Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
Am I playing Burn or some sorta barely Boros deck.
In barely Boros it is decent, but I would much rather have Boros Charm. In Burn I would never, ever play this. Not only would I have to splash white which has no other real utility for red, I would have to be playing a deck that plans on killing me with damage which is not ever deck. It does nothing against storm combos and marginal if anything against dredge.
whoops my bad. thought i posted this in modern burn thread lol. yeah i wouldn't play this in legacy burn, but then again it just depends on testing and local meta.
Hi guys. Does this deck actually kill commonly on turn 3? I just want to know because I am deciding on whether or not to trade my Promo Goblin Guides for cards for other decks. I also am not sure on whether or not I want to finish building this deck (only missing price of progress and chain lightning). Is it a good card for my gauntlet of decks? (You can see in my signature)
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Modern: U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
Hi guys. Does this deck actually kill commonly on turn 3? I just want to know because I am deciding on whether or not to trade my Promo Goblin Guides for cards for other decks. I also am not sure on whether or not I want to finish building this deck (only missing price of progress and chain lightning). Is it a good card for my gauntlet of decks? (You can see in my signature)
The deck rarely kills on turn three, but that should not be a factor for not playing burn.
Hi guys. Does this deck actually kill commonly on turn 3? I just want to know because I am deciding on whether or not to trade my Promo Goblin Guides for cards for other decks. I also am not sure on whether or not I want to finish building this deck (only missing price of progress and chain lightning). Is it a good card for my gauntlet of decks? (You can see in my signature)
The deck rarely kills on turn three, but that should not be a factor for not playing burn.
Well I am just wondering because I have quite a gauntlet of decks made up, but they are missing a few cards. I haven't used my goblin guides in months so I'm guessing if to trade them or finish making this deck to add to my Gauntlet. Any views from the community as to if this deck is worth it or not?
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Modern: U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
[snip] And frankly, since Eidolon of the Great Revel became the new all star of Burn there's just not room for it. Don't forget that Eidolon is never by itself in the SCG lists. It is always paired with some combination of Searing Blaze and Searing Blood. People I talk to so easily skip over those cards in the list and just fixate on Eidolon. But Blaze and Blood let you break the symmetry of Eidolon squarely in your favor. And don't forget that you might want 1-2 Sulfuric Vortex main depending on the metagame you expect.
Thank you for pointing this out.
I have been playing Burn for years, but it was always a tertiary deck in a state of semi-disrepair. I only registered it for a sanctioned event once. It has always been the red-headed stepchild (har har har) among the piles I enjoyed playing Magic with. I've continued to test it, and been continually disappointed with the results. The best I ever managed to do with it was 3-2 down at the LGS, prior to the printing of Eidolon... with MD Pyrostatic Pillar.
I noticed when this creature got printed, but couldn't actually be bothered to go out and get my playset. I know zero Standard players and have long since retired from draft (without distinction). I note that SCG Top 8s have been coming in quite regularly.
Finally I have updated my deck and taken it out for a spin. Whoa. This is not the same deck I struggled to count to 20 with way back in the day. Where once I had to try and get there with some combination of Keldon Marauders, Hellspark Elemental, and Flame Rift, now I can play Eidolon of the Great Revel and Searing Blood (I tried Blaze, and it wasn't live enough for me even with 9 fetches).
Eidolon + Searing Blood = Potential Blowout, this play could easily be the decisive one of the game. Any combination of Marauders, Hellspark, Flame Rift = If you can find a blowout play with these cards, please let me know about it.
...
So, yeah. In the past I, like many others, was pretty casual about my Burn list. I splashed green in it for Destructive Revelry. I tried 16 lands and mostly 1 drop Vexing Devil decks. I even built Artifact Burn with Shrapnel Blasts and Mishra's Factory. Sometimes I'd be "strict" and run exactly the same list as someone who managed to get a good tournament result.
I am now faced with the prospect of my Burn deck, so long maligned, possibly being the best one I have available to bring to the field: the deck still with random lands scrounged from a draft box over the Unglued Islands in my Omnitell, over my APAC Australian Plains and Japanese Forest in Dark Maverick. I think it's time to get some real Mountains.
