There's nothing wrong with the cards involved themselves, I think the best way of putting it is: You need to find one strategy and stick with it. As is, the deck looks a little scatterbrained(not too much though, so no worries). Are you aiming for a well rounded list, or a combo styled kill as quickly as possible? The deck will only really be effective if it sticks to one of those plans, combining them tends to just make it lose focus. I only say this because of that 3x Magma Jet, which doesn't really work for any list, you typically want to run 4 or 0. Like I said it's not too bad so don't worry too much about it, there's just a couple elements that look a tad out of place.
If you're going for the more balanced list I'd recommend dropping 4x Flame Rift, 2x Flames of the bloodhand, for a fourth Magma Jet, and Incinerate, as well as 4 other cards of your choice (I'd say Mogg Fanatic, but that one's your call. Your much closer to this side of things than the other as it stands, but considering I'm not sure what you're aiming for...
If you wanted to go for the speed kill then I'd say drop: 3x Magma Jet, 2x Fork, Browbeat, Famebreak, Earthquake, and maybe even the PoP's (but they can come in real handy). Replacing them with more consistent to the dome burn.
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Currently Running Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves Standard: Junk Super Friends, Elf-Wave Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
Actually, I'm dropping the Rolling Earthquakes. They're freaking stupid. I'm going for a 4th Flamebreak instead.
so:
-2 R-Quakes
+1 Flamebreak
+1 Fireblast
R-Quakes MAY make it in the board if I see a lot of aggro liek Gobbos or Meddling Mage (IDK why they would use that....lol) and such, but otherwise they aren't as good as Flamebreaks, plain and simple.
Oh, and also:
-2 PoP (3 SBed)
+2 Pyrostatic Pillar (2 SBed)
Actually, I'm dropping the Rolling Earthquakes. They're freaking stupid. I'm going for a 4th Flamebreak instead.
so:
-2 R-Quakes
+1 Flamebreak
+1 Fireblast
R-Quakes MAY make it in the board if I see a lot of aggro liek Gobbos or Meddling Mage (IDK why they would use that....lol) and such, but otherwise they aren't as good as Flamebreaks, plain and simple.
Oh, and also:
-2 PoP (3 SBed)
+2 Pyrostatic Pillar (2 SBed)
--Pce,
Cartman
There's a very simple reason for R-quakes. They aren't Flamebreak. It's that simple, Variable cost makes them far more flexible than Flamebreak. They get around restrictive cards and I've won many a game having had 3 mana open to pay 2 on a quake, and 1 on a bolt to kill off small creatures and a 4 toughness threat.
All I'm saying is Rolling Earthquake is by no means useless. It's a play style option pure and simple. If you don't like it is not worth boarding though. Just don't go outting a card simply because it doesn't fit the way you play.
Edit: @ Soggy Pizza Pockets
I was hoping someone might post a list based around those. Couple of questions: Have you tried Street Wraith yet? And how are 18 Mountains working with 8 Baubles? I'd think that's a tad much myself, but I'd love to hear how it's working for you, as well as how the deck as a ehole is working for you.
Currently Running Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves Standard: Junk Super Friends, Elf-Wave Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
Bored at work, so I played my deck to see how many turns to deal 20, often took too long. Pyrite Spellbomb slows me down too much.
Currently don't have a sideboard, but read through all this and will be looking to acquire some of the cards mention in this primer.
Comments/Suggestions?
Well it looks like you know what you're aiming to do. The best strategy is usually to proxy up the list you're looking to end up with and see what works.
One thing I can say is that you'll likely be underwhelmed by Thunderbolt should you try it out. Being unable to hit non-flying creatures, is a pretty serious disadvantage.
As to Pyrite slowing you down, I'd think Seal of Fire doesn't help this out any. If you're willing to test these out I'd replace the 2 of them with Rift Bolt, and Lava Spike. Actually this might be part of why your list is taking it's time to hit 20. I just noticed it also has 4x Shock, so it may be the combination of 2 damage spells thats limiting the speed of the list.
