 one can be placed in the sideboard.
1 Sensei's Divining Top - All you need is one (awesome card)... some players do play 2 Divining Tops so they can beef-up Swiftspear in late game play.
I have another fetch I can run to fuel Searing Blaze and Grim Lavamancer however 12 is probably enough, right? Also would you run a single searing blaze and 2 grim or 3 grim?
I think 12 is more than enough of fetchlands. Usually 8 is a good number too. If you think you need more fetchlands to fuel Searing Blaze than you might need to pop your fetchlands slower.
Other stuff. Grim Lavamancer is good but I tend to think the Searing cards (Blaze and Blood) seemed to work better, at a point that we don't need to play or have room to play Grim. I do think at least 3 Searing Cards (Blaze or Blood) should be included to any burn design. I do think both cards are good and it might also be a good idea to play a mixture of both (just in case the opponent does something to take one out).
Price of Progress is one of those awesome must have spells that seem too awesome for us not to play but it can be a dead card. I do want to say that 4 is too many! You just don't want to start the opening hand with 2 price of progress and then find out that the opponent is purposely holding back on their duals because they are expecting POP from you. The best numbers of POP is 2 to 3. Usually if your playing 2 one can be placed in the sideboard.
1 Sensei's Divining Top - All you need is one (awesome card)... some players do play 2 Divining Tops so they can beef-up Swiftspear in late game play.
I would honestly cut a fireblast over a price of progress. Fireblast is the worst card to have multiples of in your hand IMO. They're dead until late game and unless you're flooded out the wazoo you usually can't cast more than 2. That said, I've cut both a Fireblast and POP (per your suggestions) for 2 tops, simply because I want a better chance of drawing one. I like that card too much to simply never see it during gameplay.
I have another fetch I can run to fuel Searing Blaze and Grim Lavamancer however 12 is probably enough, right? Also would you run a single searing blaze and 2 grim or 3 grim?
I think 12 is more than enough of fetchlands. Usually 8 is a good number too. If you think you need more fetchlands to fuel Searing Blaze than you might need to pop your fetchlands slower.
Other stuff. Grim Lavamancer is good but I tend to think the Searing cards (Blaze and Blood) seemed to work better, at a point that we don't need to play or have room to play Grim. I do think at least 3 Searing Cards (Blaze or Blood) should be included to any burn design. I do think both cards are good and it might also be a good idea to play a mixture of both (just in case the opponent does something to take one out).
Price of Progress is one of those awesome must have spells that seem too awesome for us not to play but it can be a dead card. I do want to say that 4 is too many! You just don't want to start the opening hand with 2 price of progress and then find out that the opponent is purposely holding back on their duals because they are expecting POP from you. The best numbers of POP is 2 to 3. Usually if your playing 2 one can be placed in the sideboard.
1 Sensei's Divining Top - All you need is one (awesome card)... some players do play 2 Divining Tops so they can beef-up Swiftspear in late game play.
I would honestly cut a fireblast over a price of progress. Fireblast is the worst card to have multiples of in your hand IMO. They're dead until late game and unless you're flooded out the wazoo you usually can't cast more than 2. That said, I've cut both a Fireblast and POP (per your suggestions) for 2 tops, simply because I want a better chance of drawing one. I like that card too much to simply never see it during gameplay.
LOL That's interesting. Originally we cut Fireblast to 3 because the deck was so slow and it didnt matter a hill of beans if you start with a fireblast in the opening hand or not. Later the deck moved so fast that we sort of need a fireblast in the opening hand. Today I cannot see myself cutting down to 3 fireblasts (though it would make more sense to cut a fireblast for a divining top). I'll look into cutting a fireblast... you might be correct
PS... Top is so awesome that I think 2 is a better number. I love digging for 3 cards finding a fireblast and popping the top for the win I do worry since there was so much talk years ago about banning top in Legacy if adding top to burn is the straw that breaks the camels back.
I've had so many games where I've drawn 3+ fireblast, either in my opening hand or through natural draw steps that I've felt like cutting one because I'll never use it before turn 3 anyway. There are also some situations where I really hate topdecking the card. It's a great finisher but also really bad to draw in multiples like Grim Lavamancer is. I'm actually considering cutting a second Fireblast instead of the fourth Price because I never want to draw more than 2 per game.
I wouldn't be worried about top getting ban hammered for a while though. It's brand new tech, and looking at a lot of recent SCG lists not a lot of people are adopting it right now. Heck, a lot of my friends at the store think it's a bad card to put in the deck.
I've had so many games where I've drawn 3+ fireblast, either in my opening hand or through natural draw steps that I've felt like cutting one because I'll never use it before turn 3 anyway. There are also some situations where I really hate topdecking the card. It's a great finisher but also really bad to draw in multiples like Grim Lavamancer is. I'm actually considering cutting a second Fireblast instead of the fourth Price because I never want to draw more than 2 per game.
