If your not playing it in your sideboard, you are probably losing games you wouldn't have. There was a short lived discussion about it a few pages back, but it got glossed over by other unrelated posts.
Am I really the only person using Satyr Firedancer right now? Seriously people, he's been incredible...
The problem with firedancer is that it delays you a whole turn in burning your opponents face as opposed to say Keldon Marauders which you can just cast and forget about.
Now i am not dismeriting the fact that it can also burn creatures while burning your opponents face its just that its too slow
Keldon Marauders isn't even in the same ballpark. It provides a totally different element to the deck. What Firedancer does, is make all your burn spells a Landfall enabled Searing Blaze. All you can do with Marauders is cross your fingers and hope what you want to kill attacks you.
If your not playing it in your sideboard, you are probably losing games you wouldn't have. There was a short lived discussion about it a few pages back, but it got glossed over by other unrelated posts.
Am I really the only person using Satyr Firedancer right now? Seriously people, he's been incredible...
The problem with firedancer is that it delays you a whole turn in burning your opponents face as opposed to say Keldon Marauders which you can just cast and forget about.
Now i am not dismeriting the fact that it can also burn creatures while burning your opponents face its just that its too slow
Keldon Marauders isn't even in the same ballpark. It provides a totally different element to the deck. What Firedancer does, is make all your burn spells a Landfall enabled Searing Blaze. All you can do with Marauders is cross your fingers and hope what you want to kill attacks you.
Marauders is 2 damage at the very least and 5 damage at the most. Sure firedancer does trick against aggro but wouldnt we have them sub 10 life by turn 3 with an optimal hand? I would rather run more sweepers in the form of SlagstormVolcanic Fallout or Anger of the gods
in those matchups
I just wanted to say that we're the truest casualty of the war of DRS.
Tell that to the Rage Forger shaman tribal aggro deck that was floating around. And after he finally managed to let them recover from the loss of Blood Braid Elf...
Satyr Firedancer has been a good pick for me, I am actually running it in the Main as my only creature and he has been exactly what i wanted, a counterspell target and if he resolves, even if i don't untap with him being able to snipe a couple little guys has really helped my all out gameplan. Edit: I no longer fear the goyf lol.
My biggest contemplation right now is Searing Blood, When i saw it, i really loved it. It looked like exactly what i needed for the deck to hit critters and the interaction with dancer is good, really good, like for three red mana bolt and searing blood to chain six damage to player and potentially up to kill three creatures has been just awesome. On the same note however, searing blaze is almost better just for the extra damage to creature plus the fact that the critter doesn't have to die to do the damage to the player. I have been testing each one by itself and having both and I'm trying to figure out a good mix. Any opinions if anyone else has tried them both out? I'm thinking like 3 blaze 2 blood.
Satyr Firedancer has been a good pick for me, I am actually running it in the Main as my only creature and he has been exactly what i wanted, a counterspell target and if he resolves, even if i don't untap with him being able to snipe a couple little guys has really helped my all out gameplan. Edit: I no longer fear the goyf lol.
My biggest contemplation right now is Searing Blood, When i saw it, i really loved it. It looked like exactly what i needed for the deck to hit critters and the interaction with dancer is good, really good, like for three red mana bolt and searing blood to chain six damage to player and potentially up to kill three creatures has been just awesome. On the same note however, searing blaze is almost better just for the extra damage to creature plus the fact that the critter doesn't have to die to do the damage to the player. I have been testing each one by itself and having both and I'm trying to figure out a good mix. Any opinions if anyone else has tried them both out? I'm thinking like 3 blaze 2 blood.
Searing Blaze" target="blank">Searing Blaze Pros:
- RR for 6 total is incredible output.
- Clears blockers for devil, guide, marauders etc.
- Doesn't need to kill a creature to hit the dome.
Cons:
- Dead card if op has no creatures.
- Requires fetchlands for instant speed landfall casting.
- Doesn't race as hard as other 2 mana options (skullcrack, marauders, boros charm)
Cons:
- Not only is it a dead card with no creatures, it's often a dead card if all op's creatures are 0/3 or up.