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Currently Running Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves Standard: Junk Super Friends, Elf-Wave Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
I'd never really thought of Street Wraith. But really, the last update this deck has seen is Rift Bolt. I'll have to mess with it. I guess my main gripe is that seeing multiple of the same bauble just draws me cards. Seeing multiple street wraiths means 4+ damage. We've been talking about how fetchlands and lands like barbarian ring just help out our opponents too much due to pain or stifle effects.
- Stifle is easier to play around with the baubles just because you can let it sit there for a while. You need your lands tapping for mana, so the fetching needs to happen right away.
- The last thing I want to see when I am at 4-5 life against a deck that has bolt effects is a street wraith. The "damage to myself" idea really bothers me, and it's the reason why I don't run Flame Rift or Chain of Plasma anymore. I can see running 1-2 wraiths in the main, but no more than that.
18 lands seems good so far. I tend to hit 4 mana by turn 5 if the game lasts til then. It's nice because I am not as frequently caught in a rut when I see 2 fireblasts in one game.
Final Fortune actually works well but I think it coincides with the fact that I see as many lands as I do. It give the deck a pseudo sense of longevity. Without the baubles, I would have a rough time reaching anymore than 3 lands, hence I would be required to see a bolt effect if I wanted to follow it up with fortune.
Instant As an additional cost to play Shard Volley, sacrifice a land. Shard Volley deals 3 damage to target creature or player. “Let the mountain’s teeth pierce our oppressors” Common"
I'm fairly certain testing will show this to be playable. It may not be a 4-of however, which may lead to some interesting looking burn decks. Thoughts?
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Some have said embermages lack subtlety. You know what? THEY'RE ALL DEAD!! :mad1:
There's Rift Bolt, Lightning bolt and Chain Lightning already.
And it certainly doesn't help versus Stax.
I'd be willing to bet my left testicle this will see play in Legacy Burn.dec. If we could play 43 bolts we would IMO. OK, whoops, 39 + Fireblasts.
This spell actually DOES help our Stax matchup. It's only one mana and an instant. Admittedly the benefits are small, but they certainly exist and I'll take all the extra % I can get on Stax. What were you expecting, a 1 cc instant that does 4? A mode that allows you to smash an artifact? Uncounterability to slice though Chalice for 1?
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Some have said embermages lack subtlety. You know what? THEY'RE ALL DEAD!! :mad1:
I'd be willing to bet my left testicle this will see play in Legacy Burn.dec. If we could play 43 bolts we would IMO. OK, whoops, 39 + Fireblasts.
This spell actually DOES help our Stax matchup. It's only one mana and an instant. Admittedly the benefits are small, but they certainly exist and I'll take all the extra % I can get on Stax. What were you expecting, a 1 cc instant that does 4? A mode that allows you to smash an artifact? Uncounterability to slice though Chalice for 1?
Keep your testicle. It sure as heck will be in my burn deck when it rotates in legal. It was a card that I always thought should've been made. In many ways it's even easier to use than fireblast.
it's all good
thanks and enjoy
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17 lands to feed 4 Fireblasts is already short in my experience. With 4 Shard Volleys, I'd say you need about 22 lands to feed all that.
I agree. This is why I mentioned the card may not run optimally as a 4-of. Should be a winner in builds running more land for Anarchy reasons, and will make Barbarian Ring worse.
Bangoo: Copper Tablet is just too slow, as when dropped turn two it will only deal the requisite 3 damage on turns 4 or 5 depending on the die roll. It's also an utterly atrocious topdeck, something it's sharing with the Ankh. A turn 2 Ankh will typically do more damage though, due to the prevalence of fetchlands in the format.
So what is the general consensus on this one? As I've said previously, in the interest of keeping the first post up to date I'll likely be editing it with the release of Morningtide (I'll also log a list of changes in order to keep continuity on the thread). And at the moment this seems like the only card liable to affect the deck out of Morningtide.
I'm not sold on this one yet, but then again I never am, it took me months to adopt Rift Bolt. Has anyone done some proxy testing with it? And what is the general consensus as to the number of lands required to run it, to me it would necessitate atleast 20-21. And this might be the card that actually makes me cave on Barbarian Ring, but we'll see.