...
As for a gauntlet, what do you want from the decks in the gauntlet? Burn is incredibly strong right now.
Hi! First of all, sorry for my english level. I am playing now a Burn deck and following your advices I have included 2 Searing Blood, but I still don't understand why it is useful when you play Eidolon, I mean, Do you use it when your own Eidolon is dealing you too much damage or how it works? Thank you!
So are you giving up on flame rift? The two SCG top8s with burn since eidolon have both had the exact same maindeck (3x Flame Rift, 3x Searing Blaze) and I have had a decent time with these lists.
I don't see any Flame Rifts in either Charlie Mitchells or Bryan Cambidges deck.
Hi! First of all, sorry for my english level. I am playing now a Burn deck and following your advices I have included 2 Searing Blood, but I still don't understand why it is useful when you play Eidolon, I mean, Do you use it when your own Eidolon is dealing you too much damage or how it works? Thank you!
Eidolon is useful because each player is taking damage of it. Burn will usually win the race in symphony with other burn spells and attacking creatures, including Eidolon itself.
If they kill Eidolon right away, they take two damage including using a card to remove him. This will also help sticking a Goblin Guide or Grim Lavamancer in play.
As for a gauntlet, what do you want from the decks in the gauntlet? Burn is incredibly strong right now.
Actually I have been building the Gauntlet for quite a while because I love Legacy so much. I'm trying to build fun decks for myself but I am also building decks which take a different playstyle approach. My Magic mates have mediocre decks, so the gauntlet is for if a friend wants to play a powerful deck, all they have to do is ask and they have a wide variance of styles to choose from. I very rarely build decks that have a similar playstyle approach because one of is going to be better than the other.
Picture it this way. My opponent and I each have a creature. Mine is an Eidolon, and his is something that can be killed with Searing Blood: like a Delver, DRS, Thalia, Revoker, Dark Confidant, freshly cast Stoneforge Mystic, etc.
I proceed to my turn, use Searing Blood on their main phase to remove their creature and swing across the now-empty field with my Eidolon. That's 5 damage, which will become 7 in the best case that they find removal immediately. Eidolon will sting them with whatever they deploy to the field to try and catch up with, or worse, on whatever cantrip they use to find this creature or removal spell.
Searing X can clear the field without sacrificing advantage in either terms of cards or damage. When that field has an Eidolon on it, the other player will probably be taking 4-6 more just to stabilize. A few bolts to the dome seals the deal.
Searing Blaze/Blood being key alongside Eidolon is pretty straight forwards.
Eidolon has made the deck more creature focused than ever, moreso than any of the other creatures ran in Burn over its history (be it Mauraders, Hellspark, Lavamancer, etc). On average, Burn can expect more damage to come from creatures in each game than ever. With the greater emphasis on creatures being played in Burn Searing Blaze/Blood are just logical inclusions for their ability to clear out blockers without sacrificing damage to the dome. Clearing out a blocker with Blaze/Blood and then swinging in with Eidolon is an effective five damage play.
But that's not the only reason. Blaze/Blood are just naturally strong in the current meta. There are a good number of kill-on-sight creatures and having a way to kill them while still going to the dome is invaluable. Just the threat of Deathrite Shaman gaining several life over the course of the game is enough reason to clear him out whenever he comes down, but having to use a Bolt to do so has still effectively gained your opponent three life. Same with Stoneforge Mystic. And in many cases Thalia threatens to slow you down so heavily that she often must be killed ASAP as well. Hell, even the Burn mirror is common enough and an opposing Eidolon can be a problem. Delver, Mom, and many more creatures can be problematic too.
Lastly, there's a historical reason; Blaze has been around for quite a while but was rarely if ever run in the mainboard outside of very specific metas. It's basically dead against combo decks (corner cases against *cheat fatties into play* decks aside), as well as Miracles. But, those are also matchups that Eidolon is absolutely fantastic against. In a sense, Eidolon shoring up the matchups where Blaze/Blood are dead against makes running them in the main more reasonable.