I had not been lucky with POP... Sometimes I've consider taking POP out of my deck... then there are games that I can deal 8 damage! (which makes me feel happy for having POP). Fireblast multiples never seemed as bad to me as multiples of Rift Bolt. My issue with Rift Bolt is timing, I'm either playing Rift Bolt on turn 1 (no GG in hand) or turn 4... and turn 4 sort of sucks for me. (Turn 3 I'm looking to attack with eidolon and use a searling/bolt to killer a blocker).
I wouldn't be worried about top getting ban hammered for a while though. It's brand new tech, and looking at a lot of recent SCG lists not a lot of people are adopting it right now. Heck, a lot of my friends at the store think it's a bad card to put in the deck.
haha (sorry) but this is how I feel when I talk about Vexing Devil... Anyway I do not to get into VD, but I do want to point out the similarities... I do think Sensei's Divining Top should pick-up by summer.
Although, I'm wondering what a goblin guideless burn deck would look like. I got a gut feeling that GG would be reprinted as a mystic and it won't reduce the second market cost of the card.
Do you guys ever notice that 4 Fireblasts are too many for the deck? I'm leaning towards 3. What do you guys think?
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Legacy: Burn (18-6-1 over multiple events)
Eldrazi and Taxes (under construction)
Modern: Eldrazi Tron (All sanctioned events; Record: 38-9-2 over ~12 Wed/Fri Night Modern events: 78% match win rate; last updated 9.13.17)
Jeskai Harbinger
Naya Burn (20-6-2 over multiple 1K and FNM events; retired)
Building: Esper control and a mill deck for fun and some variety.
I've had so many games where I've drawn 3+ fireblast, either in my opening hand or through natural draw steps that I've felt like cutting one because I'll never use it before turn 3 anyway. There are also some situations where I really hate topdecking the card. It's a great finisher but also really bad to draw in multiples like Grim Lavamancer is. I'm actually considering cutting a second Fireblast instead of the fourth Price because I never want to draw more than 2 per game.
I had not been lucky with POP... Sometimes I've consider taking POP out of my deck... then there are games that I can deal 8 damage! (which makes me feel happy for having POP). Fireblast multiples never seemed as bad to me as multiples of Rift Bolt. My issue with Rift Bolt is timing, I'm either playing Rift Bolt on turn 1 (no GG in hand) or turn 4... and turn 4 sort of sucks for me. (Turn 3 I'm looking to attack with eidolon and use a searling/bolt to killer a blocker).
I wouldn't be worried about top getting ban hammered for a while though. It's brand new tech, and looking at a lot of recent SCG lists not a lot of people are adopting it right now. Heck, a lot of my friends at the store think it's a bad card to put in the deck.
haha (sorry) but this is how I feel when I talk about Vexing Devil... Anyway I do not to get into VD, but I do want to point out the similarities... I do think Sensei's Divining Top should pick-up by summer.
Although, I'm wondering what a goblin guideless burn deck would look like. I got a gut feeling that GG would be reprinted as a mystic and it won't reduce the second market cost of the card.
Yeah, there's games where the card single-handedly can win the game for you, some games where it's straight up dead, and some where the opponent is forced to play around it. Personally though, I feel like the vast majority of matchups fall into the first and third categories. Forcing your opponent to play around price might also not be as bad as you think as well, since they can potentially lose out on some mana consistency by fetching basics or by wasting their nonbasics. If you're more worried about players who are wasting their nonbasics to dodge price you could probably splash a taiga and punish your opponent for using their wasteland on your land instead of their own (tempt them with wasteland fodder why don't we lol), but this seems rather narrow.
Other cards I was thinking of cutting besides a 4th price for the second top would be either a 2nd Fireblast, a Searing Blaze, or a Rift Bolt. I'm dubious on rift bolt because while it is slow it does let us play around certain cards like Chalice, Spell Pierce, Daze, etc.
Also I doubt guide will be reprinted at mythic, that wouldn't make sense flavor wise. I honestly doubt it would get a reprint in Eternal masters mostly because that could potentially mess up draft balancing.
When do you guys like adding Exquisite Firecraft from the sideboard, and what is good to take out for it?
Thanks!
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Legacy: Burn (18-6-1 over multiple events)
Eldrazi and Taxes (under construction)
Modern: Eldrazi Tron (All sanctioned events; Record: 38-9-2 over ~12 Wed/Fri Night Modern events: 78% match win rate; last updated 9.13.17)
Jeskai Harbinger
Naya Burn (20-6-2 over multiple 1K and FNM events; retired)
Building: Esper control and a mill deck for fun and some variety.
When do you guys like adding Exquisite Firecraft from the sideboard, and what is good to take out for it?
Thanks!
I'm not really sold on exquisite firecraft because the card cost 3 mana. And since burn is 20 lands or less, there is almost no guarantee that we would see a 3rd land on turn 3. I think Sulfuric Vortex is a risky card because of it's 3cc (I'm only playing 2 in the sideboard). I do think if your going to play firecraft then 99% of the time you should be playing red elemental blast & pyroblast (and if you are siding in those cards than you shouldn't be rushing your deck... that means keep a land open so you can use the card.)
