This is my first legacy list. I'm running 20 Mountains for now because I don't have fetches yet, and that's why I'm favoring Searing Blood over Searing Blaze. I've had some success (a few 3-1 on dailies at least), so I figured it's worth reaching out for some critique. Any advice is very welcome!
I don't exactly feel wonderful about this change, but with my fetchlands otherwise occupied Grim really does run out of fuel. I'm looking forward to running the full 3 again once the fetch is on hand to do so. Skullcrack is pretty awful. I haven't had a chance to shrug off a Batterskull hit yet, that's the dream.
SB:
4 blasts is a lot. I tried going all the way to 6 Blasts, but I still wasn't beating Omnitell... and therefore certainly wouldn't beat Sneaky Show. I bring 3 blasts now. They are just filler for my board.
1 Searing Blood... I don't run this in the board. I like a third Sulfuric Vortex.
2 pieces of grave hate (Grafdigger's Cage and Relic)... Both of these spells cost mana. It's cool that Relic cantrips, but taking my turn 1 move also pushes back my clock by 1 turn. I really like the free and uncounterable Faerie Macabre. Reanimator testing has impressed upon me that uncounterability matters, and all I really need is for them to stumble slightly. 2 pieces might be too few slots if you really want to take down these matchups anyway.
1 Dragon's Claw... I never considered this for the mirror. Well, this would certainly win the mirror!
1 Ensnaring Bridge... I swear by my Bridges and couldn't live without 2 of them. 3 does not sound unreasonable either.
1 Pyroclasm... all our creatures, and they are all important, die to this card. I don't like that.
2 Vexing Shusher... I play three. Wins against Countertop, how cool is that?
Thanks for the input! I really think I like the MD the way it is after more testing. My sideboard is what needs the most work. The cards that were under performing the most were definitely the extra blasts and the Relic of Progenitus. I'm going to do some testing cutting 2 blasts and the relic for another Bridge, and 2 Faerie Macabre. I severely overlooked that card! In your opinion, is 1 Grafdigger's Cage and 2 Faerie Macabre good enough against most graveyard strategies?
Pyroclasm has stolen me so many games vs Elves. In that match-up I tend to board out at least a few Goblin Guides, especially on the draw. They just don't do much against the Elves ability to infinitely chump block him. If I have an Eidolon or Lavamancer in my opening hand, I'm going to play them first and the Pyroclasm is an EXCELLENT backup plan. The Elves deck needs a density of elves to win and if they go for a big Glimpse turn on turn 2 or 3, you can completely blow them out.
I like the inclusion of Wasteland - Price of Progress is obviously in the sideboard. I don't like Price in the maindeck, because it can be inconsistent. I also like completely blanking any removal. It might make us a bit weaker to combo (as the creatures do lots of damage in that matchup), but it also gives us a lot more sideboard options, such as being able to beat a Leyline of Sanctity.
Price of Progress is a fickle mistress, but I don't think I could live without it. It's very endearing how she will just destroy some decks, like Lands and 12Post (at least until they can get a Glacial Chasm online).
People I play against spend a lot of time praying that I don't have this card, or that I don't have a second one in hand. Therefore I run 4. It's like the old primer said, PoP is like a volatile stock. Sometimes it will hit for a bunch, and sometimes it will sit there dead. In mono red I think we definitely have to play this card.
My favorite Price of Progress casting was against a Team America player who had Underground Sea, Bayou, Wasteland, Wasteland, and he had to Armageddon himself to stay alive. Well, until I cast my next spell anyway. I could never get behind putting Prices in the board against a deck like that, but I will often board them out and watch opponents fetch basics and sandbag lands for the rest of the games.
Price of Progress is a fickle mistress, but I don't think I could live without it. It's very endearing how she will just destroy some decks, like Lands and 12Post (at least until they can get a Glacial Chasm online).
People I play against spend a lot of time praying that I don't have this card, or that I don't have a second one in hand. Therefore I run 4. It's like the old primer said, PoP is like a volatile stock. Sometimes it will hit for a bunch, and sometimes it will sit there dead. In mono red I think we definitely have to play this card.
My favorite Price of Progress casting was against a Team America player who had Underground Sea, Bayou, Wasteland, Wasteland, and he had to Armageddon himself to stay alive. Well, until I cast my next spell anyway. I could never get behind putting Prices in the board against a deck like that, but I will often board them out and watch opponents fetch basics and sandbag lands for the rest of the games.