I've been thinking about a BR Burn deck (without the green splash, I think it's too much), and will probably test a list on the Saturday's championship here in my city:
+4 Deathrite Shaman
+3 Bump in the Night
+4 Tyrant's Choice
All of the MD anti-creature cards are gone. I like those cards. It may be worth it if the deck is consistently a turn faster: does it goldfish on turn 3 when you start with a Deathrite Shaman?
The mana question is only worth examining when that's out of the way.
Personally I doubt it's a good idea to splash. Wizards just gave us this hardcore 2 CMC red creature and the deck is taking down SCGs. If it ain't broken, don't fix it.
+4 Deathrite Shaman
+3 Bump in the Night
+4 Tyrant's Choice
All of the MD anti-creature cards are gone. I like those cards. It may be worth it if the deck is consistently a turn faster: does it goldfish on turn 3 when you start with a Deathrite Shaman?
The mana question is only worth examining when that's out of the way.
Personally I doubt it's a good idea to splash. Wizards just gave us this hardcore 2 CMC red creature and the deck is taking down SCGs. If it ain't broken, don't fix it.
I get your point, but when I talked to the guy who piloted this deck, he said it was really easier against matches that used to be impossible (mostly combo), due to the SB (I think he had a better SB, mines still look a little bad) and the MD DRS. I think (actually I'm sure) it would be cool to have at least one taiga to be able to activate DRS's GY creature removal.
I guess in the second game against creature decks you may side in 4 ensnaring bridge (in my list it was 3, but I guess this card is too good to not be a 4 of) and 3 blaze effects, to get more effective against non-creature decks.
I'm also not a fan of 4 fireblast, it gets risky for a 4 damage spell, and with the black splash you have better options (2 are great, but 4 increases by a lot the chance of getting 2 in one game and getting to cast only 1 of them)
The bad thing about splash is having wasteland and POP issues, but I think that may be worth it. I don't know, burn has really become a real T1 deck, maybe I'm just trying to make it not that boring to play with.
I really don't know, it was just an idea that popped in my friends' and mine head. We will give it a try in the next few weeks and I bring you the thoughts about the splash
PS.: I think the real idea of the splash was to be better against matches that used to be bad. I guess combo decks, because aggro matches use to be good matches for burn
+4 Deathrite Shaman
+3 Bump in the Night
+4 Tyrant's Choice
All of the MD anti-creature cards are gone. I like those cards. It may be worth it if the deck is consistently a turn faster: does it goldfish on turn 3 when you start with a Deathrite Shaman?
The mana question is only worth examining when that's out of the way.
Personally I doubt it's a good idea to splash. Wizards just gave us this hardcore 2 CMC red creature and the deck is taking down SCGs. If it ain't broken, don't fix it.
I don’t believe we should be running more than 3 Mancer’s/Shaman’s anyway. It should be a 2/1 split between DRS and Lavamancer. DRS is smarter and would probably see more maindeck play if it cost [R] instead of [G/B] because it’s a 1 for 2 trade instead of a 2 for 2 trade (meaning number of cards you exile). The nice thing that Lavamancer has is that the exile is part of the cost versus resolution meaning you don’t lose graveyard battles. It’s something to keep in mind.
Price is getting worse in the meta right now as more and more decks are including basics to get around blood moon shenanigans.
We should be replacing/splitting between Forsaken Wastes and Vortex as Wastes is better in the battle of Abrupt Decay which is very good at getting rid of Vortex.
Finally, one of the biggest ticks in the deck is the synergy between Searing Blood, Searing Blaze and Eidolon of the Great Revel. We don’t want to remove those spells. I do think we can get away with only 3 EotGR though. Fireblast is also a 3 of, not 2 of. It’s our finisher for christ’s sakes.
It's not that the deck is Broken but WoTC is giving us so many amazing reason's to start testing splashing. If it wasn't for testing we would never find innovations. Do you know HOW many Burn players I've had to convince that EOTGR is a GOOD magic card since its printing? Same goes for Bump and Choice.
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I can't imagine running fewer than 3 Fireblast. I run 4 and am not considering any reduction in their numbers. There are so many great things one can do with this card.