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Currently Running Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves Standard: Junk Super Friends, Elf-Wave Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
I've already got my playset of them, though I'm thinking it isnt going to be something you can consistently cast. Drawing doubles in your opening hand is a double edged sword.
Has anyone else been playing Keldon Mauraders?
Its a promised 2 damage, and it's 3/3 body often means you can squeeze 5 damage in with it, chump a goyf or trade with Mongoose.
He also makes your game against Ichorid a lot better.
hey yall, i just started testing this on MWS, and was wondering if anyone was thinking of running Countryside Crusher.
it makes a HUGE body, will make sure you don't top deck a land. the problem is, it would be able to be gobbled up by regular removal and and is no garunteed damaged.
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And all that the Lorax left here in this mess
was a small pile of rocks, with one word...
UNLESS.
Whatever that meant, well, I just couldn't guess.
thanks to The Highlight Studios for the amazing avatar
I'm decided to start playing Legacy and Burn seems to be perfect - it's dirt cheap (it cost like 1-2 Tarmogoyfs (yes, Tarmogoyf is official price measure of Magic cards and decks)), quite easy to play, and I allways liked setting things on fire. After reading through this tread I come up with my version of deck - only thing I'm not sure about is number of lands, but it needs futher testing. (Becouse I'm new to Legacy I don't know my local meta well, so Sideboard is just copy/paste, nevermind it.)
I'm not too sure about the Price of Progress in your MD. Hows that working out for you?
In legacy price of progess is pretty much an auto include 2 of, and 4 is even acceptable, assuming you know the meta to some extent.
its generally atleast 4 dmg, and sometimes can be 8-10.
Or you'll get responses like 'i crack my fetch.... And fail to find a land'
it also makes the 43land.deck matchup ridiculous.
I dont think countryside crusher would be good here, not only does it make thier removal relevant- but you have no way to protec thim and he has no built in protection. Also you generally always run less than 20 lands.
You might even be able to argue splashing green would be better for, well nevermind thats sligh; not burn.
Countryside crusher is something we want to avoid. It in no way guarantees damage, and even if it can get big, it's easy enough to kill. It voids the strategy of the deck, and give's nothing to make up for it.
Currently Running Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves Standard: Junk Super Friends, Elf-Wave Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
It may be the 'big new thing' in Standard, and that's great, and it certainly DOES have applications. But this deck is just not one of them.
The idea here is to get your opponent to zero life as quickly and efficiently as possible. Period. That precludes most 'interaction' (similar to Ichorid/Bridge or TPS), and totally precludes combat, imho. There's just too many better ways to achieve this goal (underlined above), and frankly, none of them are creatures.
While you're (maybe) wasting a turn spending :1mana::symr::symr: on a potentially great creature, you just missed an opportunity to spend the same mana on the same turn and just burn them for...say...9 damage, with much greater certainty. (3 lightning bolts, for example) or even more if you toss in some Fireblasts.
Under that criterion alone, he does not fit...period. Sorry to be harsh, but that's just the reality of this deck archetype.
Honestly, apart from perhaps Grim Lavamancer or maybeBall Lightning, there's not a single creature in the game I could see running in such a deck...and I've played it enough to realize that even Ball Lightning is just awful. Trust me, I tried it...and they're outta there (with much more consistent results).
Honestly, apart from perhaps Grim Lavamancer or maybeBall Lightning, there's not a single creature in the game I could see running in such a deck...and I've played it enough to realize that even Ball Lightning is just awful. Trust me, I tried it...and they're outta there (with much more consistent results).
.
Quoted for truthery. Mogg Fantastic is the only creature that deserves serious consideration on inclusion in Burn. Keldon Marauders is the closest thing in recent history to be a consideration for this deck. As it's guarantedd to deal damage.
Grim Lavamancer and Ball Lightning are both sligh creatures, they don't fit in this deck because neither guarantees anything.
