Hi ! This last scg bringer an outmeta burn list at 7th place, which I like so much to play outmeta. This genius played Boros with the playset of shard volley alongside 20 lands,no skullcrack at all, and 2 lavamancer main deck supported by those volleys. That is amazing ! I want to have your opinion and discuss about that.
In sideboard he brang ensnaring bridge but the card costs expensive so we can replace with either Deflecting palm or searing blood. No relic/rip I really like this guy.
Yeah, Shard Volley is a great magic card. I'm not sure I have the courage to play four, but it's definitely undervalued. I've always given Lavamancer a hard time, but I can definitely see the appeal and why it would be right for some people. Shard Volley and Lavamancer play great together.
I've been thinking about sideboard construction for Burn, and what it means to have a sideboard that actually helps us. I consider Burn to be a combo deck similar to Storm, in that both decks want to draw a certain number of cards through the power of redundancy and finish the game via damage that's difficult to interact with. With Storm, the redundancy comes in mana-producing cantrips and with us it comes with direct damage, but the properties are the same. With that in mind, I think that Burn's sideboard should be built like that of a combo deck--we want to have cards that allow us to protect our combo, and hate on the hate people bring in against us. With that in mind, I've broken up hate into categories that I think we should be focusing on. If anybody else has other categories, please bring them up.
Lifegain
Discard
Counterspells
Land Destruction
Casting/Targeting Disruption (Chalice, Leyline, Gideon of the Trials, etc)
A Go-Wide Clock
A Go-Tall Clock
I think every card we have to worry about in the format fits into one of these seven categories (not including other combo decks trying to go off before us). Furthermore, I think these categories can in themselves be broken up into overarching categories, as follows:
Band-Aid Hate: Lifegain, Discard, Counterspells
Long-Term Hate: Land Destruction, Targeting Disruption
Turning the Corner: Go-wide and go tall clocks
I think, in order to maximize our chances of overcoming hate, we should look at constructing sideboards in such a way that they actively seek to counter these categories. I'll discuss my thoughts on how to do that below.
Band-Aid Hate is the most obvious hate against Burn. It's the stuff that directly makes it harder for us to count to 20. Lifegain is the most blunt tool for this, and discard and counterspells essentially read as "Pay 1-2 mana: gain 3-4 life" for our purposes. The issue with this is that Burn's strength is in redundancy. Given enough time, it's not only easy but assured that we'll fight through the hate and win the game. If a Jund player Thoughtseizes a Grapeshot, the Storm player is significantly set back. If they Thoughtseize our Lava Spike, we'll just draw another next turn. As such, I propose that this is the hate we actually need to worry about the least. It's very hard to blank discard and counterspells, but it's also less important to do so.
Long-Term Hate fundamentally cuts us off from being able to play Magic the way that we want to. Land Destruction robs us of our ability to cast our spells. While this hurts every deck in Magic, it arguably hurts us worse because by design we have few repeatable sources of damage in the form of creatures. We need to be able to cast our spells every turn. Likewise, targeting disruption prevents us from targeting our opponents in some form, which is the other half of our combo equation. These cards represent some of the most backbreaking ways to cripple us, and what's worse is that there isn't a lot in the Modern card pool to fight against it right now. For land destruction, my recommendation is building a solid manabase with at least two sources of every color you play, even as a splash. I also recommend against skimping on lands. For targeted disruption, it depends on the card itself. Leyline requires enchantment hate, Chalice of the Void requires artifact hate, etc. I would keep an eye on elconquistador's monthly hate analysis, see when these types of cards get more popular, and plan your sideboard accordingly. This is the category where Burn starts to lose Magic games.
