I played in my first legacy event last night, going 2-2 with fifteen people in attendance. Granted, my deck had some jank going on (no vortex, sideboard only containing a few legacy staples over modern picks), but I felt good as I left.
R1: D&T 2-0
Nothing really crazy here, just highly efficient play and six searing effects in game 2 (eight if we count the smash to smithereens, which did hit a batterskull on turn three). Grim Lavamancer did work.
R2: Prison Red 0-2
Turn 1 chalice on 1 in game 1...yup. Game 2 Saw a turn 1 trinisphere and I never saw either of my smashes. I clearly need more artifact hate.
R3: Maverick 2-0
Price of Progress is a beast against a deck actively relying on utility lands.
R4: Nic Fit with PWs 1-2
Okay, this is the match that was actually close. He was running the new Arena Rector from battlebond that lets you search for a PW when it dies to play early Ugin or Elspeth. Game 1 though he got double Veteran Explorer out turn 2 while on the play, double blocked one of two goblin guide, and while he ramped I was able to dump my entire hand turn 2 because of it. He scooped while I had a price of progress and fireblast in hand waiting for an opportunity. Game 2 I had a bit of a slow start, no creature turn 1, and an early Elspeth won. Game 3 I punted hard by boarding because in game 2 he was very smart about keeping only basics out, so I boarded out PoP. I know, I'm learning. He also cast living wish turn 2 for a turn 3 Kambal and used Arena Rector first to search Kaya, Ghost Assassin. As a result of these plays, he ended up gaining like ten life and winning off soldier tokens again. The annoying thing is I still could have won in the final turn off a PoP, but they were not in the deck.
SB clearly needs work, and I'm thinking something like this:
3 Faerie Macabre
4 Pyrostatic Pillar
4 Smash to Smithereens
2 Searing Blood
2 Pyroblast
I'm also going to probably take my fireblast count from 4 to 3, searing blaze count from 4 to 3, and add to vortex to the main.
I tend to prefer hate cards that are useful against multiple archetypes and aren't irrelevant if drawn after turn 1. Bridge meets these requirements, even if it's a bit sluggish. I run a few.
For the same reason, I also am not crazy about Leyline. Faerie is better than Surgical against Reanimator, but Surgical is a much more powerful and flexible card, and Reanimator is just so bad of a matchup I don't want to devote many resources to it specifically (any match with it is likely to be a loss, sideboards notwithstanding). Tormod's Crypt is narrow and rarely better than Faeries, while Relic is too slow. Given these, I prefer Surgical and would be willing to play up to 4, but it is also reasonable to simply not play SB cards against the graveyard and accept the liability.
Mindbreak Trap is rarely good enough, especially with how much discard Storm runs these days.
Pretty much my thoughts on Surgical and why I’m leaning towards Bridge. Allows me to go long if Vortex is on board or burn them out over time. It also gives them another target for enchantment hate that also tends to target artifact, stretching their answers thin. The problem I have with Bridge is its cost, it’s so late and then it does nothing. I haven’t been happy with Trap since I put it in the deck.
Does everyone play 4 fireblasts?
I run a pretty standard build,
16 bolts
4 guide
4 swiftspear
4 eidolon
4 fireblast
3 searing blood
3 vortex
3 price of progress
19 mountains
Ive been finding that i get the fireblast too early or too often a lot of the time lately. Im considering going down to 3 and going up to 20 mountains.
Obviously im worried about not seeing the fireblast when i need it if i take one out.
Even if i were to stay at 19 lands, im considering dropping a fireblast to add a fourth pop. I dont really want to see either before the 3rd or 4th turn, but its less resource intensive to play multiple pop then it is to play multiple fireblasts. Especially with only 19 mountains.
On another note.....has anyone tested thorn of amethyst in the side against storm decks?
I havent tried it in my burn deck yet, ive been running it in goblins, but it devastates storm and it messes with so many other decks. Just that ponder and brainstorm cost 2 instead of 1 is huge, and every 0 cast artifact is 1 instead.