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Currently Running Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves Standard: Junk Super Friends, Elf-Wave Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
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Edited for Sh33p's reasons:
18 Mountain
Creatures
4 Mogg Fanatic
Spells
4 Lightning Bolt
4 Chain Lightning
4 Rift Bolt
4 Lava Spike
4 Fireblast
4 Incinerate
4 Magma Jet
2 Fork
2 Browbeat
2 Flamebreak
2 Earthquake
2 Price of Progress
4 Pyroblast
3 Anarchy
3 Pyrostatic Pillar
3 Pithing Needle
2 Price of Progress
There's nothing wrong with the cards involved themselves, I think the best way of putting it is: You need to find one strategy and stick with it. As is, the deck looks a little scatterbrained(not too much though, so no worries). Are you aiming for a well rounded list, or a combo styled kill as quickly as possible? The deck will only really be effective if it sticks to one of those plans, combining them tends to just make it lose focus. I only say this because of that 3x Magma Jet, which doesn't really work for any list, you typically want to run 4 or 0. Like I said it's not too bad so don't worry too much about it, there's just a couple elements that look a tad out of place.
If you're going for the more balanced list I'd recommend dropping 4x Flame Rift, 2x Flames of the bloodhand, for a fourth Magma Jet, and Incinerate, as well as 4 other cards of your choice (I'd say Mogg Fanatic, but that one's your call. Your much closer to this side of things than the other as it stands, but considering I'm not sure what you're aiming for...
If you wanted to go for the speed kill then I'd say drop: 3x Magma Jet, 2x Fork, Browbeat, Famebreak, Earthquake, and maybe even the PoP's (but they can come in real handy). Replacing them with more consistent to the dome burn.
Currently Running
Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves
Standard: Junk Super Friends, Elf-Wave
Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
4 Mishra's Bauble
4 Urza's Bauble
4 Lightning Bolt
4 Chain Lightning
4 Lava Spike
4 Magma Jet
2 Price of Progress
2 Final Fortune
3 Flamebreak
4 Rift Bolt
4 Tormod's Crypt
2 Price or Progress
3 Pithing Needle
6 Open Slot
I'm not really sure what to go with in the sideboard, seeing how the metas that I go into are pretty random. Any ideas?
so:
-2 R-Quakes
+1 Flamebreak
+1 Fireblast
R-Quakes MAY make it in the board if I see a lot of aggro liek Gobbos or Meddling Mage (IDK why they would use that....lol) and such, but otherwise they aren't as good as Flamebreaks, plain and simple.
Oh, and also:
-2 PoP (3 SBed)
+2 Pyrostatic Pillar (2 SBed)
--Pce,
Cartman
There's a very simple reason for R-quakes. They aren't Flamebreak. It's that simple, Variable cost makes them far more flexible than Flamebreak. They get around restrictive cards and I've won many a game having had 3 mana open to pay 2 on a quake, and 1 on a bolt to kill off small creatures and a 4 toughness threat.
All I'm saying is Rolling Earthquake is by no means useless. It's a play style option pure and simple. If you don't like it is not worth boarding though. Just don't go outting a card simply because it doesn't fit the way you play.
Edit: @ Soggy Pizza Pockets
I was hoping someone might post a list based around those. Couple of questions: Have you tried Street Wraith yet? And how are 18 Mountains working with 8 Baubles? I'd think that's a tad much myself, but I'd love to hear how it's working for you, as well as how the deck as a ehole is working for you.
Currently Running
Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves
Standard: Junk Super Friends, Elf-Wave
Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
16 mountain
4 Great Furnance
Spells
1 Howling Mine
1 Thunderbolt
4 Shrapnel Blast
4 Lightning Bolt
4 Seal of Fire
1 Flamebreak
4 Pyrite Spellbomb
3 Incinerate
1 Volcanic Hammer
3 Pulse of the Forge
2 Magma Jet
4 Shock
3 Lava Spike
4 Slith Firewalker
1 Spark Elemental
Currently don't have a sideboard, but read through all this and will be looking to acquire some of the cards mention in this primer.
Comments/Suggestions?
Well it looks like you know what you're aiming to do. The best strategy is usually to proxy up the list you're looking to end up with and see what works.