Turning the Corner is where our opponent goes from preventing us from winning to actually making themselves win. Burn is a combo deck, and like any combo deck it can combo off and win given enough time, even through disruption. Band-Aid Hate and to a lesser extent Long-Term Hate on their own won't make us lose the game. The issue is, opponents don't just sit there and wait for us to rebuild. They play creatures and turn them sideways, putting us on a clock. I believe this is one of the most overlooked ways to defeat Burn, not because it's hidden but because it's in plain sight so much that people don't even think about it. This is why Path to Exile is basically an auto-include in any sideboard running white, even if it doesn't actually do damage. Stalling your opponent out long enough to combo off is critical, and removal is the best way to do that. For go-wide clocks, you have Searing Blaze/Blood, Grim Lavamancer, board wipes, Rakdos Charm, etc. For Go-tall clocks, you have Path, things like Roast or Flame Sash, Deflecting Palm (although Path is the most used because it doubles up as hate against pro-red creatures, another hate category in Turning the Corner). Lifegain on your end is also hate against this category; every time you gain life, you buy yourself an extra turn to close out the game. Make sure not to skimp on the removal you play and recognize that you're all but guaranteed to win if you stall your opponent out of threats. I think one of the bigger mistakes Burn players make is to use their sideboard slots to attack graveyards or artifacts at the expense of creatures, even though creatures are the number one enemy against us. At the same time, a lot of your combo pieces double as removal, which is why we're in a pretty good spot against decks like Elves or Humans.
This argument can be flipped on it's head as well; if your sideboard is fighting something that isn't in one of these categories, I think it's important to ask yourself why and if you really need it. I personally play graveyard hate, but there's a fine argument for eschewing it altogether and treating Dredge as a go-wide clock deck, for example. Because Burn has no draw, we need multiples of our hate in order to somewhat reliably see it, and that means we can't really afford to hedge our bets and play a variety of smaller pieces. We have to pick archetypes that we know will be harmful to us, construct shields specifically against them, and ignore everything else. After all, the best form of hate is us comboing off and winning the game.
Thank you for your analysis. So you defend the position of this 7th at scg that didn't play at all gy hate because finally his sideboard targets more what it is the most menacing by Ensnaring bridge x3. No skullcrack because it would be the least thing we should answer in gy and his list already faster than the stocklist. Dragon's claw as burn is combo for you answers the mirror, probably storm also. And destructive revelry x3 instead of 4.
I definitely agree that he understood how important it is for us not to be attacked, yeah. I myself get nervous about using 3CMC cards, but I certainly think there are worse choices than Ensnaring Bridge, especially as it bricks both go-wide and go-tall clocks. It's probably one of the best 3CMC cards we could choose to play. Even Skullcrack I'm not certain is necessary, though again, I'm currently running it. If there was a two mana Terra Eternal, by contrast, it would probably never leave my sideboard.
I'm also not big on Ensnaring Bridge because it costs so much. It's basically a way to achieve a "long-term hate" card against some other deck, since you can lock someone out of their win condition with it.
I do think Skullcrack is necessary, if only because an opponent can gain a lot off more than 1 spell worth. Discard is psuedo-gain 3 life. Counters are pseudo-gain 3 life. Lifegain might be gaining 4, 5, 6, or more. At that point, they're blanking more than 1 Burn spell worth and you can't handle much of that before that lifegain stabilizes them and you're on the receiving end of go-wide or go-tall and it's over. If they gain 6, it's as if you had just skipped your last turn worth of spells cast and just discarded them instead. It becomes a Time Walk.
I'm also not big on Ensnaring Bridge because it costs so much. It's basically a way to achieve a "long-term hate" card against some other deck, since you can lock someone out of their win condition with it.
I do think Skullcrack is necessary, if only because an opponent can gain a lot off more than 1 spell worth. Discard is psuedo-gain 3 life. Counters are pseudo-gain 3 life. Lifegain might be gaining 4, 5, 6, or more. At that point, they're blanking more than 1 Burn spell worth and you can't handle much of that before that lifegain stabilizes them and you're on the receiving end of go-wide or go-tall and it's over. If they gain 6, it's as if you had just skipped your last turn worth of spells cast and just discarded them instead. It becomes a Time Walk.