- Still not particularly as fast as most 2 mana spells.
I think it's mostly a meta call. If you are expecting a lot of affinity or clique control players then yeah, blood is better... but Zoo creatures all have big, 3 toughness butts and now that drs is out, one of it's prime targets is gone. Personally, the only creature removal card i run in the maindeck is satyr. I have 2 blazes in the sideboard now, but that could change. Regardless, I don't think I would ever run them together; their roles are too similar and I would rather have redundancy in whichever works best on my meta.
p.s. The fact that they combo well with firedancer is sort of irrelevant (since nearly all burn does).
I been testing Young Pyromancer still. He adds a very great dynamic to the deck, early game I beat down with creatures, then later play him stall the board and burn face. I feel as if you could go either way with Young Pyromancer or Satyr Firedancer.
Also, if you have looked at my lists in the past I have played a good amount of card advantage, playing Magma Jet, Needle Drop, and Temple of Triumph. I have been thinking about Thunderous Wrath and how it works very well with scry, which lead me to wanting to scrap Needle Drop and replace it with Spark Jolt. I understand that those cards only deal one damage but the advantage of cycling lands and possibly hitting Thunderous Wrath could be huge.
Got 2 byes for gp vienna and a judge promo dark confidant.
Congrats letates!
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"This song is ending, but the story never ends" -Me
How many people here have been playing the 3-color burn lists with the switch to Grim Lavamancer from DRS? Is anyone actually liking the switch? (I'm not...)
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Legacy: RUG RUG Delver GUR
Modern: RG GR Tron (Retired) GR WURG Kiki Pod (Retired) GRUW BRG Jund (Retired) GRB
this is the deck i won a GPT with. After the bannings of death rite. Destructive revelry is due to the fact that i suspected a certain boggle player. played him round one and crushed him 2-1. With the revelry i would've scooped 3 times that day due to leyline. the ball lighting should've been guerrilla tactics, ball's are against tron and only when on the play. Tron is already 65-35 in our favour.
Played 5 round then top 8.
Played boggles round 1 2-1
round 2 2-0 vs b/g phyrexian obliterator.
round 3 0-2 vs mono black discard.
round 4 grisselcannon. The mainboard skullcrack won me the game.
round 5 Id vs b/w tokens. Played for fun and he won (due to the fact i didn't want so show him volcanic fallout in the main.)
top 8 played vs kiki pod, made some mistakes but won 2-1 easily.
top 4 played 4 color pod and searing blood won me the game 2-0.
finals, played the mono black discard again and won 2-1 somehow...
Got 2 byes for gp vienna and a judge promo dark confidant.
can you explain why you wanted to go mono red vs rb or rwb?
Also, why just one shard volley? congrats on the win, I enjoy modern burn a lot and I like the list, just curious and wanted to pick your brain. I'm definitely likig the maindeck fallout though.
i like the list. i have been playing 3 color (splash w / b) and have loved it, but i agree that w/o drs and with zoo the mana needs to be tightened up. Looking at the list the only thing im not sure of is the twin matchup. i currently have 2 combust and 3-4 rakdos charms for the matchup. Have you tested this?
I been testing Young Pyromancer still. He adds a very great dynamic to the deck, early game I beat down with creatures, then later play him stall the board and burn face. I feel as if you could go either way with Young Pyromancer or Satyr Firedancer.
Also, if you have looked at my lists in the past I have played a good amount of card advantage, playing Magma Jet, Needle Drop, and Temple of Triumph. I have been thinking about Thunderous Wrath and how it works very well with scry, which lead me to wanting to scrap Needle Drop and replace it with Spark Jolt. I understand that those cards only deal one damage but the advantage of cycling lands and possibly hitting Thunderous Wrath could be huge.
I play Pyromancer in my list. I really like the card, and it works out just how you described. When I side in Satyr, I side out Pyromancer.
How does this SB look to you veteran Burners? Just realized how awesome Rakdos Charm can be against faeries.
