@Magicdownunder: And also that you have to able to play a land before Searing Blaze, so 3 damage isn't guaranteed. Lightning Helix adds 3 life, so can give you another turn against some decks.
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@Magicdownunder: And also that you have to able to play a land before Searing Blaze, so 3 damage isn't guaranteed. Lightning Helix adds 3 life, so can give you another turn against some decks.
Second Sunrise got banned yesterday, also I know the damage from searing blaze isn't guaranteed which is why I brought up the land count.
From my PoV Searing blaze removes the threat (Shaman, 3/3 guy) and deals 3 damage on the opponent assuming your playing the deck with the card in mind. This usually helps much more then gaining 3 life (sure you can target a creature with the Helix but at that point your not dealing damage)
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Second Sunrise got banned yesterday, also I know the damage from searing blaze isn't guaranteed which is why I brought up the land count.
From my PoV Searing blaze removes the threat (Shaman, 3/3 guy) and deals 3 damage on the opponent assuming your playing the deck with the card in mind. This usually helps much more then gaining 3 life (sure you can target a creature with the Helix but at that point your not dealing damage)
Indeed, I just noticed it that the card got banned.
I combine both cards at the moment, killing some threats with Searing Blaze and gaining an extra turn when needed with [CARD]Lightning Helix
[/CARD].
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This past season I went 10-5 at ptqs and 10-5 at gp san diego playing BRW burn. At my first ptq (5wins 3 losses) I had 12 creatures (4 guides, 4 vd, 4 drs) but then I swapped down to 8 creatures (4 guide and 4 drs) and liked the switch. However, I'm planning to go the opposite route as MDU for gp portland and play 4 guides and vexing devs only. The main reason is that deathrite shaman underperformed. I still liked drs more than grim, but way too frequently I was spending 2 mana over 2 turns to deal 2 damage. Often I wasn't even getting that.
I think burn is more effective if we don't count on any creatures sticking. Devil is nice because of its upside, and because it's so effective on the play. On the draw I often go down to just 4 creatures.
I play 4 skullcrack and 2 flames of the bloodhand maindeck and wouldn't go down from that. I've also taken to playing 3 searing blaze main deck, though i played 2 for my previous results.
I wouldn't play this deck without 4 magma jets, and here's why:
You never have 20 damage in your starting hand. This deck wins games because ~67% of our cards are as close to being lightning bolt as possible, so we can count on our draws to yield the burn we need. If you total up the burn damage in your deck (use rough estimates as to how much that spell will do on average: lava spike is 3, goblin guide as 2, vexing as 3(it should connect about 3/4 the time), boros charm is 4) then divide by the number of cards in the deck you should get a number that's close to 2. This is the average draw damage or ADD.
So, if your opening hand has 12 damage worth of burn and they deal 2 damage to themselves, an ADD of 2 would tell you that you need 4 draws to win the game. Of course in a real game theirs all sorts of variables, from discard to counters to blockers, but you get the idea.
Magma Jet, however, usually increases your ADD from 2 to 3 for your next two draws. That late game Vexing devil you wouldve drawn that's a blank? goes to the bottom. That land you dont need? bottom. Magma jet deals 2 damage itself, but it also makes your future draws deal much more damage. It also helps you dig for specific sideboard cards.
Say you cast magma jet and see land + lightning bolt at a time in the game where you don't need anymore land. Over the next 2 draws you would get ADD of 1.5 without the magma jet. The Magma jet effectively increases your ADD 1.5 points, being a 2 mana spell that deals 3.5 damage.
If you cast magma jet and see 2 lands, sending both to the bottom, your ADD for the next turn is back up to 2, making magma jet 2 mana 4 damage.
Of course these are extremely rough calculations that don't factor in land thinning or how many turns the games lasts (all things that factor into true ADD) but I believe that they effectively demonstrate why I wouldn't leave home without a playset.
If you could play 8 boros charms you would, and I believe that magma jet is the closest thing to boros charm 5-8 that we can play.
A note about sideboard in enchantment hate: I wouldn't do it. Enchantment hate is only good versus one thing: Enchantments. Ensnaring bridge is great versus boggles while also being good versus a whole lot of decks. boggles + leyline decks account for a very small percent of the meta. Sometimes an opponent resolves a leyline and you lose. Even if you side in enchantment hate, their leyline still effectively acts as a counter for one of your spells, and you won't necessarily win that game. I think there is a much better chance going into large tourneys that you will not encounter leylines and will have wanted other cards in those sb slots than there is a chance that your enchantment hate will do anything.