I just feel like I would rather have a spell that will always deal 4, rather than sometimes deal ten and sometimes zero. I think four in the sideboard is correct though, since it's obviously insane against BUG, Lands, and 12 Post (although Lands and 12 Post aren't that hard of a match up to begin with...).
It's not that decks don't run nonbasics, it's that they can fetch basics or otherwise play around PoP. Decks will sometimes do this right from the mulligan.
I get where Master is coming from, it really stinks to have dead PoPs in hand when the game would otherwise be within reach. I often side them out.
I managed to get some good testing in against GW Maverick this evening. Preboard is about 50%, he ran 3 Stoneforge Mystic for Batterskull and Thalia interfered with my answers more than once. Postboard, though, they have nothing to bring in, and Smash to Smithereens handles the equipment nicely. It's solidly in our favor.
I hereby apologize to the Magic playing community for ever having recommended other artifact removal in Burn.
^^i know it deals no damage but why no love for shattering spree? just curious. replicate gets around counters if they are present and hits multiple targets. or has ability to pending on situation.
Yeah, the other player pays a price to avoid getting blown out by PoP... and they'll pay that price whether or not I've actually kept PoP in the deck. Fear keeps them in line, even when they suspect I've boarded it out. There's nothing like pretending to board it back in if they seem to be playing duals with impunity, either.
Yeah, I used to champion Shattering Spree, which is great in the corner case where it blows up a Chalice @2 (though @1 is more dangerous) or blows out a MUD/Affinity player. It kind of fails at its primary mission though, which is to kill that equipment... and we absolutely need instant speed to prevent the life gain. Cast Jitte, equip, swing is the scary play, as is EOT Batterskull off of Stoneforge. Those are the plays I need to beat the most, and there's nothing like Smash to Smithereens in those cases.
I'd like to discuss the Burn list that made top 8 in the recent SCG Atlanta. That Top 16 featured an awful lot of combo, mostly Elves, Reanimator, a Belcher deck, and a lot more Infect than I'm accustomed to seeing.
I'm not so much interested in the miser's Vexing Devil in the main deck, which Mr. Wright seems to have chosen over a 20th land, as I am in the sideboard. The card I haven't seen before in a Burn sideboard is Pithing Needle.
It seems like an interesting idea. I can think of a lot of work that a Pithing Needle might do. Four Sulfuric Vortex is pretty serious business also.
That list looks like it was geared towards a very specific meta. 4 maindeck POP, 4 sideboard vortex, and very little artifact hate probably says something more about what he assumed he would be up against as opposed to it being an ideal configuration.
I cannot get behind the miser devil though. I think I would sooner run them than lava spike in most cases, and by running one you increase the risk of it coming up at the wrong time. You want that card early and often or not at all, so I think I would have sooner dropped it for a skullcrack or something.
I don't see how this is anything other than a standard Burn list apart from the 1-of Vexing Devil. Well, let's look at that meta, insofar as it's known to us (the top 16, in no particular order).
Miracles (x2)
Infect (x3)
Elves (x2)
Shardless BUG
High Tide
Reanimator (x3)
UR Delver
Belcher
Merfolk
Apart from the miser Vexing Devil, which I'm not going to discuss, let's examine the impact of the sideboard on these matchups.
Mr. Wright definitely seems to have had a good read on at least a portion of this metagame. He was well prepared for Miracles with his 4 Sulfuric Vortex. It seems meh in every other matchup, and I'm not sure where else it could come in.
Pithing Needle and Forked Bolt look either great (the Forked) or decent (Needle) against Elves. Needle also might do something against Belcher. It's pretty weak, but certainly has to come in. Merfolk might not like the card either, and Reanimator's Griselbrand would surely not appreciate the intrusion. Needle does work against Miracles as well.
I suppose Infect must have caught a lot of people by surprise, and with the two top lists piloted by Brad Nelson and Todd Anderson (SCG grinders from out of town), that's understandable.
This might not really be what the SCG Atlanta metagame looked like, of course. In fact, these are probably the decks that did well against that metagame. I wouldn't know. I'm in Beijing, exiled from events.
why does every deck have 4 lavamancers and 7-8 fetches these days? i've played a Burn deck for a couple of years, then i had a break. and i remember very well that running 3 lavamancers with 12 fetches was just enough to fill my grave. like T1 lavamancer and the next 3-4 turn i had him always ready for fire.
and even with 12 fetches i had to blow a fireblast sometimes just to have an amm.
so the question is : 4 lavamancers with 7 fetchlands? seriously? or do they just expect to have the first one killed? or is it just because it's popular?