It seems especially good with that splash plan. It puts land and cards in the graveyard for DRS, so whether it's damage or mana needed at the moment, there it is. "Fireblast you" is as wonderful a response to "Wasteland your Badlands" as I can think of. Then there are the usual tricks with floating mana and burning straight through Thalia, Daze, and Spell Pierce... it gets through Eidolon in a low life situation... not to mention the rare Turn 3 kills from Goblin Guide, a few bolts, and a Fireblast. In the past I've played 21 lands to support the double Fireblast draws, but as everyone seems to be playing 20 now I won't rock the boat.
I personally don't think a card like Tyrant's Choice is better than the traditional Fireblast, but DRS/Bump are big game and might be worth it. My instinct, now that Burn is a top deck, is to play it as-is until I wear the sleeves out or start losing.
Thank you all (echofish, Lormador and ThePlum )! And now, what do you think about the new Goblinslide? Do you believe that it helps in long games?
Before we begin the discussion of "It is a 3cmc spell that taxes the rest of your spells for the rest of the game if you want utility from it" I want to remind everyone that a card for Burn must go through a few pretty tough standards:
1. If the card doesn't provide immediate damage to our opponent it must have a fantastic upside or provide a solution to a problem that we have to solve "now". For example, Rift Bolt doesn't provide immediate damage but is a turn delayed bolt, so it passes the test. Vortex stops life-gain and gives us inevitability in games we have no right in winning. It passes the test. REB/Pyroblast provide utility by allowing us to resolve our finishers against blue decks. Bridge prevents us from dying to...well, legacy creature bases.
Now with that in mind, what immediate impact or utility does this enchantment provide? It allows us to "cycle" spells into creatues (no clue if cycle is the proper term but I am using it). The ability is a solid 2.5 out of 5 on the usefulness scale by allowing us to churn out potential threats against UW(r) Miracles and chump 'Goyfs for days. The ability is very strong in limited, pretty good in standard and ok in legacy for us. I don't think it really passes the tests as even a sideboard card. Anything that answers Vortex answers this AND vortex is the stronger card in matchups we'd want this card in (debatable about RUG Delver I guess).
2. It add's mana taxing effects on a land lite deck. Sure, we might not be 11 mana crazy but we are 17-20 mana crazy. Not only is a nombo with Fire Blast (a stronger card), it makes hands really awkward that are land, bolt, bolt, bolt, vortex, guide, this.
3. It's just not powerful enough.
Hope that answers the question.
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In barely Boros it is decent, but I would much rather have Boros Charm. In Burn I would never, ever play this. Not only would I have to splash white which has no other real utility for red, I would have to be playing a deck that plans on killing me with damage which is not ever deck. It does nothing against storm combos and marginal if anything against dredge.
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U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
EDH:
G Ezuri, Renegade Leader, Fighting for Rivendell
WU Brago, King Eternal, Long Live the King
WUBRG Scion of the Ur-Dragon, Worship the Dragon
The deck rarely kills on turn three, but that should not be a factor for not playing burn.
Well I am just wondering because I have quite a gauntlet of decks made up, but they are missing a few cards. I haven't used my goblin guides in months so I'm guessing if to trade them or finish making this deck to add to my Gauntlet. Any views from the community as to if this deck is worth it or not?
U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
EDH:
G Ezuri, Renegade Leader, Fighting for Rivendell
WU Brago, King Eternal, Long Live the King
WUBRG Scion of the Ur-Dragon, Worship the Dragon
Anyways. Goblin Guide is in the wind these days. It may be good to hold on to them for a while.
Haha, true. I was just wondering if it matched my kind of playstyle with the decks I currently have for my Gauntlet.
U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
EDH:
G Ezuri, Renegade Leader, Fighting for Rivendell
WU Brago, King Eternal, Long Live the King
WUBRG Scion of the Ur-Dragon, Worship the Dragon
Thank you for pointing this out.
I have been playing Burn for years, but it was always a tertiary deck in a state of semi-disrepair. I only registered it for a sanctioned event once. It has always been the red-headed stepchild (har har har) among the piles I enjoyed playing Magic with. I've continued to test it, and been continually disappointed with the results. The best I ever managed to do with it was 3-2 down at the LGS, prior to the printing of Eidolon... with MD Pyrostatic Pillar.