Yeah, I agree with that. Not to mention, even if you only block 2 points of lifegain from Kitchen Finks or Collective Brutality or something, it's still three damage on top of that for a total of five. You're right.
Tangentially related, I just saw that a card called Sacred Ground exists and is Modern legal. What do you think about it, elcon? It doesn't help against Spreading Seas or Blood Moon, but it helps against D&T, Ponza, Field of Ruin, Ghost Quarter...
I'm also not big on Ensnaring Bridge because it costs so much. It's basically a way to achieve a "long-term hate" card against some other deck, since you can lock someone out of their win condition with it.
I do think Skullcrack is necessary, if only because an opponent can gain a lot off more than 1 spell worth. Discard is psuedo-gain 3 life. Counters are pseudo-gain 3 life. Lifegain might be gaining 4, 5, 6, or more. At that point, they're blanking more than 1 Burn spell worth and you can't handle much of that before that lifegain stabilizes them and you're on the receiving end of go-wide or go-tall and it's over. If they gain 6, it's as if you had just skipped your last turn worth of spells cast and just discarded them instead. It becomes a Time Walk.
Yeah, I agree with that. Not to mention, even if you only block 2 points of lifegain from Kitchen Finks or Collective Brutality or something, it's still three damage on top of that for a total of five. You're right.
Tangentially related, I just saw that a card called Sacred Ground exists and is Modern legal. What do you think about it, elcon? It doesn't help against Spreading Seas or Blood Moon, but it helps against D&T, Ponza, Field of Ruin, Ghost Quarter...
I'm not a fan of Sacred Ground unless you're running into an obscene amount of direct land destruction all day, every day. You'd be taking T2 off to play it against D&T, and they're building up their "go-wide" while you're doing nothing but weakening the Field of Ruin they use later on. It also only keeps your mana open against Ponza, and they're still ramping to an Inferno Titan or something else that beats you. The way you beat land destruction is to mulligan with it in mind (don't keep 1s ever) and to hope that you draw enough lands to weather it a little bit. Prioritize casting white spells, since almost none of these are capable of denying you Mountains but all of them can deny you white mana. Also keep a fetch up if you can afford to, so that you can fetch for your other Sacred Foundry when/if you need it.
Hi ! This last scg bringer an outmeta burn list at 7th place, which I like so much to play outmeta. This genius played Boros with the playset of shard volley alongside 20 lands,no skullcrack at all, and 2 lavamancer main deck supported by those volleys. That is amazing ! I want to have your opinion and discuss about that.
In sideboard he brang ensnaring bridge but the card costs expensive so we can replace with either Deflecting palm or searing blood. No relic/rip I really like this guy.
Personally I am back on Boros with Drev in the side. After a long time burn player advice me, as a winner of legacy player gp did, I am testing now Vexing devil instead of swiftspear and at 3 copies. Arguments for it is that if opponent has a removal your swiftspear will be dead anyway. So you let the choice to have a big 4/3 body or let him taking 4 damages which we want. Devil is a better top deck than swiftspear. We can consider either vexil devil and swiftspear as women's, like when they say you "do what you want", as if you have the choice lol
All this month, I was testing Hazoret. I am traveling so I had a different metagame on each places I played. Each time I had Hazoret in hand and cast it, I won the game. I know your reticence to its 4 mana costs but this card is a fcking finisher that really really wins your game easily. Indestructible is a keyword that has no answers actually except Path to exile (that is played at less). Hazoret fixes the major problem of burn they is flood lands. It hurts at 5 each turns. So strong.
Just that Hazoret, obviously, can not be played with Shard volley so we have to choose.
I really think that Hazoret is ultime finisher that you want it at 1 or 2 copies maximum. In fact, 3 didn't work for me.
For new players that asked for Naya or Boros burn, I temoined about him thanks to elconquistador1985 : I played Atarka's command. This card is just better than skullcrack and deserves to play 3 colours and fetch/shock. Swiftspear into AC deal 6 damages. This card is strong. Listen to him
First, I wouldn't call the guy a genius just for running a different list. He got 7th, so he eventually lost. Hell, maybe he lost to dredge since he had no graveyard hate. Sorry, but I am not ready to anoint someone who ultimately lost as an innovator. Harsh, but that's my opinion.