Grim Lavamancer is expected to be used a few times today. I'm not sure when you played burn (before the break) but there has been a lot of cards that were seen playable for burn, since Time Spiral. I also suspect a lot deals with Goblin Guide being in play on turn 1. Personally, I not a fan of Grim Lavamancer in mono-red burn.
I also used to be critical of Lavamancer, the 1/1 that might get to Shock someone on my next turn after I've invested 2 mana into him. I found later on that I was just playing him incorrectly.
Against some decks, T1 Lavamancer might be good, but most of the time this is the worst T1 play available to the deck. Lavamancer is a staple in mana sink builds: decks that have cards into which you can pour excess mana in the event of a flood and keep doing damage. His other use, machine gunning down the opponent's creatures, is really important too, but that depends on the matchup. I still like to run him out later than T1 (so my Goblin Guide eats the StP instead of him).
Drop Lavaman when you've got that extra red mana on the table on turn 2-4, and activate him judiciously, and feeding him isn't such a big problem. Much less fuel is needed in this case, hence the 7-8 fetch norm.
Yeah, I'm on the 3 Lavamancer plan too. Lavamancner #1 is almost always great, the rest are usually pretty bad.
That's why I'm on the two main/one side plan. It feels fine drawing the first one, and it's the least common card to be removed, as an overall observation of the meta.
Sadly, outside of fetches, Khans of Tarkir brought nothing to Legacy Burn. This is not entirely a bad thing, as it means fetch builds should now become cheap enough to pick up, enabling newer players to play the stronger form of Mono-Red Burn.
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Yeah, I'm on the 3 Lavamancer plan too. Lavamancner #1 is almost always great, the rest are usually pretty bad.
That's why I'm on the two main/one side plan. It feels fine drawing the first one, and it's the least common card to be removed, as an overall observation of the meta.
Sadly, outside of fetches, Khans of Tarkir brought nothing to Legacy Burn. This is not entirely a bad thing, as it means fetch builds should now become cheap enough to pick up, enabling newer players to play the stronger form of Mono-Red Burn.
Howl of the Horde is definitely win-more, and would be worse than what's in the current Burn lists.
I don't think that Monastery Swiftspear is good enough for Legacy, as it still gets walled by most creatures at or above 2CMC. It could be interesting as Goblin Guides 5-8, although it is much better in Modern. (If you run Modern Burn, run 3-4.)
For me, with my list, I struggle to find room for either. (Unless there is significant change in Legacy over the next month, this is what I'm taking to Eternal Masters in late October in Melbourne.)
The list is already tight, and I value the 19th land as a 61st slot more than cutting a card to go down to 60 slots. (Or cutting a land to go back to 18) Otherwise, I am running 56-57 standard slots. Skullcrack came as an extension of having to deal with a lot of Batterskull/Swords to Smithereens/Glimmrepost/energy Field/Umezawa's Jitte. It still domes for 3 damage, and it also has the ability to get rid of defensive True-Name Nemesis/Mother of Runes-targeted creature.
Sideboard has no Red Elemental Blast/Pyroblast, as I find them to not be proactive enough in winning the game, as well as typically eating a counter when you need to counter a spell. (Only Blue spell I tend to worry about is Show and Tell, and we usually have to go over the top anyway.) Pyrostatic Pillar is a catch-all in case there will be as many Storm players as there were in the last one I went to. It is possible that I am slightly skimping on my graveyard hate, although Burn tends to lose to fast graveyard-based combo anyway.
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Eternal Masters 2015 Legacy Champion. Has an unnatural love towards perfectly reasonable respect for Lightning Bolt.
Howl of the Horde is definitely win-more, and would be worse than what's in the current Burn lists.
I think Howl might be good in stronger attack burn deck (those playing vexing devils)
I don't think that Monastery Swiftspear is good enough for Legacy, as it still gets walled by most creatures at or above 2CMC. It could be interesting as Goblin Guides 5-8, although it is much better in Modern. (If you run Modern Burn, run 3-4.)