It may seem counter initiative to play a card that taxes so many of our spells, but doesnt eidolon punish us for most of the spells in our deck as well?
We have some good fast creatures.....
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My decks. Feel free to make suggestions. The Precious B___U___G___R___W
Does everyone play 4 fireblasts?
I run a pretty standard build,
16 bolts
4 guide
4 swiftspear
4 eidolon
4 fireblast
3 searing blood
3 vortex
3 price of progress
19 mountains
Ive been finding that i get the fireblast too early or too often a lot of the time lately. Im considering going down to 3 and going up to 20 mountains.
Obviously im worried about not seeing the fireblast when i need it if i take one out.
Even if i were to stay at 19 lands, im considering dropping a fireblast to add a fourth pop. I dont really want to see either before the 3rd or 4th turn, but its less resource intensive to play multiple pop then it is to play multiple fireblasts. Especially with only 19 mountains.
Any thoughts?
Thanks.
Most people on Burn, myself included, run the full set because it is one of the most reliable ways to finish the game at combo-speed (by turn 3-4). That speed can be essential, and it also serves as a use for lands if you flood out, or a way to load the graveyard for Grim Lavamancer. Drawing 2 isn't usually the end of the world, but drawing 0 can sometimes mean you're just plain too slow. Running 3 is acceptable, and can reduce the chance of one sitting around, but will have tradeoffs in terms of reliable speed. Just keep that in mind.
On another note.....has anyone tested thorn of amethyst in the side against storm decks?
I havent tried it in my burn deck yet, ive been running it in goblins, but it devastates storm and it messes with so many other decks. Just that ponder and brainstorm cost 2 instead of 1 is huge, and every 0 cast artifact is 1 instead.
It may seem counter initiative to play a card that taxes so many of our spells, but doesnt eidolon punish us for most of the spells in our deck as well?
We have some good fast creatures.....
Thorn of Amethyst also has the problem of also slowing you down, and they CAN go off through it if they have time to assemble a Cabal Ritual-heavy setup. Pyrostatic Pillar and Eidolon are better choices here. Storm decks will generally implode before they get enough count to kill you, especially if you have a creature on board to apply pressure, and you can also kill them after they've cast their kill spell by using your instants with it on the stack--they will already have taken a ton of damage by this point.
This is also true of cantrip decks, which tend to do better the longer the game goes. Again, Pillar and Eidolon are great here, since they take 2 damage from the cantrip and often another 2 from whatever spells actually do things, whereas all your Burn spells just chop down the clock in a hurry. Incidentally, Fireblast is not a spell you take damage from, but neither is Force of Will. These are both things to keep in mind.
Does everyone play 4 fireblasts?
I run a pretty standard build,
16 bolts
4 guide
4 swiftspear
4 eidolon
4 fireblast
3 searing blood
3 vortex
3 price of progress
19 mountains
Ive been finding that i get the fireblast too early or too often a lot of the time lately. Im considering going down to 3 and going up to 20 mountains.
Obviously im worried about not seeing the fireblast when i need it if i take one out.
Even if i were to stay at 19 lands, im considering dropping a fireblast to add a fourth pop. I dont really want to see either before the 3rd or 4th turn, but its less resource intensive to play multiple pop then it is to play multiple fireblasts. Especially with only 19 mountains.
Any thoughts?
Thanks.
I don’t like the full compliment of Fireblast unless I am playing 21 lands. Getting it countered and then never being able to recover from losing the lands is devastating I find. I tend to run three Fireblasts with 20 lands. I really like Fireblast, but in metas full of counters, I would drop to three of them. I would never run less than four PoP in this deck, ever.
On another note.....has anyone tested thorn of amethyst in the side against storm decks?