I hate vexing devil. Sure it might be a better topdeck when you and the opponent are both hellbent, but the reality is I'm not worried about how good a card is by turn 8. The devil is a worse turn 1-2 play because your opponent is far more likely to have an answer where they take zero damage. At least with haste swiftspear can get in for a couple points of damage before being answered. And I've just stumbled to a win getting my opponent to zero that the higher odds of dealing any damage matters more to me than a god draw where everything goes right.
Hazoret introduces a problem of having a dead card in hand while you stay at 1-3 lands for a couple of turns when the goal should be finishing things as quickly as possible. Even standard red decks run 23-24 lands to play cards like Hazoret. Does it function better in a certain situation? Yes. Is that situation so common that I think the raw efficiency should be diluted to have an out? I don't think so.
We can cut Swiftspear when we get another "R: Haste 2/2" creature alongside Goblin Guide, and I think Swift would probably still be played and Grim Lavamancer might be moved completely to the side. Vexing Devil just isn't good enough.
Burn isn't a "draw/go" control deck. You do want to do some operating on your opponent's turn, but it's not all you do.
As far as Shard Volley, I'd be leery of playing 4 of them partly because sacrificing lands can get dangerous and partly because I'm not sure there's room. I've played the singleton from time to time and enjoyed it, but I'm not sure about 4. It's kind of like Fireblast in Legacy (and I play 4 of those) but it isn't free. I definitely wouldn't cut Swift for it. I can see swapping out flex cards like Grim, Skullcrack, and Searing Blaze for it. However, I think Blaze is strong right now and Skullcrack is a necessary evil and that 4 copies of each are almost required in the 75. I'm willing to shave Skullcracks, though.
Friends on fire. Is there any website or blog where a pro player explain well detalles the burn deck and the IN OUT cards according the enemy?
Thanks
First page of this thread has full sideboard guide.
Oh, and as for the other user's comment on playing draw/go? I think I have played the control role against Infect and that's it. There's a huge difference between holding spells for a turn or two in order to go nuclear in one big turn and playing control. I at least still feel like I limp to the win just barely often enough that I don't want to lose a swiftspear which is at least 1 damage turn 1 and turn 2 can represent an additional 3 damage.
I wouldn't bring molten rain in against affinity. I'd only bring it against big mana (Tron, eldrazi) and BGx (jund, junk, whatever other flavor of the tarmogoyf-thoughtseize deck you might see). It might be ok against mardu pyromancer, but I don't think it's worth playing against them.
I wouldn't personally play it against Jeskai because tapping out for 3CMC just to have it countered is a waste of a turn. The 3CMC card I like against Jeskai is Exquisite Firecraft. I also would rather bring in creature control cards against Company. Killing a Bird is like blowing up a land, but it comes with 3 damage from Blaze/Blood. It's possibly just a Stone Rain against Ponza, because they'll be enchanting basics. I'd rather go the creature route there and kill Arbor Elf with Blaze/Blood. For Company and Ponza, I think there are more important cards to be bringing in and you're starting to dilute your game plan if you're bringing Molten Rain too.
My feeling on firecraft has changed over time. I didn't think it was very good before, but I think it's a fine card now and I even like it in non-control matchups where I need to side things out and need just other burn spells to replace them. This past weekend I played against a ponza deck and took out a couple helix for firecraft just so I had fewer white spells because of blood moon.
I've always loved Mardu burn decks. Bump in the night is a fantastic 1 drop addition to burn decks (despite its flashback being nigh inconceivable to cast.) The thing some people forget is that black provides the 1 drop advantage. Namely, with Bump in the Night the number of burn that can be played with only one mana drastically increases. That being said, thouhg, I don't think black still provides anything outside of Bump in the Night that can compare to the RW counter parts. Sovereign's and Machinations are not as effective as Helix and Boros Charm.