4 Rakdos Charm
4 Torpor Orb
4 Destructive Revelry
X Smash to Smithereens/Shattering Spree
X Volcanic Fallout (affinity mostly)
Is there any math to support the inclusion of Firedrinker? Like what sort of damage will we have done by turn 4 with it as opposed to without it? I have 4 Searing Blaze MB which seems to hold its weight against aggro (sans Thalia).
The main deck is pretty efficient at counting to 20. I made sure I have plenty of lands that can generate black mana for Bump in the night. I know the lack of fetches hurt but this is mainly because I do not have the budget for them.
Not 100% on Keldon Marauders and I may give Young Pyromancer a try in this slot. I have not tried Satyr Firedancer yet but as a sideboard card against creature heavy decks I see him as turning every 1 mana burn spell into a landfall Searing Blaze and should wreak havoc against Affinity or Zoo as you do not need to dedicate your burn to removing threats and can instead keep counting to 20.
Skull cracks are a must have and I will always play 4 as they keep me counting to 20. Wear and Tear is further affinity hate (wear) plus the only way I have to deal with a Leyline of Sanctity (tear).
I'm currently ranked 62 in the MTGO Player of the Year rating which mean I make lots of finishes, if any one is interested I'll be posting videos of me playing Rx Burn with Commentary and SB during the Weekdays:
I went 5-1 (6 swiss rounds), with some luck, and won a box of BOG. Here was how :
Round 1 : Affinity
First game I bolt his lifelink flying dudes, and eventually win the race
Then side : -2 magma jet, -1 grim lavamancer, +2 STS, +1 Wear//Tear
I win the race once again, but note that he did not cast Cranial Plating, maybe it would have changed the result.
2-0
Round 2 : UB Faeries
He does not let Bitterblossom ping it too much, he eventually bounces it with Mistbind Clique. But then it is just a matter of waiting that he is tapped out to bolt him without fear of counters.
Side : -3 Shard Volley, +3 Volcanic Fallout (standard when against counter magic)
I note that it is quite hard to bolt, then fallout in response to Spellstutter Sprite (so that he cannot counter), because you need four mana. Well, I win the race.
2-0
Round 3 : Affinity
This time I keep a 4-land hand (I would have probably mulled if I had known he played affinity) and Cranial Plating and Arcbound Ravager destroy me.
Side : -2 magma jet, -1 grim lavamancer, +2 STS, +1 Wear//Tear
It is annoying that he can sacrifice artifacts for ravager in response to Smash to Smithereens. But he sided in Spellskite, and with a Welding Jar in play, I just cannot kill it in time, he kills me at 1 life. Close !
0-2
Round 4 : UWR Midrange ?
My opponent took a game loss from a random deck check, then mulled to 5. She Remand-ed my bolts but it was not enough and I won the race. She was understandably frustrated.
2-0
Round 5 : Kangaroo
Turn 1 : Tolaria West. What ? Then my Goblin Guide reveals Summoner's Pact. I am confused. I am afraid of a Hive Mind / Pacts combo deck, but it is actually the Amulet of Vigor and Bounce lands build, that gets out a Primeval Titan ASAP. Fortunately I burn him before this.
Side : -2 Searing Blaze, -1 grim lavamancer, +2 STS, +1 Wear//Tear I think, to destroy his amulets.
He plays Asuza with no land drops yet, I want to bolt her but he still has priority to play lands. Fortunately he starts with a bounce land, so the bounce and amulet triggers go on the stack and I can answer them with Shard Volley-ing Asuza before he can play two other lands. Then STS the Amulet and finish the burn.
2-0
Round 6 : UB Faeries
Well, we were both at 12 points, and the prizes started at 13 points (18 boosters), then 15 points (36 boosters). So I proposed to draw, so we each get a sure prize. He declined, preferring to play for all or nothing. I did not expect it, I confess ^^
Game 1 : He took a game loss because he forgot to side out from the previous game.