I would much rather have 4 molten rains for scapeshift etc. than some sort of leave no trace or warpriest of thune.
YMTC: We need a spikey red enchantment. My creations:
RR
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Realize can I ask you a comment on my build? I added 4 Magma Jet now taking out 3 Shard Volley and a land (18 is still good enough) and I was thinking of trying Flamecreak maindeck as 2x...
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Thanks for your detailed thoughts, Realize. I enjoyed reading your rationale for Magma Jet and will test it in my own list.
Personally, I won't be playing in large tournaments so I think some enchantment hate is needed in the board. After 1 or 2 FNMs, people will be on to me and SB Leyline X 4, mulligan, mulligan, mulligan will be the thing to do for any deck with white.
I really like Realize's List but I feel so uncomfortable playing Red without Grim Lavamancer:( though I think I'll sleeve it up after the Magic Online Champion Ship and give it a try myself :).
One thing though, I disagree on the worth of Magma Jet I use to run 4x when I first tried to play Burn in modern however I found that every now and again I would cast it and just see two bolts on the top of my deck making the card a two mana shock (which is just bad). In my point of view I see Magma Jet the same way I see Thunderous Wrath while its good most of the time you will also find back-breaking turns when its not.
- - - - - - - -
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Deathrite Shaman had to be included as a nod too Snapcaster Mage and persist he also does wonders for my greedy 3cc SB cards, though I still couldn't bring myself to run 16 creatures because much like 'Realize' I believe Burns tend to be better.
p.s. I started playing Modern just last week with only 6 tickets (enough for only one tournament) and now I'm 118 Tickets richer playing magic for free, gosh i love this format :p.
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Your revised list is just about exactly where I would want to be. my gripes are pretty much just personal preference, and I think you have a good balance on your cards.
I don't think Flamebreak is quite as good as volcanic fallout. Sometimes that 3 damage is extremely relevant (like vs. gr aggro), but not being an instant hurts the cards lots. One of the main benefits of Vfallout is that we can kill a geist of saint traft though counter backup, a common play from uwr. Vfallout can also kill pestermites (though neither can kill deceiver exarch).
@mdu Casting magma jets with two bolts on top is certainly a weakness, but this deck also has lots of situational cards: drawing a vexdev when it would be removed, drawing a searing blaze without land, being stuck at 2 lands when you need to cast your 3 cmc... There are times when if magma jet was incinerate i wouldve had the reach to kill them on my last possible turn, but those times are far more rare than when magma jet saves me two wasted draw steps.
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YMTC: We need a spikey red enchantment. My creations:
RR
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
I'll try the 4 Magma Jet (I really like shard volley but sometimes you have 2 lands and 2 shards in hand, and you CAN'T cast them 'cause you would be screwed if you don't draw a land in the next 1-2 turns...) but I will not play Flamebreak, as my thoughts are exactly as yours
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@ Texeven: I played my gp with something close to mana base 2 and I wasn't happy with it. I got into lots of trouble with gemstone mine running out of counters during longer grindier games. I think the 8 fetch manabase is better, and i certainly think that you want the stomping ground if you're playing the deathrites.
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YMTC: We need a spikey red enchantment. My creations:
RR
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Can you tell me how to use the Stomping Ground? Do you fetch for it everytime you get a Shaman out? This seems kind of strange giving you have to assemble a RBW Manabase first to cast your Burn spells in the first place or am I missing something?
You really don't want more then one Stomping Ground its not a priority fetch, the only time when G matters is when your dealing with creature based graveyard shenanigans (persist, living ends and rites come to mind, life gain is just gravy having a viable maindeck option to hit the yard when it matters is why you run Stomping Ground).
Soooo~ most of the time you'll only grab the Stomping Ground once you assemble your other three colors.
- I'm running 2 Blood and 1 Foundry but I have had a game where Foundry was ghost quartered so decide carefully -
running 8 fetch lands helps you ramp with Deathrite Shaman as well which can sometimes be game changing.
p.s. its funny you mention the manabase since I'm currently testing your version out as we speak
EDIT: Tested out City of Brass and Gemstone Mine, I love City of Brass but I can't stand Gemstone Mine at all - when you draw it mid game its fine but as your first or 2nd land it just dries up much too fast.
I'm back to running 19 lands with 8 Fetch, 4 Cliffs, 2 Crypt, 2 Foundry, 2 Mountain and 1 Stomping Ground. It's been the best of the mix of configurations I've tested recently.