If we want to explore this route, we should maximize the one drops. Play shard volley and Grim Lavamancer instead of Machinations and Sovereing's Bite. This will put you ahead in terms of effective burn each turn, which does provide a different route of card advantage than just RW.
So for you I'd say:
-4 Sovereign's Bite
-4 Machinations
+3 Searing Blaze
+1 Shard Volley
+4 Boros Charm
I certainly would not be opposed to experimenting with black again.
i just saw this card an i was thinking if it would be modern playable as sideboard? for example against EldraTron,valakut
It definitely has potential. I've been able to beat turn 3-4 wurmcoil a few times thanks to skullcrack, but knowing we basically have until turn six to win without much fear is nice. Thing is the eldrazi tron issue in my opinion is chalice over anything else, so I'm bringing in two-mana artifact removal to avoid losing to chalice on one. They are pretty durdly otherwise.
Honestly? I think that card is much better for URx control decks as an answer to cavern of souls to enable countermagic.
4x Goblin Guide
4x Monastery Swiftspear
4x Eidolon of the Great Revel
Spells
4x Lightning Bolt
4x Rift Bolt
4x Lava Spike
4x Bump in the Night
4x Gonti's Machinations
2x Shard Volley
4x Sovereign's Bite
2x Skullcrack
3x Blood Crypt
2x Sacred Foundry
3x Mountain
12x Fetches
3x Path to Exile
3x Wear // Tear
3x Rakdos Charm
4x Searing Blaze
2x Skullcrack
Yeah, Shard Volley is a great magic card. I'm not sure I have the courage to play four, but it's definitely undervalued. I've always given Lavamancer a hard time, but I can definitely see the appeal and why it would be right for some people. Shard Volley and Lavamancer play great together.
Lifegain
Discard
Counterspells
Land Destruction
Casting/Targeting Disruption (Chalice, Leyline, Gideon of the Trials, etc)
A Go-Wide Clock
A Go-Tall Clock
I think every card we have to worry about in the format fits into one of these seven categories (not including other combo decks trying to go off before us). Furthermore, I think these categories can in themselves be broken up into overarching categories, as follows:
Band-Aid Hate: Lifegain, Discard, Counterspells
Long-Term Hate: Land Destruction, Targeting Disruption
Turning the Corner: Go-wide and go tall clocks
I think, in order to maximize our chances of overcoming hate, we should look at constructing sideboards in such a way that they actively seek to counter these categories. I'll discuss my thoughts on how to do that below.
Band-Aid Hate is the most obvious hate against Burn. It's the stuff that directly makes it harder for us to count to 20. Lifegain is the most blunt tool for this, and discard and counterspells essentially read as "Pay 1-2 mana: gain 3-4 life" for our purposes. The issue with this is that Burn's strength is in redundancy. Given enough time, it's not only easy but assured that we'll fight through the hate and win the game. If a Jund player Thoughtseizes a Grapeshot, the Storm player is significantly set back. If they Thoughtseize our Lava Spike, we'll just draw another next turn. As such, I propose that this is the hate we actually need to worry about the least. It's very hard to blank discard and counterspells, but it's also less important to do so.
Long-Term Hate fundamentally cuts us off from being able to play Magic the way that we want to. Land Destruction robs us of our ability to cast our spells. While this hurts every deck in Magic, it arguably hurts us worse because by design we have few repeatable sources of damage in the form of creatures. We need to be able to cast our spells every turn. Likewise, targeting disruption prevents us from targeting our opponents in some form, which is the other half of our combo equation. These cards represent some of the most backbreaking ways to cripple us, and what's worse is that there isn't a lot in the Modern card pool to fight against it right now. For land destruction, my recommendation is building a solid manabase with at least two sources of every color you play, even as a splash. I also recommend against skimping on lands. For targeted disruption, it depends on the card itself. Leyline requires enchantment hate, Chalice of the Void requires artifact hate, etc. I would keep an eye on elconquistador's monthly hate analysis, see when these types of cards get more popular, and plan your sideboard accordingly. This is the category where Burn starts to lose Magic games.