Side : -3 Shard Volley, +3 Volcanic Fallout
Game 2 : He keeps Bitterblossom close, and plays carefully, and finally overwhelms me with flying Faeries, while at 1 life. Close !
Game 3 : He Clique Vendillon a Volcanic Fallout, but I have enough Boros Charm to burn his life away. He sided in Batterskull, this would have been bad news.
2-1
So happy surprise, I go home with a full box !
I still have to perfect the sideboard, and maybe I should tweak the main deck to have better chances against affinity. Main deck Volcanic Fallout maybe. I don't know how my matches were representative of the format, I did not meet any life gain (no soul sisters, no finks, pfew!).
Well, I was very happy with this deck, and I have you guys to thank for this wonderful Primer and all the intelligent discussions of these past weeks !
If your not playing it in your sideboard, you are probably losing games you wouldn't have. There was a short lived discussion about it a few pages back, but it got glossed over by other unrelated posts.
Keldon Marauders isn't even in the same ballpark. It provides a totally different element to the deck. What Firedancer does, is make all your burn spells a Landfall enabled Searing Blaze. All you can do with Marauders is cross your fingers and hope what you want to kill attacks you.
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
Marauders is 2 damage at the very least and 5 damage at the most. Sure firedancer does trick against aggro but wouldnt we have them sub 10 life by turn 3 with an optimal hand? I would rather run more sweepers in the form of Slagstorm Volcanic Fallout or Anger of the gods
in those matchups
We needed that card to even be decent; we needed turn 2 molten rain, we needed late game 2 damage per turn. Alas it wasnt meant to be.
Tell that to the Rage Forger shaman tribal aggro deck that was floating around. And after he finally managed to let them recover from the loss of Blood Braid Elf...
My biggest contemplation right now is Searing Blood, When i saw it, i really loved it. It looked like exactly what i needed for the deck to hit critters and the interaction with dancer is good, really good, like for three red mana bolt and searing blood to chain six damage to player and potentially up to kill three creatures has been just awesome. On the same note however, searing blaze is almost better just for the extra damage to creature plus the fact that the critter doesn't have to die to do the damage to the player. I have been testing each one by itself and having both and I'm trying to figure out a good mix. Any opinions if anyone else has tried them both out? I'm thinking like 3 blaze 2 blood.
Searing Blaze" target="blank">Searing Blaze
Pros:
- RR for 6 total is incredible output.
- Clears blockers for devil, guide, marauders etc.
- Doesn't need to kill a creature to hit the dome.
Cons:
- Dead card if op has no creatures.
- Requires fetchlands for instant speed landfall casting.
- Doesn't race as hard as other 2 mana options (skullcrack, marauders, boros charm)
Searing Blood" target="blank">Searing Blood
Pros:
- Instant speed.
- Just as fast for racing (3 to dome).
- No landfall requirement. A big factor for a 20 land deck.
Cons:
- Not only is it a dead card with no creatures, it's often a dead card if all op's creatures are 0/3 or up.
- Still not particularly as fast as most 2 mana spells.
I think it's mostly a meta call. If you are expecting a lot of affinity or clique control players then yeah, blood is better... but Zoo creatures all have big, 3 toughness butts and now that drs is out, one of it's prime targets is gone. Personally, the only creature removal card i run in the maindeck is satyr. I have 2 blazes in the sideboard now, but that could change. Regardless, I don't think I would ever run them together; their roles are too similar and I would rather have redundancy in whichever works best on my meta.
p.s. The fact that they combo well with firedancer is sort of irrelevant (since nearly all burn does).
Also, if you have looked at my lists in the past I have played a good amount of card advantage, playing Magma Jet, Needle Drop, and Temple of Triumph. I have been thinking about Thunderous Wrath and how it works very well with scry, which lead me to wanting to scrap Needle Drop and replace it with Spark Jolt. I understand that those cards only deal one damage but the advantage of cycling lands and possibly hitting Thunderous Wrath could be huge.
Congrats letates!