I think it's an interesting card, since the ability triggers for all non-creature cards. I wonder if this may bring the Mishra's Bauble/Urza's Bauble back. Something to think about.
For me, with my list, I struggle to find room for either. (Unless there is significant change in Legacy over the next month, this is what I'm taking to Eternal Masters in late October in Melbourne.)
Nice list. I'm not much of a fan of grim lavamancer but playing 2 is the smartest thing I'd seen (with those lavamancers)
The list is already tight, and I value the 19th land as a 61st slot more than cutting a card to go down to 60 slots. (Or cutting a land to go back to 18) Otherwise, I am running 56-57 standard slots. Skullcrack came as an extension of having to deal with a lot of Batterskull/Swords to Smithereens/Glimmrepost/energy Field/Umezawa's Jitte. It still domes for 3 damage, and it also has the ability to get rid of defensive True-Name Nemesis/Mother of Runes-targeted creature.
Yeah it seemed tight, same is true with my deck but I might look for room for Howl by theory it's an awesome finisher
Sideboard has no Red Elemental Blast/Pyroblast, as I find them to not be proactive enough in winning the game, as well as typically eating a counter when you need to counter a spell. (Only Blue spell I tend to worry about is Show and Tell, and we usually have to go over the top anyway.) Pyrostatic Pillar is a catch-all in case there will be as many Storm players as there were in the last one I went to. It is possible that I am slightly skimping on my graveyard hate, although Burn tends to lose to fast graveyard-based combo anyway.
I like the blasts but I'm not sure if they are needed.
Well, if it's going to be viable, it'll take one heck of a card to make it happen. I tried this plan and it was a total dud. I wound up with really steep consistency problems. Perhaps I did not test this enough. I don't know if this Swiftspear fellow has what it takes.
...
Blasts are a funny thing in this deck. I don't think they should be removed, but I include mine pretty much just as filler. There are so many times when they are useful. I sometimes kill Delvers with them to buy a few more turns. Sometimes I try and counter a Counterbalance. Occasionally I take aim at a Show and Tell, or a Lord of Atlantis.
I often seem to have an inefficient burn spell in the given matchup that would be better off as a blast.
Well, if it's going to be viable, it'll take one heck of a card to make it happen. I tried this plan and it was a total dud. I wound up with really steep consistency problems. Perhaps I did not test this enough. I don't know if this Swiftspear fellow has what it takes.
...
Blasts are a funny thing in this deck. I don't think they should be removed, but I include mine pretty much just as filler. There are so many times when they are useful. I sometimes kill Delvers with them to buy a few more turns. Sometimes I try and counter a Counterbalance. Occasionally I take aim at a Show and Tell, or a Lord of Atlantis.
I often seem to have an inefficient burn spell in the given matchup that would be better off as a blast.
I'm not sure but I can see this happening. First turn, mountain, Swiftspear then play 3 baubles attack Swiftspear is 4/5. sack all baubles, Turn two draw 4 new cards...
20 Mountain
//Spells
4 Chain Lightning
4 Fireblast
4 Lava Spike
4 Lightning Bolt
4 Price of Progress
4 Rift Bolt
3 Searing Blood
2 Sulfuric Vortex
4 Eidolon of the Great Revel
4 Goblin Guide
3 Grim Lavamancer
1 Searing Blood
3 Smash to Smithereens
2 Pyroblast
2 Red Elemental Blast
2 Vexing Shusher
1 Grafdigger's Cage
1 Relic of Progenitus
1 Ensnaring Bridge
1 Dragon's Claw
1 Pyroclasm
- loafie -
Legacy - Burn
Modern - Mono U Tron
Pauper - Delver/MBC/Zoo
MD changes I made:
-1 Grim Lavamancer
+1 Skullcrack
I don't exactly feel wonderful about this change, but with my fetchlands otherwise occupied Grim really does run out of fuel. I'm looking forward to running the full 3 again once the fetch is on hand to do so. Skullcrack is pretty awful. I haven't had a chance to shrug off a Batterskull hit yet, that's the dream.
SB:
4 blasts is a lot. I tried going all the way to 6 Blasts, but I still wasn't beating Omnitell... and therefore certainly wouldn't beat Sneaky Show. I bring 3 blasts now. They are just filler for my board.