Turning the Corner is where our opponent goes from preventing us from winning to actually making themselves win. Burn is a combo deck, and like any combo deck it can combo off and win given enough time, even through disruption. Band-Aid Hate and to a lesser extent Long-Term Hate on their own won't make us lose the game. The issue is, opponents don't just sit there and wait for us to rebuild. They play creatures and turn them sideways, putting us on a clock. I believe this is one of the most overlooked ways to defeat Burn, not because it's hidden but because it's in plain sight so much that people don't even think about it. This is why Path to Exile is basically an auto-include in any sideboard running white, even if it doesn't actually do damage. Stalling your opponent out long enough to combo off is critical, and removal is the best way to do that. For go-wide clocks, you have Searing Blaze/Blood, Grim Lavamancer, board wipes, Rakdos Charm, etc. For Go-tall clocks, you have Path, things like Roast or Flame Sash, Deflecting Palm (although Path is the most used because it doubles up as hate against pro-red creatures, another hate category in Turning the Corner). Lifegain on your end is also hate against this category; every time you gain life, you buy yourself an extra turn to close out the game. Make sure not to skimp on the removal you play and recognize that you're all but guaranteed to win if you stall your opponent out of threats. I think one of the bigger mistakes Burn players make is to use their sideboard slots to attack graveyards or artifacts at the expense of creatures, even though creatures are the number one enemy against us. At the same time, a lot of your combo pieces double as removal, which is why we're in a pretty good spot against decks like Elves or Humans.
This argument can be flipped on it's head as well; if your sideboard is fighting something that isn't in one of these categories, I think it's important to ask yourself why and if you really need it. I personally play graveyard hate, but there's a fine argument for eschewing it altogether and treating Dredge as a go-wide clock deck, for example. Because Burn has no draw, we need multiples of our hate in order to somewhat reliably see it, and that means we can't really afford to hedge our bets and play a variety of smaller pieces. We have to pick archetypes that we know will be harmful to us, construct shields specifically against them, and ignore everything else. After all, the best form of hate is us comboing off and winning the game.
I definitely agree that he understood how important it is for us not to be attacked, yeah. I myself get nervous about using 3CMC cards, but I certainly think there are worse choices than Ensnaring Bridge, especially as it bricks both go-wide and go-tall clocks. It's probably one of the best 3CMC cards we could choose to play. Even Skullcrack I'm not certain is necessary, though again, I'm currently running it. If there was a two mana Terra Eternal, by contrast, it would probably never leave my sideboard.
I'm also not big on Ensnaring Bridge because it costs so much. It's basically a way to achieve a "long-term hate" card against some other deck, since you can lock someone out of their win condition with it.
I do think Skullcrack is necessary, if only because an opponent can gain a lot off more than 1 spell worth. Discard is psuedo-gain 3 life. Counters are pseudo-gain 3 life. Lifegain might be gaining 4, 5, 6, or more. At that point, they're blanking more than 1 Burn spell worth and you can't handle much of that before that lifegain stabilizes them and you're on the receiving end of go-wide or go-tall and it's over. If they gain 6, it's as if you had just skipped your last turn worth of spells cast and just discarded them instead. It becomes a Time Walk.
Yeah, I agree with that. Not to mention, even if you only block 2 points of lifegain from Kitchen Finks or Collective Brutality or something, it's still three damage on top of that for a total of five. You're right.
Tangentially related, I just saw that a card called Sacred Ground exists and is Modern legal. What do you think about it, elcon? It doesn't help against Spreading Seas or Blood Moon, but it helps against D&T, Ponza, Field of Ruin, Ghost Quarter...