Decks:
RUG RUG Delver GUR
RG GR Tron (Retired) GR
WURG Kiki Pod (Retired) GRUW
BRG Jund (Retired) GRB
can you explain why you wanted to go mono red vs rb or rwb?
Also, why just one shard volley? congrats on the win, I enjoy modern burn a lot and I like the list, just curious and wanted to pick your brain. I'm definitely likig the maindeck fallout though.
I play Pyromancer in my list. I really like the card, and it works out just how you described. When I side in Satyr, I side out Pyromancer.
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
4 Rakdos Charm
4 Torpor Orb
4 Destructive Revelry
X Smash to Smithereens/Shattering Spree
X Volcanic Fallout (affinity mostly)
Is there any math to support the inclusion of Firedrinker? Like what sort of damage will we have done by turn 4 with it as opposed to without it? I have 4 Searing Blaze MB which seems to hold its weight against aggro (sans Thalia).
This is what I did. Haven't looked back since.
What were your numbers. I'm undecided on cutting my four lavamancers for 4 firedancers or for just 3 firedancers?
Also, I'm thinking of updating the primer. What cards does the thread think I should add to?
Only been back into Magic since December 2012 and just recently built my Modern Burn deck which has been doing well for me:
4 Blackcleave Cliffs
4 Blood Crypt
4 City Of Brass
2 Sacred Foundry
2 Gemstone Mine
4 Mountain
Creatures (14)
4 Vexing Devil
3 Grim Lavamancer
4 Goblin Guide
3 Keldon Marauders
4 Bump in the Night
4 Lava Spike
4 lightning Bolt
4 Rift Bolt
3 Shard Volley
3 Magma Jet
4 Skullcrack
3 Rakdos Charm
2 Torpor Orb
2 Tormod's Crypt
2 Blood Moon
2 Volcanic Fallout
2 Anger of the Gods
2 Wear // Tear
The main deck is pretty efficient at counting to 20. I made sure I have plenty of lands that can generate black mana for Bump in the night. I know the lack of fetches hurt but this is mainly because I do not have the budget for them.
Not 100% on Keldon Marauders and I may give Young Pyromancer a try in this slot. I have not tried Satyr Firedancer yet but as a sideboard card against creature heavy decks I see him as turning every 1 mana burn spell into a landfall Searing Blaze and should wreak havoc against Affinity or Zoo as you do not need to dedicate your burn to removing threats and can instead keep counting to 20.
Skull cracks are a must have and I will always play 4 as they keep me counting to 20. Wear and Tear is further affinity hate (wear) plus the only way I have to deal with a Leyline of Sanctity (tear).
Anyhow here is where my list is sitting at now:
5 Mountain
4 Arid Mesa
4 Scalding Tarn
4 Blackcleave Cliffs
2 Blood Crypt
1 Stomping Ground
Creatures 12
4 Goblin Guide
4 Grim Lavamancer
4 Vexing Devil
4 Lightning Bolt
4 Rift Bolt
4 Lava Spike
4 Bump in the Night
4 Skullcrack
3 Searing Blaze
3 Shard Volley
2 Flames of the Blood Hand
1 Searing Blaze
3 Hellspark Elemental
2 Hell's Thunder
3 Anger of the Gods
3 Destructive Revelry
3 Rakdos Charm
Modern Elimination Report (Event 6743658)
Modern Elimination R1 Rx Burn vs Gr Tron Event 6743658
Modern Elimination R2 Rx Burn vs GW Hate Bears Event 6743658
Modern Elimination R3 Split
(Note: the list I'm playing in the videos may not match my current list since they were filmed last week)
If you enjoy the videos please Like, Sub or Comment (everything helps).