I havent tried it in my burn deck yet, ive been running it in goblins, but it devastates storm and it messes with so many other decks. Just that ponder and brainstorm cost 2 instead of 1 is huge, and every 0 cast artifact is 1 instead.
It may seem counter initiative to play a card that taxes so many of our spells, but doesnt eidolon punish us for most of the spells in our deck as well?
We have some good fast creatures.....
I honestly wouldn’t mind running that card, but only if I had a higher land count and the meta was full of Storm. Otherwise, you can really screw yourself up and the other decks you might bring it in against will produce “okay”results. Why not test it in friendly games before bringing it to a tournament and see how it goes and tell us? I’m interested.
I reworked my deck a little this week, took the 3 searing blood out of the main, went up to 20 mountains, and put in 2 lavamancers.
I want to add the 4th pop, but need to take some thing out.
I like the 3 vortex and i want to keep all 4 fireblasts for now, so that leaves me thinking about taking out one of my bolts. Either a lava spike or a rift bolt.
My first instinct is to take out a rift bolt because its slower.
But then i think i just took out a lot of creature removal and i should take out the lava spike because it doesnt hit creatures.
However, even if i were to take out the rift bolt, id still have 11 bolts that can hit creatures plus the 2 lavamancers.
Thanks for your thoughts.
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My decks. Feel free to make suggestions. The Precious B___U___G___R___W
I reworked my deck a little this week, took the 3 searing blood out of the main, went up to 20 mountains, and put in 2 lavamancers.
I want to add the 4th pop, but need to take some thing out.
I like the 3 vortex and i want to keep all 4 fireblasts for now, so that leaves me thinking about taking out one of my bolts. Either a lava spike or a rift bolt.
My first instinct is to take out a rift bolt because its slower.
But then i think i just took out a lot of creature removal and i should take out the lava spike because it doesnt hit creatures.
However, even if i were to take out the rift bolt, id still have 11 bolts that can hit creatures plus the 2 lavamancers.
Thanks for your thoughts.
Private Mod Note
():
Rollback Post to RevisionRollBack
My decks. Feel free to make suggestions. The Precious B___U___G___R___W
I reworked my deck a little this week, took the 3 searing blood out of the main, went up to 20 mountains, and put in 2 lavamancers.
I want to add the 4th pop, but need to take some thing out.
I like the 3 vortex and i want to keep all 4 fireblasts for now, so that leaves me thinking about taking out one of my bolts. Either a lava spike or a rift bolt.
My first instinct is to take out a rift bolt because its slower.
But then i think i just took out a lot of creature removal and i should take out the lava spike because it doesnt hit creatures.
However, even if i were to take out the rift bolt, id still have 11 bolts that can hit creatures plus the 2 lavamancers.
Thanks for your thoughts.
Private Mod Note
():
Rollback Post to RevisionRollBack
My decks. Feel free to make suggestions. The Precious B___U___G___R___W
I reworked my deck a little this week, took the 3 searing blood out of the main, went up to 20 mountains, and put in 2 lavamancers.
I want to add the 4th pop, but need to take some thing out.
I like the 3 vortex and i want to keep all 4 fireblasts for now, so that leaves me thinking about taking out one of my bolts. Either a lava spike or a rift bolt.
My first instinct is to take out a rift bolt because its slower.
But then i think i just took out a lot of creature removal and i should take out the lava spike because it doesnt hit creatures.
However, even if i were to take out the rift bolt, id still have 11 bolts that can hit creatures plus the 2 lavamancers.
Thanks for your thoughts.
Private Mod Note
():
Rollback Post to RevisionRollBack
My decks. Feel free to make suggestions. The Precious B___U___G___R___W
For a period after you post, you can edit or delete them. I know the option disappears if you wait too long, though I'm unsure how long that is.