I'm not a fan of Sacred Ground unless you're running into an obscene amount of direct land destruction all day, every day. You'd be taking T2 off to play it against D&T, and they're building up their "go-wide" while you're doing nothing but weakening the Field of Ruin they use later on. It also only keeps your mana open against Ponza, and they're still ramping to an Inferno Titan or something else that beats you. The way you beat land destruction is to mulligan with it in mind (don't keep 1s ever) and to hope that you draw enough lands to weather it a little bit. Prioritize casting white spells, since almost none of these are capable of denying you Mountains but all of them can deny you white mana. Also keep a fetch up if you can afford to, so that you can fetch for your other Sacred Foundry when/if you need it.
First, I wouldn't call the guy a genius just for running a different list. He got 7th, so he eventually lost. Hell, maybe he lost to dredge since he had no graveyard hate. Sorry, but I am not ready to anoint someone who ultimately lost as an innovator. Harsh, but that's my opinion.
I hate vexing devil. Sure it might be a better topdeck when you and the opponent are both hellbent, but the reality is I'm not worried about how good a card is by turn 8. The devil is a worse turn 1-2 play because your opponent is far more likely to have an answer where they take zero damage. At least with haste swiftspear can get in for a couple points of damage before being answered. And I've just stumbled to a win getting my opponent to zero that the higher odds of dealing any damage matters more to me than a god draw where everything goes right.
Hazoret introduces a problem of having a dead card in hand while you stay at 1-3 lands for a couple of turns when the goal should be finishing things as quickly as possible. Even standard red decks run 23-24 lands to play cards like Hazoret. Does it function better in a certain situation? Yes. Is that situation so common that I think the raw efficiency should be diluted to have an out? I don't think so.
Burn isn't a "draw/go" control deck. You do want to do some operating on your opponent's turn, but it's not all you do.
As far as Shard Volley, I'd be leery of playing 4 of them partly because sacrificing lands can get dangerous and partly because I'm not sure there's room. I've played the singleton from time to time and enjoyed it, but I'm not sure about 4. It's kind of like Fireblast in Legacy (and I play 4 of those) but it isn't free. I definitely wouldn't cut Swift for it. I can see swapping out flex cards like Grim, Skullcrack, and Searing Blaze for it. However, I think Blaze is strong right now and Skullcrack is a necessary evil and that 4 copies of each are almost required in the 75. I'm willing to shave Skullcracks, though.
First page of this thread has full sideboard guide.
Oh, and as for the other user's comment on playing draw/go? I think I have played the control role against Infect and that's it. There's a huge difference between holding spells for a turn or two in order to go nuclear in one big turn and playing control. I at least still feel like I limp to the win just barely often enough that I don't want to lose a swiftspear which is at least 1 damage turn 1 and turn 2 can represent an additional 3 damage.
UTron
I've always loved Mardu burn decks. Bump in the night is a fantastic 1 drop addition to burn decks (despite its flashback being nigh inconceivable to cast.) The thing some people forget is that black provides the 1 drop advantage. Namely, with Bump in the Night the number of burn that can be played with only one mana drastically increases. That being said, thouhg, I don't think black still provides anything outside of Bump in the Night that can compare to the RW counter parts. Sovereign's and Machinations are not as effective as Helix and Boros Charm.
If we want to explore this route, we should maximize the one drops. Play shard volley and Grim Lavamancer instead of Machinations and Sovereing's Bite. This will put you ahead in terms of effective burn each turn, which does provide a different route of card advantage than just RW.
So for you I'd say:
-4 Sovereign's Bite
-4 Machinations
+3 Searing Blaze
+1 Shard Volley
+4 Boros Charm
I certainly would not be opposed to experimenting with black again.
It definitely has potential. I've been able to beat turn 3-4 wurmcoil a few times thanks to skullcrack, but knowing we basically have until turn six to win without much fear is nice. Thing is the eldrazi tron issue in my opinion is chalice over anything else, so I'm bringing in two-mana artifact removal to avoid losing to chalice on one. They are pretty durdly otherwise.
Honestly? I think that card is much better for URx control decks as an answer to cavern of souls to enable countermagic.