1 Searing Blood... I don't run this in the board. I like a third Sulfuric Vortex.
2 pieces of grave hate (Grafdigger's Cage and Relic)... Both of these spells cost mana. It's cool that Relic cantrips, but taking my turn 1 move also pushes back my clock by 1 turn. I really like the free and uncounterable Faerie Macabre. Reanimator testing has impressed upon me that uncounterability matters, and all I really need is for them to stumble slightly. 2 pieces might be too few slots if you really want to take down these matchups anyway.
1 Dragon's Claw... I never considered this for the mirror. Well, this would certainly win the mirror!
1 Ensnaring Bridge... I swear by my Bridges and couldn't live without 2 of them. 3 does not sound unreasonable either.
1 Pyroclasm... all our creatures, and they are all important, die to this card. I don't like that.
2 Vexing Shusher... I play three. Wins against Countertop, how cool is that?
Overall record: 139-98-15
Total number of matches: 252
Win percentage ignoring draws: 58.649789
Win percentage including draws: 55.158730
Pyroclasm has stolen me so many games vs Elves. In that match-up I tend to board out at least a few Goblin Guides, especially on the draw. They just don't do much against the Elves ability to infinitely chump block him. If I have an Eidolon or Lavamancer in my opening hand, I'm going to play them first and the Pyroclasm is an EXCELLENT backup plan. The Elves deck needs a density of elves to win and if they go for a big Glimpse turn on turn 2 or 3, you can completely blow them out.
- loafie -
Legacy - Burn
Modern - Mono U Tron
Pauper - Delver/MBC/Zoo
4x Chain Lightning
4x Lava Spike
4x Rift Bolt
4x Bump in the Night
4x Tyrant's Choice
4x Boros Charm
4x Fireblast
4x Flame Rift
4x Bloodstained Mire
4x Arid Mesa
2x Badlands
2x Plateau
6x Mountain
I like the inclusion of Wasteland - Price of Progress is obviously in the sideboard. I don't like Price in the maindeck, because it can be inconsistent. I also like completely blanking any removal. It might make us a bit weaker to combo (as the creatures do lots of damage in that matchup), but it also gives us a lot more sideboard options, such as being able to beat a Leyline of Sanctity.
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splinter twin
People I play against spend a lot of time praying that I don't have this card, or that I don't have a second one in hand. Therefore I run 4. It's like the old primer said, PoP is like a volatile stock. Sometimes it will hit for a bunch, and sometimes it will sit there dead. In mono red I think we definitely have to play this card.
My favorite Price of Progress casting was against a Team America player who had Underground Sea, Bayou, Wasteland, Wasteland, and he had to Armageddon himself to stay alive. Well, until I cast my next spell anyway. I could never get behind putting Prices in the board against a deck like that, but I will often board them out and watch opponents fetch basics and sandbag lands for the rest of the games.
Overall record: 139-98-15
Total number of matches: 252
Win percentage ignoring draws: 58.649789
Win percentage including draws: 55.158730
I just feel like I would rather have a spell that will always deal 4, rather than sometimes deal ten and sometimes zero. I think four in the sideboard is correct though, since it's obviously insane against BUG, Lands, and 12 Post (although Lands and 12 Post aren't that hard of a match up to begin with...).
I get where Master is coming from, it really stinks to have dead PoPs in hand when the game would otherwise be within reach. I often side them out.
I managed to get some good testing in against GW Maverick this evening. Preboard is about 50%, he ran 3 Stoneforge Mystic for Batterskull and Thalia interfered with my answers more than once. Postboard, though, they have nothing to bring in, and Smash to Smithereens handles the equipment nicely. It's solidly in our favor.
I hereby apologize to the Magic playing community for ever having recommended other artifact removal in Burn.
Overall record: 139-98-15
Total number of matches: 252
Win percentage ignoring draws: 58.649789
Win percentage including draws: 55.158730
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Yeah, I used to champion Shattering Spree, which is great in the corner case where it blows up a Chalice @2 (though @1 is more dangerous) or blows out a MUD/Affinity player. It kind of fails at its primary mission though, which is to kill that equipment... and we absolutely need instant speed to prevent the life gain. Cast Jitte, equip, swing is the scary play, as is EOT Batterskull off of Stoneforge. Those are the plays I need to beat the most, and there's nothing like Smash to Smithereens in those cases.
I'd like to discuss the Burn list that made top 8 in the recent SCG Atlanta. That Top 16 featured an awful lot of combo, mostly Elves, Reanimator, a Belcher deck, and a lot more Infect than I'm accustomed to seeing.