Hey guys, although i´m new in posting, I have been following this forum since it started. I have been testing Burn since the old extended format (remember that RDW deck with Jackal Pup and Rishadan Ports?). I am now deciding the best burn build in the current modern format (thank god Second Sunrise was banned). I have chosen the way Realize posted, specially since he made it to day two at GP SD. I was checking on all the top 8 decklists from wizards modern season site, and I actually came across this two lists (2nd and 3rd place) which are actually the ways i´m considering (With or without Deathrite Shaman): http://www.wizards.com/magic/magazine/events.aspx?x=mtg/daily/eventcoverage/dragonsmaze13ptq/0309oakmont
Also, I figured out from all the rdw / burn top 8 lists some things:
-Ash Zealot is in a lot of the lists, maybe because it adjusts in the deck´s logic (making damage the same turn it is played) and because there are tons of decks running Snapcaster Mage.
-Lightning Helix mainboard is a variant from the Magma Jet route. We might consider a 2 / 2 Split or a 3 / 3 and move the flames of the blood hand to SB.
-I think Shard Volley is a great card, mainly because it does the same function as fireblast does in the legacy build: cast it as a finisher. But in this deck that doesn´t want to play around circunstances, but that rather prefers to build them, I think I prefer cards like Flames of the BH or even searing blaze.
-I´m really breaking my head over deathrite. I agree with Realize, not because it underperforms (which is rather the opposite against a great amount of decks) but because once any oponent sees him, they inmediatly want to get rid of them, and that would be 4 slots that would deal 0 damage, rather than any other inevitable burn spell.
-One last thing: I saw a couple of decks running Blind Obedience (2 of them, either MB or SB). And I actually have thought a lot about it. Mainly because it reminds me of the way that RDW with tanglewire and rishadan ports worked, and also, the extort abilty fits greatly with the deck. I mean, I know it is an awkward card for the deck, but imagine it as 2 in your SB slots, siding it in against decks that tend to go long game, like UWR, even the extort ability would manage to get some damage in even if a spell gets countered. I don´t know, it´s just a possibility.
Sorry for being so extense, it´s just I´d really like your help, as all of you have ben really helpful.
Also, I figured out from all the rdw / burn top 8 lists some things:
Hey there! I'm fairly new to modern but have played my fair share of RDW in other formats. I think the first thing you need to do is decide whether you're looking to play RDW or burn. Looking through your comments/questions, I kept coming back to this point when considering my responses. For example: Ash Zealot does not strike me as a burn creature. We're looking at 12 creatures max and 8 slots are occupied by Goblin Guide and Grim Lavamancer/Deathrite Shaman. There is also Vexing Devil, which is often 4 damage for 1. Lightning Helix and Magma Jet are cards that I'm considering but my testing thusfar suggests I would be better off sticking to the staples. DRS can pull out tight games and makes mana when you need it; it's pretty awesome as far as creatures go.
I'm back to running 19 lands with 8 Fetch, 4 Cliffs, 2 Crypt, 2 Foundry, 2 Mountain and 1 Stomping Ground. It's been the best of the mix of configurations I've tested recently.
I'm starting to think that 19 lands maybe the best combination for Deathrite Shaman
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@USAstrat, I´m actually running burn, and I agree with you about Ash Zealot, she might be better in a RDW build. My current doubt is wether running 4x Deathrite Shaman or 4x Magma Jet. And another issue is which I preffer MB: 2x Flames of Blood Hand or 2x Helix. The rest of my deck is the staple: bolts, bumps, boros charm, etc.
Are you running the set of Skullcrack maindeck? If so, I think I would rather have 2 X Lightning Helix. Boros Charm gives me enough 4 damage cards I think but extra lifegain hate really isn't bad, either. I did play a game where a single DRS activation for 2 life gave me the extra turn I needed to win though, which is why I lean towards the helix.
Is Second Sunrise banned?
@Magicdownunder: And also that you have to able to play a land before Searing Blaze, so 3 damage isn't guaranteed. Lightning Helix adds 3 life, so can give you another turn against some decks.
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Second Sunrise got banned yesterday, also I know the damage from searing blaze isn't guaranteed which is why I brought up the land count.
From my PoV Searing blaze removes the threat (Shaman, 3/3 guy) and deals 3 damage on the opponent assuming your playing the deck with the card in mind. This usually helps much more then gaining 3 life (sure you can target a creature with the Helix but at that point your not dealing damage)
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Indeed, I just noticed it that the card got banned.