I noticed when this creature got printed, but couldn't actually be bothered to go out and get my playset. I know zero Standard players and have long since retired from draft (without distinction). I note that SCG Top 8s have been coming in quite regularly.
Finally I have updated my deck and taken it out for a spin. Whoa. This is not the same deck I struggled to count to 20 with way back in the day. Where once I had to try and get there with some combination of Keldon Marauders, Hellspark Elemental, and Flame Rift, now I can play Eidolon of the Great Revel and Searing Blood (I tried Blaze, and it wasn't live enough for me even with 9 fetches).
Eidolon + Searing Blood = Potential Blowout, this play could easily be the decisive one of the game.
Any combination of Marauders, Hellspark, Flame Rift = If you can find a blowout play with these cards, please let me know about it.
...
So, yeah. In the past I, like many others, was pretty casual about my Burn list. I splashed green in it for Destructive Revelry. I tried 16 lands and mostly 1 drop Vexing Devil decks. I even built Artifact Burn with Shrapnel Blasts and Mishra's Factory. Sometimes I'd be "strict" and run exactly the same list as someone who managed to get a good tournament result.
I am now faced with the prospect of my Burn deck, so long maligned, possibly being the best one I have available to bring to the field: the deck still with random lands scrounged from a draft box over the Unglued Islands in my Omnitell, over my APAC Australian Plains and Japanese Forest in Dark Maverick. I think it's time to get some real Mountains.
...
As for a gauntlet, what do you want from the decks in the gauntlet? Burn is incredibly strong right now.
Overall record: 139-98-15
Total number of matches: 252
Win percentage ignoring draws: 58.649789
Win percentage including draws: 55.158730
I don't see any Flame Rifts in either Charlie Mitchells or Bryan Cambidges deck.
http://mtgtop8.com/event?e=7755&d=244626&f=LE
http://mtgtop8.com/event?e=7659&d=244005&f=LE
Eidolon is useful because each player is taking damage of it. Burn will usually win the race in symphony with other burn spells and attacking creatures, including Eidolon itself.
If they kill Eidolon right away, they take two damage including using a card to remove him. This will also help sticking a Goblin Guide or Grim Lavamancer in play.
Actually I have been building the Gauntlet for quite a while because I love Legacy so much. I'm trying to build fun decks for myself but I am also building decks which take a different playstyle approach. My Magic mates have mediocre decks, so the gauntlet is for if a friend wants to play a powerful deck, all they have to do is ask and they have a wide variance of styles to choose from. I very rarely build decks that have a similar playstyle approach because one of is going to be better than the other.
U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
EDH:
G Ezuri, Renegade Leader, Fighting for Rivendell
WU Brago, King Eternal, Long Live the King
WUBRG Scion of the Ur-Dragon, Worship the Dragon
Picture it this way. My opponent and I each have a creature. Mine is an Eidolon, and his is something that can be killed with Searing Blood: like a Delver, DRS, Thalia, Revoker, Dark Confidant, freshly cast Stoneforge Mystic, etc.
I proceed to my turn, use Searing Blood on their main phase to remove their creature and swing across the now-empty field with my Eidolon. That's 5 damage, which will become 7 in the best case that they find removal immediately. Eidolon will sting them with whatever they deploy to the field to try and catch up with, or worse, on whatever cantrip they use to find this creature or removal spell.
Searing X can clear the field without sacrificing advantage in either terms of cards or damage. When that field has an Eidolon on it, the other player will probably be taking 4-6 more just to stabilize. A few bolts to the dome seals the deal.
Overall record: 139-98-15
Total number of matches: 252
Win percentage ignoring draws: 58.649789
Win percentage including draws: 55.158730
Eidolon has made the deck more creature focused than ever, moreso than any of the other creatures ran in Burn over its history (be it Mauraders, Hellspark, Lavamancer, etc). On average, Burn can expect more damage to come from creatures in each game than ever. With the greater emphasis on creatures being played in Burn Searing Blaze/Blood are just logical inclusions for their ability to clear out blockers without sacrificing damage to the dome. Clearing out a blocker with Blaze/Blood and then swinging in with Eidolon is an effective five damage play.