One thing I can say is that you'll likely be underwhelmed by Thunderbolt should you try it out. Being unable to hit non-flying creatures, is a pretty serious disadvantage.
As to Pyrite slowing you down, I'd think Seal of Fire doesn't help this out any. If you're willing to test these out I'd replace the 2 of them with Rift Bolt, and Lava Spike. Actually this might be part of why your list is taking it's time to hit 20. I just noticed it also has 4x Shock, so it may be the combination of 2 damage spells thats limiting the speed of the list.
Currently Running
Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves
Standard: Junk Super Friends, Elf-Wave
Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
I'd never really thought of Street Wraith. But really, the last update this deck has seen is Rift Bolt. I'll have to mess with it. I guess my main gripe is that seeing multiple of the same bauble just draws me cards. Seeing multiple street wraiths means 4+ damage. We've been talking about how fetchlands and lands like barbarian ring just help out our opponents too much due to pain or stifle effects.
- Stifle is easier to play around with the baubles just because you can let it sit there for a while. You need your lands tapping for mana, so the fetching needs to happen right away.
- The last thing I want to see when I am at 4-5 life against a deck that has bolt effects is a street wraith. The "damage to myself" idea really bothers me, and it's the reason why I don't run Flame Rift or Chain of Plasma anymore. I can see running 1-2 wraiths in the main, but no more than that.
18 lands seems good so far. I tend to hit 4 mana by turn 5 if the game lasts til then. It's nice because I am not as frequently caught in a rut when I see 2 fireblasts in one game.
Final Fortune actually works well but I think it coincides with the fact that I see as many lands as I do. It give the deck a pseudo sense of longevity. Without the baubles, I would have a rough time reaching anymore than 3 lands, hence I would be required to see a bolt effect if I wanted to follow it up with fortune.
I'm sure many of you have seen this...
"Shard Volley
Instant
As an additional cost to play Shard Volley, sacrifice a land.
Shard Volley deals 3 damage to target creature or player.
“Let the mountain’s teeth pierce our oppressors”
Common"
http://forums.mtgsalvation.com/showthread.php?t=100088
I'm fairly certain testing will show this to be playable. It may not be a 4-of however, which may lead to some interesting looking burn decks. Thoughts?
There's Rift Bolt, Lightning bolt and Chain Lightning already.
And it certainly doesn't help versus Stax.
I'd be willing to bet my left testicle this will see play in Legacy Burn.dec. If we could play 43 bolts we would IMO. OK, whoops, 39 + Fireblasts.
This spell actually DOES help our Stax matchup. It's only one mana and an instant. Admittedly the benefits are small, but they certainly exist and I'll take all the extra % I can get on Stax. What were you expecting, a 1 cc instant that does 4? A mode that allows you to smash an artifact? Uncounterability to slice though Chalice for 1?
Keep your testicle. It sure as heck will be in my burn deck when it rotates in legal. It was a card that I always thought should've been made. In many ways it's even easier to use than fireblast.
it's all good
thanks and enjoy
Tidbits of George Carlin :
“I like it when a flower or a little tuft of grass grows through a crack in the concrete. It's so f***in' heroic.”
"I'm completely in favor of the separation of Church and State. My idea is that these two institutions screw us up enough on their own, so both of them together is certain death."
"Inside every cynical person, there is a disappointed idealist”
Wouldn't hate any of those.
4x Lightning Bolt
4x Chain Lightning
4x Rift Bolt
4x Lava Spike
4x New 'Bolt
That's potential 60 points of damage right there.
Mmm. Mmm. Mmm. Mmm... Toasty.
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I agree. This is why I mentioned the card may not run optimally as a 4-of. Should be a winner in builds running more land for Anarchy reasons, and will make Barbarian Ring worse.
Bangoo: Copper Tablet is just too slow, as when dropped turn two it will only deal the requisite 3 damage on turns 4 or 5 depending on the die roll. It's also an utterly atrocious topdeck, something it's sharing with the Ankh. A turn 2 Ankh will typically do more damage though, due to the prevalence of fetchlands in the format.