Lava Spike is the worst Bolt. Keep the Rift Bolt. Having the flexibility to hit Creatures can matter a lot, especially when you suspend on Turn 1 (since Seal is borderline playable, Rift Bolt comes closest to mimicking the ability to delay choice). Another factor in Rift Bolt's favor is that its CMC is actually 3, which can matter against Chalice and Counterbalance. Suspend also helps you to set up "overload" turns against countermagic. The only time Spike is really advantageous over Rift Bolt tends to be when it is your topdeck in turns 3-4: those are the only turns where you will likely face a serious mana bottleneck that will require you to suspend and have it actually impact your kill turn. Since I had the hypergeometric calculator open (for the next section), I did a quick calculation: the odds of drawing 1-2 Rift Bolt on turns 3-4 are about 15% assuming you had 4 copies; and even this over-estimates the impact since (a) having one in the opener decreases those odds, and (b) sometimes you can suspend it on turn 3 for a turn 4 kill anyway. Upshot: if you have to surrender a 3-for-1, ditch Lava Spike.
My preference would actually be to drop the 3rd Vortex. That is a card with one of the highest probabilities of slowing down your ability to just play everything to the table, and slowing down your kills (especially in multiple). You have to decide if there is actually enough life gain around to merit it.
With 3 Fireblast, your odds of finding exactly 1 are about 36%, and your odds of finding more than 1 are about 7%.
With 4 Fireblast, your odds of finding exactly 1 are about 40%, and your odds of finding more than 1 are about 13%.
Also, with 19 Mountains, you have a 39% chance of finding 4 or more Mountains. This makes the second Fireblast castable.
Also, the chances of finding 3-4 Fireblasts are about 1.2% for 4 copies, and about 0.3% for 3 copies.
Takeaway: Dropping to 3 Fireblast decreases the chances of an uncastable second Fireblast on turn 4 by about 3.5%, but also decreases the odds of drawing the first by about 4.5%.
Given how essential Fireblast is to fast kills (turn 3 is impossible without it, and turn 4 is much more difficult), I would much rather play the 4th Fireblast. Speed is essential if we're to have any chance against most combo.
1. I was apparently incorrect about deleting or editing posts. That option seems to have been locked out since I last tried to do so.
2. I also can't find a way to get to the more "deluxe" posting screen (versus quick reply), and it doesn't seem to want to let me upload the photo of my Fireblast math. You'll have to take me at my word, or verify it yourselves.
Hey there folks! I'm a novice Twitch streamer, but a longtime Legacy Burn player and am going LIVE on Twitch tonight at 9pm EST. Please join me if you'd be so kind!
I just played in GP Richmond and went 4-3 after the 7th round, dropped, and enjoyed the rest of the weekend. 6-2 and better were the only ones making day two, so I was as satisfied as my record could allow me to be haha!
Hey there folks! I just started up a Burn Discord Channel dedicated to all formats including EDH even! Please hop in and tell us your war stories that you've been involved in or even seen from across the room or on YouTube. Tell us all about why you play certain cards, certain decklists, make certain decisions. Enjoy!
So I'm curious, how does burn now stack up in the current meta since Deathrite was banned? Since delver and elves have been neutered and I've already been stomped by DNT enough times, I guess the deck I'm most curious about is Mono red prison, but I'd still love a look at the overall field.
Mono-Red Prison is in an interesting spot. Miracles and DnT are significant portions of the meta, and that's bad for them. On the other hand, Delver decks (especially DSD), Loam decks, and Eldrazi are also significant portions of the meta, and that's good for them. Grixis Control can go either way, depending on the specific version. Also DSD has forced out many combo decks, which is also good for them. I don't play Red Prison in Legacy, but if I had it, I would certainly be willing to play it.
As for how Burn stacks up, well, combo is at an all-time low, fair blue and black decks are ascendant, Miracles is also rising, and DnT is moving away from Brightling because it's pretty bad versus Strix. In short, it seems like a good time to play Burn.
I have to concur with above. If you build your main decks to battle counter decks and build your sideboard accordingly, you should have a decently pleasant time in the field right now.