But that's not the only reason. Blaze/Blood are just naturally strong in the current meta. There are a good number of kill-on-sight creatures and having a way to kill them while still going to the dome is invaluable. Just the threat of Deathrite Shaman gaining several life over the course of the game is enough reason to clear him out whenever he comes down, but having to use a Bolt to do so has still effectively gained your opponent three life. Same with Stoneforge Mystic. And in many cases Thalia threatens to slow you down so heavily that she often must be killed ASAP as well. Hell, even the Burn mirror is common enough and an opposing Eidolon can be a problem. Delver, Mom, and many more creatures can be problematic too.
Lastly, there's a historical reason; Blaze has been around for quite a while but was rarely if ever run in the mainboard outside of very specific metas. It's basically dead against combo decks (corner cases against *cheat fatties into play* decks aside), as well as Miracles. But, those are also matchups that Eidolon is absolutely fantastic against. In a sense, Eidolon shoring up the matchups where Blaze/Blood are dead against makes running them in the main more reasonable.
Lately there have been coming out great cards for Monored burn, but I guess burn may be splashed
I have been having this idea for months, and with the arrival of Tyrant's Choise it seems like the black splash is really strong right now
In a championship here in my state there is a JUND Burn deck with splash for I think 1 or 2 sylvan library in the MD and 3 Destructive Revelry on the SB, and for Tyrant's Choise and Deathrite Shaman in the MD
I've been thinking about a BR Burn deck (without the green splash, I think it's too much), and will probably test a list on the Saturday's championship here in my city:
4 Goblin Guide
4 Deathrite Shaman
4 Lightning Bolt
4 Tyrant's Choise
4 Chain Lightning
3 Price of progress
4 Lava Spike
3 Bump in the night
4 Rift Bolt
2 Fireblast
2 Swamp
2 Badlands
1 Badlands
4 Bloodstained Mire
3 Scalding Tarn
3 Polluted Delta
3 Mountain
2 Arid Mesa
3 Thoughtseize
3 Ensnaring Bridge
3 Rakdos Charm
3 Searing Blaze
The cards are listed in order of which is more important IMO. The SB is kinda weird, I haven't been going after ideas for it with the black splash yet
What do you guys think about it? Maybe the green splash was cool, but I'm not sure about it. Maybe also I should leave only 1 swamp in the MD.
-3 Grim Lavamancer
-1 Price of Progress
-2 Fireblast
-2 Sulfuric Vortex
-3 Searing Blood/Blaze
+4 Deathrite Shaman
+3 Bump in the Night
+4 Tyrant's Choice
All of the MD anti-creature cards are gone. I like those cards. It may be worth it if the deck is consistently a turn faster: does it goldfish on turn 3 when you start with a Deathrite Shaman?
The mana question is only worth examining when that's out of the way.
Personally I doubt it's a good idea to splash. Wizards just gave us this hardcore 2 CMC red creature and the deck is taking down SCGs. If it ain't broken, don't fix it.
Overall record: 139-98-15
Total number of matches: 252
Win percentage ignoring draws: 58.649789
Win percentage including draws: 55.158730
I get your point, but when I talked to the guy who piloted this deck, he said it was really easier against matches that used to be impossible (mostly combo), due to the SB (I think he had a better SB, mines still look a little bad) and the MD DRS. I think (actually I'm sure) it would be cool to have at least one taiga to be able to activate DRS's GY creature removal.
I guess in the second game against creature decks you may side in 4 ensnaring bridge (in my list it was 3, but I guess this card is too good to not be a 4 of) and 3 blaze effects, to get more effective against non-creature decks.
I'm also not a fan of 4 fireblast, it gets risky for a 4 damage spell, and with the black splash you have better options (2 are great, but 4 increases by a lot the chance of getting 2 in one game and getting to cast only 1 of them)
The bad thing about splash is having wasteland and POP issues, but I think that may be worth it. I don't know, burn has really become a real T1 deck, maybe I'm just trying to make it not that boring to play with.