Quote from from= "BasedFuster" »
Yeah, there's games where the card single-handedly can win the game for you, some games where it's straight up dead, and some where the opponent is forced to play around it. Personally though, I feel like the vast majority of matchups fall into the first and third categories. Forcing your opponent to play around price might also not be as bad as you think as well, since they can potentially lose out on some mana consistency by fetching basics or by wasting their nonbasics. If you're more worried about players who are wasting their nonbasics to dodge price you could probably splash a taiga and punish your opponent for using their wasteland on your land instead of their own (tempt them with wasteland fodder why don't we lol), but this seems rather narrow.
I know it's lame but I try to keep my burn deck mono red. Everytime I splash in green I feel like I need something else.
I do think POP is a worthy card in the right metagame (usually in a high profiled tournament), but I also think POP is the worst card in a budgeted metagame or at a tournament where 90% of the players are playing elves, merfolk or mono-black re-animator. Basically, limiting the need of duals. Maybe this is my luck. I do think in these budgeted metagames, removing POP for more searing cards makes sense.
Other cards I was thinking of cutting besides a 4th price for the second top would be either a 2nd Fireblast, a Searing Blaze, or a Rift Bolt. I'm dubious on rift bolt because while it is slow it does let us play around certain cards like Chalice, Spell Pierce, Daze, etc.
True, and it does make it a hard cut but limiting the numbers do make sense. Thought right now I took out a fireblast added a second top and testing my deck
Also I doubt guide will be reprinted at mythic, that wouldn't make sense flavor wise. I honestly doubt it would get a reprint in Eternal masters mostly because that could potentially mess up draft balancing.
I know wizards love there drafting but 10 dollars per pack is freaking expensive to play draft. I'm not sure if there is a flavor for mystic. I don't think Force of Will is worth a mystic slot; but it's given the mystic slot because - and I do believe - if force of will was reprinted as an uncommon or a rare FOW will flood the legacy format.
yeah, if you're playing in a meta where not a lot of people can afford to play with duals then by all means cut price. My go-to after searing effects would probably be Magma Jet in all honesty if we were to cut all 4 prices.
The mythic flavor is all about powerful cards or legendary creatures with unique abilities or a character that has a very high importance to the story. Guide fits none of these traits to be honest. I honestly think FOW makes sense in the Mythic slot because it's such a legendary card in the game, plus free counterspells are probably something that Wizards doesn't want to happen often in a draft environment.
If Modern/Eternal masters was up to me I'd make the MSRP and print run of these sets the same as Conspiracy or even standard-legal sets. Heck, I'd probably remove duals from the reserved list and put one in every Eternal Masters pack because I'm tired of having no legacy events to attend and I want more players in my area. I hate that exclusivity and hypebeasts are keeping people out of a format that's actually worth playing.
yeah, if you're playing in a meta where not a lot of people can afford to play with duals then by all means cut price. My go-to after searing effects would probably be Magma Jet in all honesty if we were to cut all 4 prices.
I never liked Magma Jet (thought I love the art of the new version)... I do noticed those decks have more creatures that why I'm willing to use more searing cards.
The mythic flavor is all about powerful cards or legendary creatures with unique abilities or a character that has a very high importance to the story. Guide fits none of these traits to be honest. I honestly think FOW makes sense in the Mythic slot because it's such a legendary card in the game, plus free counterspells are probably something that Wizards doesn't want to happen often in a draft environment.
Making FoW a mystic slot don't help players into getting into legacy/vintage... All we are going to get is a 100 new look force of will. As for the draft... if Eternal masters is reprinting some awesome stuff... well, it would be nice that more players can balance it with a free counterspell (with a cost of a blue card)... actually, do you know how hard it is to have a single color draft deck. It's doubtful anybody will have a second blue card to pitch with a FOW in a drafted deck on the first turn.
If Modern/Eternal masters was up to me I'd make the MSRP and print run of these sets the same as Conspiracy or even standard-legal sets. Heck, I'd probably remove duals from the reserved list and put one in every Eternal Masters pack because I'm tired of having no legacy events to attend and I want more players in my area. I hate that exclusivity and hypebeasts are keeping people out of a format that's actually worth playing.
Yeah, I think a lot of old school players would agree with this but there's a lot of new players the bought into those valuable cards that wouldn't. I think card shops should allow 4 land proxy tournaments. But if we were going to a SCG legacy tournament we would be against the best of the best (no proxies and loaded with pimped out cards)... So there is an odd balance... And as long as the events seemed to have good showings and awesome number of duals there is no need for wizards to reprint the cards. But I do agree that most of us don't go to events. I wish I could go but I'm so freaking busy to play in an event.
I'm heading to SCG Philly tomorrow and wanted to know what you think of my sideboard.