I'm not sold on this one yet, but then again I never am, it took me months to adopt Rift Bolt. Has anyone done some proxy testing with it? And what is the general consensus as to the number of lands required to run it, to me it would necessitate atleast 20-21. And this might be the card that actually makes me cave on Barbarian Ring, but we'll see.
Currently Running
Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves
Standard: Junk Super Friends, Elf-Wave
Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
Has anyone else been playing Keldon Mauraders?
Its a promised 2 damage, and it's 3/3 body often means you can squeeze 5 damage in with it, chump a goyf or trade with Mongoose.
He also makes your game against Ichorid a lot better.
Mimeoplasm Midrange, CHAINER CHAINER HIGH VOLTAGE
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Sek'Kuar, Deathkeeper, Phage the Uncastable, Azusa Lost but Stompy, Crosis Combo Breaker, All-In-Skullbriar, Rafiq/Jenara ETB army, Hazezon Swarm, Glissa Voltron!, Jarad Zombie Tribal, Zedruu Pillowfort, Reaper King Artifact Shenanagains
it makes a HUGE body, will make sure you don't top deck a land. the problem is, it would be able to be gobbled up by regular removal and and is no garunteed damaged.
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I'm not too sure about the Price of Progress in your MD. Hows that working out for you?
its generally atleast 4 dmg, and sometimes can be 8-10.
Or you'll get responses like 'i crack my fetch.... And fail to find a land'
it also makes the 43land.deck matchup ridiculous.
I dont think countryside crusher would be good here, not only does it make thier removal relevant- but you have no way to protec thim and he has no built in protection. Also you generally always run less than 20 lands.
You might even be able to argue splashing green would be better for, well nevermind thats sligh; not burn.
Mimeoplasm Midrange, CHAINER CHAINER HIGH VOLTAGE
Rafiq of the Astral Slide, 67land.dec Child of Alara, Gisela <3 Sunforger
TRADE!?WUBRGMy Pauper Cube
Sek'Kuar, Deathkeeper, Phage the Uncastable, Azusa Lost but Stompy, Crosis Combo Breaker, All-In-Skullbriar, Rafiq/Jenara ETB army, Hazezon Swarm, Glissa Voltron!, Jarad Zombie Tribal, Zedruu Pillowfort, Reaper King Artifact Shenanagains
Currently Running
Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves
Standard: Junk Super Friends, Elf-Wave
Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon
It may be the 'big new thing' in Standard, and that's great, and it certainly DOES have applications. But this deck is just not one of them.
The idea here is to get your opponent to zero life as quickly and efficiently as possible. Period. That precludes most 'interaction' (similar to Ichorid/Bridge or TPS), and totally precludes combat, imho. There's just too many better ways to achieve this goal (underlined above), and frankly, none of them are creatures.
While you're (maybe) wasting a turn spending :1mana::symr::symr: on a potentially great creature, you just missed an opportunity to spend the same mana on the same turn and just burn them for...say...9 damage, with much greater certainty. (3 lightning bolts, for example) or even more if you toss in some Fireblasts.
Under that criterion alone, he does not fit...period. Sorry to be harsh, but that's just the reality of this deck archetype.
Honestly, apart from perhaps Grim Lavamancer or maybe Ball Lightning, there's not a single creature in the game I could see running in such a deck...and I've played it enough to realize that even Ball Lightning is just awful. Trust me, I tried it...and they're outta there (with much more consistent results).
.
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Mogg Fanatic?
Quoted for truthery. Mogg Fantastic is the only creature that deserves serious consideration on inclusion in Burn. Keldon Marauders is the closest thing in recent history to be a consideration for this deck. As it's guarantedd to deal damage.
Grim Lavamancer and Ball Lightning are both sligh creatures, they don't fit in this deck because neither guarantees anything.
Currently Running
Legacy: Burn; Various Stompy's; Food Chain Goblins; FC Elves
Standard: Junk Super Friends, Elf-Wave
Elder Dragon Highlander: Animar, Skithiryx, Bosh, Konda, Wort, Ezuri, Patron of the Moon