I really don't know, it was just an idea that popped in my friends' and mine head. We will give it a try in the next few weeks and I bring you the thoughts about the splash
PS.: I think the real idea of the splash was to be better against matches that used to be bad. I guess combo decks, because aggro matches use to be good matches for burn
I don’t believe we should be running more than 3 Mancer’s/Shaman’s anyway. It should be a 2/1 split between DRS and Lavamancer. DRS is smarter and would probably see more maindeck play if it cost [R] instead of [G/B] because it’s a 1 for 2 trade instead of a 2 for 2 trade (meaning number of cards you exile). The nice thing that Lavamancer has is that the exile is part of the cost versus resolution meaning you don’t lose graveyard battles. It’s something to keep in mind.
Price is getting worse in the meta right now as more and more decks are including basics to get around blood moon shenanigans.
We should be replacing/splitting between Forsaken Wastes and Vortex as Wastes is better in the battle of Abrupt Decay which is very good at getting rid of Vortex.
Finally, one of the biggest ticks in the deck is the synergy between Searing Blood, Searing Blaze and Eidolon of the Great Revel. We don’t want to remove those spells. I do think we can get away with only 3 EotGR though. Fireblast is also a 3 of, not 2 of. It’s our finisher for christ’s sakes.
It's not that the deck is Broken but WoTC is giving us so many amazing reason's to start testing splashing. If it wasn't for testing we would never find innovations. Do you know HOW many Burn players I've had to convince that EOTGR is a GOOD magic card since its printing? Same goes for Bump and Choice.
Not in the main deck, but in the sideboard against Miracles, perhaps.
It seems especially good with that splash plan. It puts land and cards in the graveyard for DRS, so whether it's damage or mana needed at the moment, there it is. "Fireblast you" is as wonderful a response to "Wasteland your Badlands" as I can think of. Then there are the usual tricks with floating mana and burning straight through Thalia, Daze, and Spell Pierce... it gets through Eidolon in a low life situation... not to mention the rare Turn 3 kills from Goblin Guide, a few bolts, and a Fireblast. In the past I've played 21 lands to support the double Fireblast draws, but as everyone seems to be playing 20 now I won't rock the boat.
I personally don't think a card like Tyrant's Choice is better than the traditional Fireblast, but DRS/Bump are big game and might be worth it. My instinct, now that Burn is a top deck, is to play it as-is until I wear the sleeves out or start losing.
Overall record: 139-98-15
Total number of matches: 252
Win percentage ignoring draws: 58.649789
Win percentage including draws: 55.158730
Before we begin the discussion of "It is a 3cmc spell that taxes the rest of your spells for the rest of the game if you want utility from it" I want to remind everyone that a card for Burn must go through a few pretty tough standards:
1. If the card doesn't provide immediate damage to our opponent it must have a fantastic upside or provide a solution to a problem that we have to solve "now". For example, Rift Bolt doesn't provide immediate damage but is a turn delayed bolt, so it passes the test. Vortex stops life-gain and gives us inevitability in games we have no right in winning. It passes the test. REB/Pyroblast provide utility by allowing us to resolve our finishers against blue decks. Bridge prevents us from dying to...well, legacy creature bases.
Now with that in mind, what immediate impact or utility does this enchantment provide? It allows us to "cycle" spells into creatues (no clue if cycle is the proper term but I am using it). The ability is a solid 2.5 out of 5 on the usefulness scale by allowing us to churn out potential threats against UW(r) Miracles and chump 'Goyfs for days. The ability is very strong in limited, pretty good in standard and ok in legacy for us. I don't think it really passes the tests as even a sideboard card. Anything that answers Vortex answers this AND vortex is the stronger card in matchups we'd want this card in (debatable about RUG Delver I guess).
2. It add's mana taxing effects on a land lite deck. Sure, we might not be 11 mana crazy but we are 17-20 mana crazy. Not only is a nombo with Fire Blast (a stronger card), it makes hands really awkward that are land, bolt, bolt, bolt, vortex, guide, this.
3. It's just not powerful enough.
Hope that answers the question.