My maindeck is the Ali Aintrazi from last weekend except I cut a fetch to move one searing blaze main. Potentially thinking of cutting a fireblast for the 2nd.
I can't decide on what to cut. I had thought of having some mindbreak traps but some friends talked me out of it. Currently leaning towards cutting that maindeck fireblast and moving a second searing blaze to the main, cutting the other from the side and adding a third smash.
I am usually posting from my phone. I will usually be brief and there may be typos.
12/1/2004: Yes, you're allowed to have a deck consisting of sixty Relentless Rats and nothing else.
So Mogis is in the middle of a guitar solo, and then Phenax jumps in with
"I like big butts and I cannot lie..."
Decks:
BFZ Standard
Nothing yet Modern RBWMardu BurnWBR Legacy UUUPTSD NoughtUUU EDH WUDaxos VoltronUW UBRJeleva - Oops all your spellsRBU UBUVela, the Ninja Clad (retired)UBU
I like Jet because of the scry tbh, I know we have top though but that's only 2 cards. Jet would most likely be the best card to have in a burn mirror and if I had the space or if burn became widely played I would dedicate some sb slots to Jet just for the mirror.
FOW at mythic wouldn't be so bad if the set had the same MSRP and print run as standard legal sets. Also it wouldn't be hard to enable force in a 2 color draft deck. There's a minimum threshold of blue cards that need to be in a deck to make force playable, I know for 60 cards that number is like 20 something, and I imagine it would be a lot lower for a 40 card draft deck. I'm also assuming cards like Brainstorm will get reprints as well so that would also immensely help.
I'm a relatively newer player and I bought/traded into playsets of FOW, Wasteland, Port, duals, etc and I still want the prices to drop. What's the point in going in and buying these awesome cards if I can't ever play them? There's no major SCG legacy events close to me because I live in the south; most of the big Legacy events are gonna be in the northeast.
Good Luck... I would play at least 3 searing cards in the main. I'm not sure if the deck list is playing a Sensei's Diving Top but I do recommend you should play at least 1 if you don't. I don't seemed the need to play mindbreak since eidolon. But I do like mindbreak as an option to consider and I have it on my reserve sideboard (If you noticed a lot more combo players, yeah, it would be worth playing.)
@BasedFuster Burn mirror is interesting. I do think fetchlandless has a 3 point advantage in a burn mirror. I'm not sure how well Jet is but I can see how a scry advantage may help.
Draft is funny... I picture first draft pick would be a FOW unless there was a FOW, a wasteland and a mana drain in a booster pack (that would be nuts!) lol I remember opening an Italian legends booster pack once and got a mana drain, a kobold, chain lighting and an abyss. I can't imagine how I would draft that. (ok I wouldnt first round draft the kobold)
I know most players do feel the samething. I've been hearing this story back when Vintage was Type 1.
Good Luck... I would play at least 3 searing cards in the main. I'm not sure if the deck list is playing a Sensei's Diving Top but I do recommend you should play at least 1 if you don't. I don't seemed the need to play mindbreak since eidolon. But I do like mindbreak as an option to consider and I have it on my reserve sideboard (If you noticed a lot more combo players, yeah, it would be worth playing.)
@BasedFuster Burn mirror is interesting. I do think fetchlandless has a 3 point advantage in a burn mirror. I'm not sure how well Jet is but I can see how a scry advantage may help.
Draft is funny... I picture first draft pick would be a FOW unless there was a FOW, a wasteland and a mana drain in a booster pack (that would be nuts!) lol I remember opening an Italian legends booster pack once and got a mana drain, a kobold, chain lighting and an abyss. I can't imagine how I would draft that. (ok I wouldnt first round draft the kobold)
I know most players do feel the samething. I've been hearing this story back when Vintage was Type 1.
I like running Mindbreak in my board for 2 reasons: Firstly, I get to interact with combo on turn 1. Secondly, I don't want to have to rely on drawing one single card (even if I do run a playset of it) to win the game. If you don't see Eidolon or you have it but your opponent combos turn 1, your opponent has a virtual bye. Also, Eidolon isn't as effective against Belcher or Oops, all spells, since those decks don't need to resolve 9-10 spells to win.
I actually did playtest the burn mirror against a guy playing fetchless burn. There were a few games where he had an advantage and he won just because he was able to put one more creature on the board than I was able to, but I won the majority of the games. Top was really what put me over the edge late-game when both our hands were depleted, since not only was I able to filter for burn spells I needed, there was also a game where I used top to keep myself from drawing Price of Progress in our non-sideboarded games.
Also, I learned some interesting things about Chain Lightning, since this is pretty much the only matchup where the drawback actually becomes relevant. Sometimes, even if my opponent had mana up, he elected not to copy it because he didn't want me copying his copy. When you're actually at a boardstate where you can copy a chain lightning, both player's life totals are likely to be low, and your opponent may easily get lethal on you if you copy his chain lightning.