R1: D&T 2-0
Nothing really crazy here, just highly efficient play and six searing effects in game 2 (eight if we count the smash to smithereens, which did hit a batterskull on turn three). Grim Lavamancer did work.
R2: Prison Red 0-2
Turn 1 chalice on 1 in game 1...yup. Game 2 Saw a turn 1 trinisphere and I never saw either of my smashes. I clearly need more artifact hate.
R3: Maverick 2-0
Price of Progress is a beast against a deck actively relying on utility lands.
R4: Nic Fit with PWs 1-2
Okay, this is the match that was actually close. He was running the new Arena Rector from battlebond that lets you search for a PW when it dies to play early Ugin or Elspeth. Game 1 though he got double Veteran Explorer out turn 2 while on the play, double blocked one of two goblin guide, and while he ramped I was able to dump my entire hand turn 2 because of it. He scooped while I had a price of progress and fireblast in hand waiting for an opportunity. Game 2 I had a bit of a slow start, no creature turn 1, and an early Elspeth won. Game 3 I punted hard by boarding because in game 2 he was very smart about keeping only basics out, so I boarded out PoP. I know, I'm learning. He also cast living wish turn 2 for a turn 3 Kambal and used Arena Rector first to search Kaya, Ghost Assassin. As a result of these plays, he ended up gaining like ten life and winning off soldier tokens again. The annoying thing is I still could have won in the final turn off a PoP, but they were not in the deck.
SB clearly needs work, and I'm thinking something like this:
3 Faerie Macabre
4 Pyrostatic Pillar
4 Smash to Smithereens
2 Searing Blood
2 Pyroblast
I'm also going to probably take my fireblast count from 4 to 3, searing blaze count from 4 to 3, and add to vortex to the main.
Pretty much my thoughts on Surgical and why I’m leaning towards Bridge. Allows me to go long if Vortex is on board or burn them out over time. It also gives them another target for enchantment hate that also tends to target artifact, stretching their answers thin. The problem I have with Bridge is its cost, it’s so late and then it does nothing. I haven’t been happy with Trap since I put it in the deck.
I run a pretty standard build,
16 bolts
4 guide
4 swiftspear
4 eidolon
4 fireblast
3 searing blood
3 vortex
3 price of progress
19 mountains
Ive been finding that i get the fireblast too early or too often a lot of the time lately. Im considering going down to 3 and going up to 20 mountains.
Obviously im worried about not seeing the fireblast when i need it if i take one out.
Even if i were to stay at 19 lands, im considering dropping a fireblast to add a fourth pop. I dont really want to see either before the 3rd or 4th turn, but its less resource intensive to play multiple pop then it is to play multiple fireblasts. Especially with only 19 mountains.
Any thoughts?
Thanks.
The Precious
B___U___G___R___W
I havent tried it in my burn deck yet, ive been running it in goblins, but it devastates storm and it messes with so many other decks. Just that ponder and brainstorm cost 2 instead of 1 is huge, and every 0 cast artifact is 1 instead.
It may seem counter initiative to play a card that taxes so many of our spells, but doesnt eidolon punish us for most of the spells in our deck as well?
We have some good fast creatures.....
The Precious
B___U___G___R___W
Most people on Burn, myself included, run the full set because it is one of the most reliable ways to finish the game at combo-speed (by turn 3-4). That speed can be essential, and it also serves as a use for lands if you flood out, or a way to load the graveyard for Grim Lavamancer. Drawing 2 isn't usually the end of the world, but drawing 0 can sometimes mean you're just plain too slow. Running 3 is acceptable, and can reduce the chance of one sitting around, but will have tradeoffs in terms of reliable speed. Just keep that in mind.
Thorn of Amethyst also has the problem of also slowing you down, and they CAN go off through it if they have time to assemble a Cabal Ritual-heavy setup. Pyrostatic Pillar and Eidolon are better choices here. Storm decks will generally implode before they get enough count to kill you, especially if you have a creature on board to apply pressure, and you can also kill them after they've cast their kill spell by using your instants with it on the stack--they will already have taken a ton of damage by this point.