Enjoy Standard, Modern and Music (also some Pauper, Momir, Gaming, Animations and Legacy)? Then visit my channel:Here
Long time lurker and first time poster here, just came back from a Modern side event at GP Paris, here was my list :
5 Mountain
4 Arid Mesa
4 Scalding Tarn
1 Blackcleave Cliffs
2 Blood Crypt
1 Sacred Foundry
1 City of Brass
2 Battlefield Forge
Creatures 7
4 Goblin Guide
1 Grim Lavamancer
2 Spark Elemental
4 Lightning Bolt
4 Rift Bolt
4 Lava Spike
4 Bump in the Night
4 Skullcrack
4 Searing Blaze
3 Shard Volley
2 Magma Jet
4 Boros Charm
2 Smash to Smithereens
1 Wear//Tear
1 Rest in Peace
2 Relic of Progenitus
3 Volcanic Fallout
3 Rain of Gore
3 Rakdos Charm
I went 5-1 (6 swiss rounds), with some luck, and won a box of BOG. Here was how :
Round 1 : Affinity
First game I bolt his lifelink flying dudes, and eventually win the race
Then side : -2 magma jet, -1 grim lavamancer, +2 STS, +1 Wear//Tear
I win the race once again, but note that he did not cast Cranial Plating, maybe it would have changed the result.
2-0
Round 2 : UB Faeries
He does not let Bitterblossom ping it too much, he eventually bounces it with Mistbind Clique. But then it is just a matter of waiting that he is tapped out to bolt him without fear of counters.
Side : -3 Shard Volley, +3 Volcanic Fallout (standard when against counter magic)
I note that it is quite hard to bolt, then fallout in response to Spellstutter Sprite (so that he cannot counter), because you need four mana. Well, I win the race.
2-0
Round 3 : Affinity
This time I keep a 4-land hand (I would have probably mulled if I had known he played affinity) and Cranial Plating and Arcbound Ravager destroy me.
Side : -2 magma jet, -1 grim lavamancer, +2 STS, +1 Wear//Tear
It is annoying that he can sacrifice artifacts for ravager in response to Smash to Smithereens. But he sided in Spellskite, and with a Welding Jar in play, I just cannot kill it in time, he kills me at 1 life. Close !
0-2
Round 4 : UWR Midrange ?
My opponent took a game loss from a random deck check, then mulled to 5. She Remand-ed my bolts but it was not enough and I won the race. She was understandably frustrated.
2-0
Round 5 : Kangaroo
Turn 1 : Tolaria West. What ? Then my Goblin Guide reveals Summoner's Pact. I am confused. I am afraid of a Hive Mind / Pacts combo deck, but it is actually the Amulet of Vigor and Bounce lands build, that gets out a Primeval Titan ASAP. Fortunately I burn him before this.
Side : -2 Searing Blaze, -1 grim lavamancer, +2 STS, +1 Wear//Tear I think, to destroy his amulets.
He plays Asuza with no land drops yet, I want to bolt her but he still has priority to play lands. Fortunately he starts with a bounce land, so the bounce and amulet triggers go on the stack and I can answer them with Shard Volley-ing Asuza before he can play two other lands. Then STS the Amulet and finish the burn.
2-0
Round 6 : UB Faeries
Well, we were both at 12 points, and the prizes started at 13 points (18 boosters), then 15 points (36 boosters). So I proposed to draw, so we each get a sure prize. He declined, preferring to play for all or nothing. I did not expect it, I confess ^^
Game 1 : He took a game loss because he forgot to side out from the previous game.
Side : -3 Shard Volley, +3 Volcanic Fallout
Game 2 : He keeps Bitterblossom close, and plays carefully, and finally overwhelms me with flying Faeries, while at 1 life. Close !
Game 3 : He Clique Vendillon a Volcanic Fallout, but I have enough Boros Charm to burn his life away. He sided in Batterskull, this would have been bad news.
2-1
So happy surprise, I go home with a full box !
I still have to perfect the sideboard, and maybe I should tweak the main deck to have better chances against affinity. Main deck Volcanic Fallout maybe. I don't know how my matches were representative of the format, I did not meet any life gain (no soul sisters, no finks, pfew!).
Well, I was very happy with this deck, and I have you guys to thank for this wonderful Primer and all the intelligent discussions of these past weeks !
Keep them coming. Can I ask, why Hell's Thunder?