Good Luck... I would play at least 3 searing cards in the main. I'm not sure if the deck list is playing a Sensei's Diving Top but I do recommend you should play at least 1 if you don't. I don't seemed the need to play mindbreak since eidolon. But I do like mindbreak as an option to consider and I have it on my reserve sideboard (If you noticed a lot more combo players, yeah, it would be worth playing.)
@BasedFuster Burn mirror is interesting. I do think fetchlandless has a 3 point advantage in a burn mirror. I'm not sure how well Jet is but I can see how a scry advantage may help.
Draft is funny... I picture first draft pick would be a FOW unless there was a FOW, a wasteland and a mana drain in a booster pack (that would be nuts!) lol I remember opening an Italian legends booster pack once and got a mana drain, a kobold, chain lighting and an abyss. I can't imagine how I would draft that. (ok I wouldnt first round draft the kobold)
I know most players do feel the samething. I've been hearing this story back when Vintage was Type 1.
I like running Mindbreak in my board for 2 reasons: Firstly, I get to interact with combo on turn 1. Secondly, I don't want to have to rely on drawing one single card (even if I do run a playset of it) to win the game. If you don't see Eidolon or you have it but your opponent combos turn 1, your opponent has a virtual bye. Also, Eidolon isn't as effective against Belcher or Oops, all spells, since those decks don't need to resolve 9-10 spells to win.
I actually did playtest the burn mirror against a guy playing fetchless burn. There were a few games where he had an advantage and he won just because he was able to put one more creature on the board than I was able to, but I won the majority of the games. Top was really what put me over the edge late-game when both our hands were depleted, since not only was I able to filter for burn spells I needed, there was also a game where I used top to keep myself from drawing Price of Progress in our non-sideboarded games.
Also, I learned some interesting things about Chain Lightning, since this is pretty much the only matchup where the drawback actually becomes relevant. Sometimes, even if my opponent had mana up, he elected not to copy it because he didn't want me copying his copy. When you're actually at a boardstate where you can copy a chain lightning, both player's life totals are likely to be low, and your opponent may easily get lethal on you if you copy his chain lightning.
What I'd learned many, many years ago... Never cast a Chain Lightning if the opponent has two open red mana and you have no open red mana... Unless they are at 3 or less... on the other hand, Chain Lightning is awesome in a multiplayer game
The way Chain Lightning works is that the first one in resolves first because it says that it deals damage and then may be copied:
Chain Lightning deals 3 damage to target creature or player. Then that player or that creature's controller may pay {R}{R}. If the player does, he or she may copy this spell and may choose a new target for that copy.
So, you cast it. It resolves dealing 3 to them. As part of it resolving, they get a choice to copy it. They pay RR, copy it, and deal 3 to you. Rinse, lather, repeat. The stack only ever has 1 Chain Lightning on it at a time, rather than the original, a copy on top of it, a copy on top of the copy, etc. with the copies resolving before the original. Of course, they can copy it and then get in an instant speed spell before you'd get a chance to copy it again, but if you're both hellbent and have enough mana available, you're always capable of being 3 damage ahead of them.
Question, since Red Elemental Blast was errata'd to be modal: If I target an opponent's blue permanent with REB, can he change the target to a spell on the stack with Misdirection, or does he have to stick with the mode I chose when switching targets?
Question, since Red Elemental Blast was errata'd to be modal: If I target an opponent's blue permanent with REB, can he change the target to a spell on the stack with Misdirection, or does he have to stick with the mode I chose when switching targets?
You can't change modes of spells with Misdirection, so they can only change it to another target that is legal for the mode you chose. If you could, there would be a lot of Double Striking Spellskites in Modern as a result of Boros Charm.
Question, since Red Elemental Blast was errata'd to be modal: If I target an opponent's blue permanent with REB, can he change the target to a spell on the stack with Misdirection, or does he have to stick with the mode I chose when switching targets?
You can't change modes of spells with Misdirection, so they can only change it to another target that is legal for the mode you chose. If you could, there would be a lot of Double Striking Spellskites in Modern as a result of Boros Charm.
Dope, I was thinking about putting some number of REB back into the side because of a friend I know playing a Rest In Peace enchantments deck that can easily shut out burn turn 3. REB is pretty much the only out for his lock without splashing for Destructive Revelry, but my friend also runs Misdirection in his side. If what you've said is correct then he has to use a counter to stop me from breaking the lock since he won't be controlling any other blue permanents.
Question, since Red Elemental Blast was errata'd to be modal: If I target an opponent's blue permanent with REB, can he change the target to a spell on the stack with Misdirection, or does he have to stick with the mode I chose when switching targets?
You can't change modes of spells with Misdirection, so they can only change it to another target that is legal for the mode you chose. If you could, there would be a lot of Double Striking Spellskites in Modern as a result of Boros Charm.
Dope, I was thinking about putting some number of REB back into the side because of a friend I know playing a Rest In Peace enchantments deck that can easily shut out burn turn 3. REB is pretty much the only out for his lock without splashing for Destructive Revelry, but my friend also runs Misdirection in his side. If what you've said is correct then he has to use a counter to stop me from breaking the lock since he won't be controlling any other blue permanents.