4 Goblin Guide
4 Grim Lavamancer
1 Vexing Devil
4 Eidolon of the Great Revel
Lands (19)
11 Mountain
4 Arid Mesa
3 Bloodstained Mire
1 Wooded Foothills
4 Fireblast
4 Lightning Bolt
4 Price of Progress
4 Searing Blaze
4 Chain Lightning
4 Lava Spike
4 Rift Bolt
2 Pithing Needle
3 Relic of Progenitus
4 Sulfuric Vortex
3 Red Elemental Blast
2 Smash to Smithereens
1 Forked Bolt
I'm not so much interested in the miser's Vexing Devil in the main deck, which Mr. Wright seems to have chosen over a 20th land, as I am in the sideboard. The card I haven't seen before in a Burn sideboard is Pithing Needle.
It seems like an interesting idea. I can think of a lot of work that a Pithing Needle might do. Four Sulfuric Vortex is pretty serious business also.
Overall record: 139-98-15
Total number of matches: 252
Win percentage ignoring draws: 58.649789
Win percentage including draws: 55.158730
I cannot get behind the miser devil though. I think I would sooner run them than lava spike in most cases, and by running one you increase the risk of it coming up at the wrong time. You want that card early and often or not at all, so I think I would have sooner dropped it for a skullcrack or something.
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Miracles (x2)
Infect (x3)
Elves (x2)
Shardless BUG
High Tide
Reanimator (x3)
UR Delver
Belcher
Merfolk
Apart from the miser Vexing Devil, which I'm not going to discuss, let's examine the impact of the sideboard on these matchups.
Mr. Wright definitely seems to have had a good read on at least a portion of this metagame. He was well prepared for Miracles with his 4 Sulfuric Vortex. It seems meh in every other matchup, and I'm not sure where else it could come in.
Pithing Needle and Forked Bolt look either great (the Forked) or decent (Needle) against Elves. Needle also might do something against Belcher. It's pretty weak, but certainly has to come in. Merfolk might not like the card either, and Reanimator's Griselbrand would surely not appreciate the intrusion. Needle does work against Miracles as well.
I suppose Infect must have caught a lot of people by surprise, and with the two top lists piloted by Brad Nelson and Todd Anderson (SCG grinders from out of town), that's understandable.
This might not really be what the SCG Atlanta metagame looked like, of course. In fact, these are probably the decks that did well against that metagame. I wouldn't know. I'm in Beijing, exiled from events.
Overall record: 139-98-15
Total number of matches: 252
Win percentage ignoring draws: 58.649789
Win percentage including draws: 55.158730
Grim Lavamancer is expected to be used a few times today. I'm not sure when you played burn (before the break) but there has been a lot of cards that were seen playable for burn, since Time Spiral. I also suspect a lot deals with Goblin Guide being in play on turn 1. Personally, I not a fan of Grim Lavamancer in mono-red burn.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
Against some decks, T1 Lavamancer might be good, but most of the time this is the worst T1 play available to the deck. Lavamancer is a staple in mana sink builds: decks that have cards into which you can pour excess mana in the event of a flood and keep doing damage. His other use, machine gunning down the opponent's creatures, is really important too, but that depends on the matchup. I still like to run him out later than T1 (so my Goblin Guide eats the StP instead of him).
Drop Lavaman when you've got that extra red mana on the table on turn 2-4, and activate him judiciously, and feeding him isn't such a big problem. Much less fuel is needed in this case, hence the 7-8 fetch norm.
Overall record: 139-98-15
Total number of matches: 252
Win percentage ignoring draws: 58.649789
Win percentage including draws: 55.158730
WUBRGProgenitus
URGMaelstrom Wanderer
WUBOloro, Ageless Ascetic
WURZedruu, the Greathearted
BRGProssh, Skyraider of Kher ($100)
GWUDerevi, Empyrial Tactician ($100)
UGKruphix, God of Horizons ($100)(retired)UTalrand, Sky Summoner (French 1v1, $100)
Sadly, outside of fetches, Khans of Tarkir brought nothing to Legacy Burn. This is not entirely a bad thing, as it means fetch builds should now become cheap enough to pick up, enabling newer players to play the stronger form of Mono-Red Burn.