This is also true of cantrip decks, which tend to do better the longer the game goes. Again, Pillar and Eidolon are great here, since they take 2 damage from the cantrip and often another 2 from whatever spells actually do things, whereas all your Burn spells just chop down the clock in a hurry. Incidentally, Fireblast is not a spell you take damage from, but neither is Force of Will. These are both things to keep in mind.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
I don’t like the full compliment of Fireblast unless I am playing 21 lands. Getting it countered and then never being able to recover from losing the lands is devastating I find. I tend to run three Fireblasts with 20 lands. I really like Fireblast, but in metas full of counters, I would drop to three of them. I would never run less than four PoP in this deck, ever.
I honestly wouldn’t mind running that card, but only if I had a higher land count and the meta was full of Storm. Otherwise, you can really screw yourself up and the other decks you might bring it in against will produce “okay”results. Why not test it in friendly games before bringing it to a tournament and see how it goes and tell us? I’m interested.
I want to add the 4th pop, but need to take some thing out.
I like the 3 vortex and i want to keep all 4 fireblasts for now, so that leaves me thinking about taking out one of my bolts. Either a lava spike or a rift bolt.
My first instinct is to take out a rift bolt because its slower.
But then i think i just took out a lot of creature removal and i should take out the lava spike because it doesnt hit creatures.
However, even if i were to take out the rift bolt, id still have 11 bolts that can hit creatures plus the 2 lavamancers.
Thanks for your thoughts.
The Precious
B___U___G___R___W
I want to add the 4th pop, but need to take some thing out.
I like the 3 vortex and i want to keep all 4 fireblasts for now, so that leaves me thinking about taking out one of my bolts. Either a lava spike or a rift bolt.
My first instinct is to take out a rift bolt because its slower.
But then i think i just took out a lot of creature removal and i should take out the lava spike because it doesnt hit creatures.
However, even if i were to take out the rift bolt, id still have 11 bolts that can hit creatures plus the 2 lavamancers.
Thanks for your thoughts.
The Precious
B___U___G___R___W
I want to add the 4th pop, but need to take some thing out.
I like the 3 vortex and i want to keep all 4 fireblasts for now, so that leaves me thinking about taking out one of my bolts. Either a lava spike or a rift bolt.
My first instinct is to take out a rift bolt because its slower.
But then i think i just took out a lot of creature removal and i should take out the lava spike because it doesnt hit creatures.
However, even if i were to take out the rift bolt, id still have 11 bolts that can hit creatures plus the 2 lavamancers.
Thanks for your thoughts.
The Precious
B___U___G___R___W
I want to add the 4th pop, but need to take some thing out.
I like the 3 vortex and i want to keep all 4 fireblasts for now, so that leaves me thinking about taking out one of my bolts. Either a lava spike or a rift bolt.
My first instinct is to take out a rift bolt because its slower.
But then i think i just took out a lot of creature removal and i should take out the lava spike because it doesnt hit creatures.
However, even if i were to take out the rift bolt, id still have 11 bolts that can hit creatures plus the 2 lavamancers.
Thanks for your thoughts.
The Precious
B___U___G___R___W
The Precious
B___U___G___R___W
The Precious
B___U___G___R___W
Lava Spike is the worst Bolt. Keep the Rift Bolt. Having the flexibility to hit Creatures can matter a lot, especially when you suspend on Turn 1 (since Seal is borderline playable, Rift Bolt comes closest to mimicking the ability to delay choice). Another factor in Rift Bolt's favor is that its CMC is actually 3, which can matter against Chalice and Counterbalance. Suspend also helps you to set up "overload" turns against countermagic. The only time Spike is really advantageous over Rift Bolt tends to be when it is your topdeck in turns 3-4: those are the only turns where you will likely face a serious mana bottleneck that will require you to suspend and have it actually impact your kill turn. Since I had the hypergeometric calculator open (for the next section), I did a quick calculation: the odds of drawing 1-2 Rift Bolt on turns 3-4 are about 15% assuming you had 4 copies; and even this over-estimates the impact since (a) having one in the opener decreases those odds, and (b) sometimes you can suspend it on turn 3 for a turn 4 kill anyway. Upshot: if you have to surrender a 3-for-1, ditch Lava Spike.