How does REB help you against Rest in Peace? RIP is white.
They definitely can't change modes of a modal spell with Misdirection. They can only change the target to a legal target of the mode you chose.
Here will be my revised list for the time:
4 Goblin Guide
4 Eidolon of the Great Revel
2 Grim Lavamancer
4 Lightning Bolt
4 Chain Lightning
4 Rift Bolt
4 Lava Spike
4 Price of Progress
4 Fireblast
1 Searing Blaze
2 Sulfuric Vortex
4 Bloodstained Mire
3 Wooded Foothills
1 Scalding Tarn
7 Mountain
2 Searing Blaze
3 Pyroclasm
4 Smash to Smithereens
3 Tormod's Crypt
3 Exquisite Firecraft
I have another fetch I can run to fuel Searing Blaze and Grim Lavamancer however 12 is probably enough, right? Also would you run a single searing blaze and 2 grim or 3 grim?
EDIT: I'm also thinking about having the 2 Vortex on the side and having 3 Searing Blaze main to keep up with the tempo and any small creatures I encounter. It will be better on the curve and then if I face lifegain I can have that as my source from the side. Is there a big super reason why I should have it main instead of in the side or do you think side will be an ok option?
RGWNaya BurnRGW+++RGWKiki ComboRGW
UGInfectUG+++++++++.++++++++UGMerfolkUG
GGNykthos WaveGG++++++++++GGStompyGG
BRVampiresBR+++++++.+++++++BRGoblinsBR
WGBogglesWG+++++++++++++CRSkred RedCR
UBRGDredgeUBRG++++++++++BB8 RackBB
URWJeskaiURW+++.++UBRGrixis DelverUBR
URStormUR++++++++UWGBant CompanyUWG
WUBRGHumansWUBRG+CCEldrazi TronCC
I think 12 is more than enough of fetchlands. Usually 8 is a good number too. If you think you need more fetchlands to fuel Searing Blaze than you might need to pop your fetchlands slower.
Other stuff. Grim Lavamancer is good but I tend to think the Searing cards (Blaze and Blood) seemed to work better, at a point that we don't need to play or have room to play Grim. I do think at least 3 Searing Cards (Blaze or Blood) should be included to any burn design. I do think both cards are good and it might also be a good idea to play a mixture of both (just in case the opponent does something to take one out).
Price of Progress is one of those awesome must have spells that seem too awesome for us not to play but it can be a dead card. I do want to say that 4 is too many! You just don't want to start the opening hand with 2 price of progress and then find out that the opponent is purposely holding back on their duals because they are expecting POP from you. The best numbers of POP is 2 to 3. Usually if your playing 2 one can be placed in the sideboard.
1 Sensei's Divining Top - All you need is one (awesome card)... some players do play 2 Divining Tops so they can beef-up Swiftspear in late game play.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
I would honestly cut a fireblast over a price of progress. Fireblast is the worst card to have multiples of in your hand IMO. They're dead until late game and unless you're flooded out the wazoo you usually can't cast more than 2. That said, I've cut both a Fireblast and POP (per your suggestions) for 2 tops, simply because I want a better chance of drawing one. I like that card too much to simply never see it during gameplay.
LOL That's interesting. Originally we cut Fireblast to 3 because the deck was so slow and it didnt matter a hill of beans if you start with a fireblast in the opening hand or not. Later the deck moved so fast that we sort of need a fireblast in the opening hand. Today I cannot see myself cutting down to 3 fireblasts (though it would make more sense to cut a fireblast for a divining top). I'll look into cutting a fireblast... you might be correct
PS... Top is so awesome that I think 2 is a better number. I love digging for 3 cards finding a fireblast and popping the top for the win I do worry since there was so much talk years ago about banning top in Legacy if adding top to burn is the straw that breaks the camels back.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
I wouldn't be worried about top getting ban hammered for a while though. It's brand new tech, and looking at a lot of recent SCG lists not a lot of people are adopting it right now. Heck, a lot of my friends at the store think it's a bad card to put in the deck.
I had not been lucky with POP... Sometimes I've consider taking POP out of my deck... then there are games that I can deal 8 damage! (which makes me feel happy for having POP). Fireblast multiples never seemed as bad to me as multiples of Rift Bolt. My issue with Rift Bolt is timing, I'm either playing Rift Bolt on turn 1 (no GG in hand) or turn 4... and turn 4 sort of sucks for me. (Turn 3 I'm looking to attack with eidolon and use a searling/bolt to killer a blocker).
haha (sorry) but this is how I feel when I talk about Vexing Devil... Anyway I do not to get into VD, but I do want to point out the similarities... I do think Sensei's Divining Top should pick-up by summer.