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Monastery Swiftspear and maybe Howl of the Horde.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
I don't think that Monastery Swiftspear is good enough for Legacy, as it still gets walled by most creatures at or above 2CMC. It could be interesting as Goblin Guides 5-8, although it is much better in Modern. (If you run Modern Burn, run 3-4.)
For me, with my list, I struggle to find room for either. (Unless there is significant change in Legacy over the next month, this is what I'm taking to Eternal Masters in late October in Melbourne.)
4 Arid Mesa
4 Scalding Tarn
2 Bloodstained Mire
9 Mountain
Creatures (10)
4 Goblin Guide
2 Grim Lavamancer
4 Eidolon of the Great Revel
Burn Suite (32)
4 Lightning Bolt
4 Chain Lightning
4 Rift Bolt
4 Lava Spike
4 Price of Progress
4 Skullcrack
3 Searing Blaze
1 Sulfuric Vortex
4 Fireblast
4 Flame Rift
3 Smash to Smithereens
3 Relic of Progenitus
2 Pyrostatic Pillar
1 Searing Blaze
1 Sulfuric Vortex
1 Grim Lavamancer
The list is already tight, and I value the 19th land as a 61st slot more than cutting a card to go down to 60 slots. (Or cutting a land to go back to 18) Otherwise, I am running 56-57 standard slots. Skullcrack came as an extension of having to deal with a lot of Batterskull/Swords to Smithereens/Glimmrepost/energy Field/Umezawa's Jitte. It still domes for 3 damage, and it also has the ability to get rid of defensive True-Name Nemesis/Mother of Runes-targeted creature.
Sideboard has no Red Elemental Blast/Pyroblast, as I find them to not be proactive enough in winning the game, as well as typically eating a counter when you need to counter a spell. (Only Blue spell I tend to worry about is Show and Tell, and we usually have to go over the top anyway.) Pyrostatic Pillar is a catch-all in case there will be as many Storm players as there were in the last one I went to. It is possible that I am slightly skimping on my graveyard hate, although Burn tends to lose to fast graveyard-based combo anyway.
an unnatural love towardsperfectly reasonable respect for Lightning Bolt.The Kiwi third of The Salt Mine Podcast: An Australian Legacy Podcast
I think Howl might be good in stronger attack burn deck (those playing vexing devils)
I think it's an interesting card, since the ability triggers for all non-creature cards. I wonder if this may bring the Mishra's Bauble/Urza's Bauble back. Something to think about.
Nice list. I'm not much of a fan of grim lavamancer but playing 2 is the smartest thing I'd seen (with those lavamancers)
Yeah it seemed tight, same is true with my deck but I might look for room for Howl by theory it's an awesome finisher
I like the blasts but I'm not sure if they are needed.
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
Well, if it's going to be viable, it'll take one heck of a card to make it happen. I tried this plan and it was a total dud. I wound up with really steep consistency problems. Perhaps I did not test this enough. I don't know if this Swiftspear fellow has what it takes.
...
Blasts are a funny thing in this deck. I don't think they should be removed, but I include mine pretty much just as filler. There are so many times when they are useful. I sometimes kill Delvers with them to buy a few more turns. Sometimes I try and counter a Counterbalance. Occasionally I take aim at a Show and Tell, or a Lord of Atlantis.
I often seem to have an inefficient burn spell in the given matchup that would be better off as a blast.
Overall record: 139-98-15
Total number of matches: 252
Win percentage ignoring draws: 58.649789
Win percentage including draws: 55.158730
I'm not sure but I can see this happening. First turn, mountain, Swiftspear then play 3 baubles attack Swiftspear is 4/5. sack all baubles, Turn two draw 4 new cards...
In his Second 100 days - Yawgmoth's Bargain is unrestricted in Vintage.
What is going to happen in the Next 100 days!!!
Thalia really destroys that plan, as does ripping those spells too late in the game. "Look, more Baubles..."
Theoretically, it can't possibly work. I'll stick with the SCG top 8 lists before I'm tempted by Artiburn. I did try it once though.
Overall record: 139-98-15
Total number of matches: 252
Win percentage ignoring draws: 58.649789
Win percentage including draws: 55.158730
As a theory, it feels like it won't be viable, due to too much filler and not enough business spells.
an unnatural love towardsperfectly reasonable respect for Lightning Bolt.The Kiwi third of The Salt Mine Podcast: An Australian Legacy Podcast