My preference would actually be to drop the 3rd Vortex. That is a card with one of the highest probabilities of slowing down your ability to just play everything to the table, and slowing down your kills (especially in multiple). You have to decide if there is actually enough life gain around to merit it.
Fireblast Math
I just ran the numbers based on the top 10 cards (for a high-probability turn 4 kill on the play, with no mulligans) using a hypergeometric calculator. https://stattrek.com/online-calculator/hypergeometric.aspx
With 3 Fireblast, your odds of finding exactly 1 are about 36%, and your odds of finding more than 1 are about 7%.
With 4 Fireblast, your odds of finding exactly 1 are about 40%, and your odds of finding more than 1 are about 13%.
Also, with 19 Mountains, you have a 39% chance of finding 4 or more Mountains. This makes the second Fireblast castable.
Also, the chances of finding 3-4 Fireblasts are about 1.2% for 4 copies, and about 0.3% for 3 copies.
Takeaway: Dropping to 3 Fireblast decreases the chances of an uncastable second Fireblast on turn 4 by about 3.5%, but also decreases the odds of drawing the first by about 4.5%.
Given how essential Fireblast is to fast kills (turn 3 is impossible without it, and turn 4 is much more difficult), I would much rather play the 4th Fireblast. Speed is essential if we're to have any chance against most combo.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
1. I was apparently incorrect about deleting or editing posts. That option seems to have been locked out since I last tried to do so.
2. I also can't find a way to get to the more "deluxe" posting screen (versus quick reply), and it doesn't seem to want to let me upload the photo of my Fireblast math. You'll have to take me at my word, or verify it yourselves.
Hooray for "improvements" to functional systems.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
Fetchlands...
Barbarian Ring...
If your playing with a splash, duals...
If your playing old school, wasteland and/or factories...
There isn't much changes on lands...
Fetchlands...
Barbarian Ring...
If your playing with a splash, duals...
If your playing old school, wasteland and/or factories...
There isn't much changes on lands...
I just played in GP Richmond and went 4-3 after the 7th round, dropped, and enjoyed the rest of the weekend. 6-2 and better were the only ones making day two, so I was as satisfied as my record could allow me to be haha!
My only differences than normal Legacy Burn lists are 3x Flame Rift in the maindeck and 2x Skullcrack/Volcanic Fallout in the sideboard.
https://www.twitch.tv/moontimedweller
Twitch Channel - https://www.twitch.tv/moontimedweller
MODERN - Mono-Blue Merfolk & 7-Forest Goblin Charbelcher
LEGACY - Ruby Storm & Burn
PAUPER - Zombies, Bogles, & Burn
https://discord.gg/QgeCvtG
Twitch Channel - https://www.twitch.tv/moontimedweller
MODERN - Mono-Blue Merfolk & 7-Forest Goblin Charbelcher
LEGACY - Ruby Storm & Burn
PAUPER - Zombies, Bogles, & Burn
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
As for how Burn stacks up, well, combo is at an all-time low, fair blue and black decks are ascendant, Miracles is also rising, and DnT is moving away from Brightling because it's pretty bad versus Strix. In short, it seems like a good time to play Burn.
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB
But I am curious, DSD? Death’s Shadow?
Modern: Merfolk UU // Green Devotion GG // SkRed Red RR
Legacy: Death & Taxes WW // Burn RR // Death's Shadow Delver UB
Commander: Brago UW // Karlov WB