Although, I'm wondering what a goblin guideless burn deck would look like. I got a gut feeling that GG would be reprinted as a mystic and it won't reduce the second market cost of the card.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
Eldrazi and Taxes (under construction)
Modern: Eldrazi Tron (All sanctioned events; Record: 38-9-2 over ~12 Wed/Fri Night Modern events: 78% match win rate; last updated 9.13.17)
Jeskai Harbinger
Naya Burn (20-6-2 over multiple 1K and FNM events; retired)
Building: Esper control and a mill deck for fun and some variety.
Yeah, there's games where the card single-handedly can win the game for you, some games where it's straight up dead, and some where the opponent is forced to play around it. Personally though, I feel like the vast majority of matchups fall into the first and third categories. Forcing your opponent to play around price might also not be as bad as you think as well, since they can potentially lose out on some mana consistency by fetching basics or by wasting their nonbasics. If you're more worried about players who are wasting their nonbasics to dodge price you could probably splash a taiga and punish your opponent for using their wasteland on your land instead of their own (tempt them with wasteland fodder why don't we lol), but this seems rather narrow.
Other cards I was thinking of cutting besides a 4th price for the second top would be either a 2nd Fireblast, a Searing Blaze, or a Rift Bolt. I'm dubious on rift bolt because while it is slow it does let us play around certain cards like Chalice, Spell Pierce, Daze, etc.
Also I doubt guide will be reprinted at mythic, that wouldn't make sense flavor wise. I honestly doubt it would get a reprint in Eternal masters mostly because that could potentially mess up draft balancing.
Thanks!
Eldrazi and Taxes (under construction)
Modern: Eldrazi Tron (All sanctioned events; Record: 38-9-2 over ~12 Wed/Fri Night Modern events: 78% match win rate; last updated 9.13.17)
Jeskai Harbinger
Naya Burn (20-6-2 over multiple 1K and FNM events; retired)
Building: Esper control and a mill deck for fun and some variety.
I'm not really sold on exquisite firecraft because the card cost 3 mana. And since burn is 20 lands or less, there is almost no guarantee that we would see a 3rd land on turn 3. I think Sulfuric Vortex is a risky card because of it's 3cc (I'm only playing 2 in the sideboard). I do think if your going to play firecraft then 99% of the time you should be playing red elemental blast & pyroblast (and if you are siding in those cards than you shouldn't be rushing your deck... that means keep a land open so you can use the card.)
I know it's lame but I try to keep my burn deck mono red. Everytime I splash in green I feel like I need something else.
I do think POP is a worthy card in the right metagame (usually in a high profiled tournament), but I also think POP is the worst card in a budgeted metagame or at a tournament where 90% of the players are playing elves, merfolk or mono-black re-animator. Basically, limiting the need of duals. Maybe this is my luck. I do think in these budgeted metagames, removing POP for more searing cards makes sense.
True, and it does make it a hard cut but limiting the numbers do make sense. Thought right now I took out a fireblast added a second top and testing my deck
I know wizards love there drafting but 10 dollars per pack is freaking expensive to play draft. I'm not sure if there is a flavor for mystic. I don't think Force of Will is worth a mystic slot; but it's given the mystic slot because - and I do believe - if force of will was reprinted as an uncommon or a rare FOW will flood the legacy format.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
The mythic flavor is all about powerful cards or legendary creatures with unique abilities or a character that has a very high importance to the story. Guide fits none of these traits to be honest. I honestly think FOW makes sense in the Mythic slot because it's such a legendary card in the game, plus free counterspells are probably something that Wizards doesn't want to happen often in a draft environment.
If Modern/Eternal masters was up to me I'd make the MSRP and print run of these sets the same as Conspiracy or even standard-legal sets. Heck, I'd probably remove duals from the reserved list and put one in every Eternal Masters pack because I'm tired of having no legacy events to attend and I want more players in my area. I hate that exclusivity and hypebeasts are keeping people out of a format that's actually worth playing.
I never liked Magma Jet (thought I love the art of the new version)... I do noticed those decks have more creatures that why I'm willing to use more searing cards.
Making FoW a mystic slot don't help players into getting into legacy/vintage... All we are going to get is a 100 new look force of will. As for the draft... if Eternal masters is reprinting some awesome stuff... well, it would be nice that more players can balance it with a free counterspell (with a cost of a blue card)... actually, do you know how hard it is to have a single color draft deck. It's doubtful anybody will have a second blue card to pitch with a FOW in a drafted deck on the first turn.
Yeah, I think a lot of old school players would agree with this but there's a lot of new players the bought into those valuable cards that wouldn't. I think card shops should allow 4 land proxy tournaments. But if we were going to a SCG legacy tournament we would be against the best of the best (no proxies and loaded with pimped out cards)... So there is an odd balance... And as long as the events seemed to have good showings and awesome number of duals there is no need for wizards to reprint the cards. But I do agree that most of us don't go to events. I wish I could go but I'm so freaking busy to play in an event.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
My maindeck is the Ali Aintrazi from last weekend except I cut a fetch to move one searing blaze main. Potentially thinking of cutting a fireblast for the 2nd.
Current sideboard
3 Exquisite Firecraft
1 Grafdigger's Cage
2 Pyroblast
2 Pyrostatic Pillar
2 Searing Blaze
2 Smash to Smithereens
2 Volcanic Fallout
I can't decide on what to cut. I had thought of having some mindbreak traps but some friends talked me out of it. Currently leaning towards cutting that maindeck fireblast and moving a second searing blaze to the main, cutting the other from the side and adding a third smash.
Any thoughts?
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FOW at mythic wouldn't be so bad if the set had the same MSRP and print run as standard legal sets. Also it wouldn't be hard to enable force in a 2 color draft deck. There's a minimum threshold of blue cards that need to be in a deck to make force playable, I know for 60 cards that number is like 20 something, and I imagine it would be a lot lower for a 40 card draft deck. I'm also assuming cards like Brainstorm will get reprints as well so that would also immensely help.
I'm a relatively newer player and I bought/traded into playsets of FOW, Wasteland, Port, duals, etc and I still want the prices to drop. What's the point in going in and buying these awesome cards if I can't ever play them? There's no major SCG legacy events close to me because I live in the south; most of the big Legacy events are gonna be in the northeast.
Good Luck... I would play at least 3 searing cards in the main. I'm not sure if the deck list is playing a Sensei's Diving Top but I do recommend you should play at least 1 if you don't. I don't seemed the need to play mindbreak since eidolon. But I do like mindbreak as an option to consider and I have it on my reserve sideboard (If you noticed a lot more combo players, yeah, it would be worth playing.)
@BasedFuster Burn mirror is interesting. I do think fetchlandless has a 3 point advantage in a burn mirror. I'm not sure how well Jet is but I can see how a scry advantage may help.
Draft is funny... I picture first draft pick would be a FOW unless there was a FOW, a wasteland and a mana drain in a booster pack (that would be nuts!) lol I remember opening an Italian legends booster pack once and got a mana drain, a kobold, chain lighting and an abyss. I can't imagine how I would draft that. (ok I wouldnt first round draft the kobold)
I know most players do feel the samething. I've been hearing this story back when Vintage was Type 1.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
I like running Mindbreak in my board for 2 reasons: Firstly, I get to interact with combo on turn 1. Secondly, I don't want to have to rely on drawing one single card (even if I do run a playset of it) to win the game. If you don't see Eidolon or you have it but your opponent combos turn 1, your opponent has a virtual bye. Also, Eidolon isn't as effective against Belcher or Oops, all spells, since those decks don't need to resolve 9-10 spells to win.
I actually did playtest the burn mirror against a guy playing fetchless burn. There were a few games where he had an advantage and he won just because he was able to put one more creature on the board than I was able to, but I won the majority of the games. Top was really what put me over the edge late-game when both our hands were depleted, since not only was I able to filter for burn spells I needed, there was also a game where I used top to keep myself from drawing Price of Progress in our non-sideboarded games.
Also, I learned some interesting things about Chain Lightning, since this is pretty much the only matchup where the drawback actually becomes relevant. Sometimes, even if my opponent had mana up, he elected not to copy it because he didn't want me copying his copy. When you're actually at a boardstate where you can copy a chain lightning, both player's life totals are likely to be low, and your opponent may easily get lethal on you if you copy his chain lightning.
http://forums.mtgsalvation.com/showthread.php?t=221863
The first page of my Cube list also includes my cube workbook for excel, feel free to look at and use it if you would like to.
What I'd learned many, many years ago... Never cast a Chain Lightning if the opponent has two open red mana and you have no open red mana... Unless they are at 3 or less... on the other hand, Chain Lightning is awesome in a multiplayer game
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
So, you cast it. It resolves dealing 3 to them. As part of it resolving, they get a choice to copy it. They pay RR, copy it, and deal 3 to you. Rinse, lather, repeat. The stack only ever has 1 Chain Lightning on it at a time, rather than the original, a copy on top of it, a copy on top of the copy, etc. with the copies resolving before the original. Of course, they can copy it and then get in an instant speed spell before you'd get a chance to copy it again, but if you're both hellbent and have enough mana available, you're always capable of being 3 damage ahead of them.
You can't change modes of spells with Misdirection, so they can only change it to another target that is legal for the mode you chose. If you could, there would be a lot of Double Striking Spellskites in Modern as a result of Boros Charm.
Dope, I was thinking about putting some number of REB back into the side because of a friend I know playing a Rest In Peace enchantments deck that can easily shut out burn turn 3. REB is pretty much the only out for his lock without splashing for Destructive Revelry, but my friend also runs Misdirection in his side. If what you've said is correct then he has to use a counter to stop me from breaking the lock since he won't be controlling any other blue permanents.
How does REB help you against Rest in Peace? RIP is white.
They definitely can't change modes of a modal spell with Misdirection. They can only change the target to a legal target of the mode you chose.
RIP Karn EDH