I combine both cards at the moment, killing some threats with Searing Blaze and gaining an extra turn when needed with [CARD]Lightning Helix
[/CARD].
"Only the dead have seen the end of the war."
Modern 0Affinity
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I'm starting to want to try out Spellskite myself what are your thoughts on the card and what do you bring it out against?
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04x Vexing Devil
04x Deathrite Shaman
04x Grim Lavamancer
One of our defining strengths is turning of the opp. removal spells but I wonder does running 16 creatures ruin that?
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I think burn is more effective if we don't count on any creatures sticking. Devil is nice because of its upside, and because it's so effective on the play. On the draw I often go down to just 4 creatures.
I play 4 skullcrack and 2 flames of the bloodhand maindeck and wouldn't go down from that. I've also taken to playing 3 searing blaze main deck, though i played 2 for my previous results.
My current deck:
4 Goblin Guide
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
4 Bump in the Night
4 Boros Charm
4 Skullcrack
3 Searing Blaze
4 Magma Jet
2 Flames of the Blood Hand
1 Blood Crypt
3 Mountain
4 Arid Mesa
2 Sacred Foundry
4 Scalding Tarn
1 Marsh Flats
I wouldn't play this deck without 4 magma jets, and here's why:
You never have 20 damage in your starting hand. This deck wins games because ~67% of our cards are as close to being lightning bolt as possible, so we can count on our draws to yield the burn we need. If you total up the burn damage in your deck (use rough estimates as to how much that spell will do on average: lava spike is 3, goblin guide as 2, vexing as 3(it should connect about 3/4 the time), boros charm is 4) then divide by the number of cards in the deck you should get a number that's close to 2. This is the average draw damage or ADD.
So, if your opening hand has 12 damage worth of burn and they deal 2 damage to themselves, an ADD of 2 would tell you that you need 4 draws to win the game. Of course in a real game theirs all sorts of variables, from discard to counters to blockers, but you get the idea.
Magma Jet, however, usually increases your ADD from 2 to 3 for your next two draws. That late game Vexing devil you wouldve drawn that's a blank? goes to the bottom. That land you dont need? bottom. Magma jet deals 2 damage itself, but it also makes your future draws deal much more damage. It also helps you dig for specific sideboard cards.
Say you cast magma jet and see land + lightning bolt at a time in the game where you don't need anymore land. Over the next 2 draws you would get ADD of 1.5 without the magma jet. The Magma jet effectively increases your ADD 1.5 points, being a 2 mana spell that deals 3.5 damage.
If you cast magma jet and see 2 lands, sending both to the bottom, your ADD for the next turn is back up to 2, making magma jet 2 mana 4 damage.
Of course these are extremely rough calculations that don't factor in land thinning or how many turns the games lasts (all things that factor into true ADD) but I believe that they effectively demonstrate why I wouldn't leave home without a playset.
If you could play 8 boros charms you would, and I believe that magma jet is the closest thing to boros charm 5-8 that we can play.
A note about sideboard in enchantment hate: I wouldn't do it. Enchantment hate is only good versus one thing: Enchantments. Ensnaring bridge is great versus boggles while also being good versus a whole lot of decks. boggles + leyline decks account for a very small percent of the meta. Sometimes an opponent resolves a leyline and you lose. Even if you side in enchantment hate, their leyline still effectively acts as a counter for one of your spells, and you won't necessarily win that game. I think there is a much better chance going into large tourneys that you will not encounter leylines and will have wanted other cards in those sb slots than there is a chance that your enchantment hate will do anything.
I would much rather have 4 molten rains for scapeshift etc. than some sort of leave no trace or warpriest of thune.
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Fires Rf Salvation
Level 2 Judge
Personally, I won't be playing in large tournaments so I think some enchantment hate is needed in the board. After 1 or 2 FNMs, people will be on to me and SB Leyline X 4, mulligan, mulligan, mulligan will be the thing to do for any deck with white.
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Modern: UWR UWR Control
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One thing though, I disagree on the worth of Magma Jet I use to run 4x when I first tried to play Burn in modern however I found that every now and again I would cast it and just see two bolts on the top of my deck making the card a two mana shock (which is just bad). In my point of view I see Magma Jet the same way I see Thunderous Wrath while its good most of the time you will also find back-breaking turns when its not.
- - - - - - - -
Modern Event 5352362 (3-0, split) click the links to view the videos or just to listen to the awesome music
04x Arid Mesa
04x Scalding tarn
04x Blackcleave Cliffs
02x Blood Crypt
01x Sacred Foundry
01x Stomping Ground
02x Mountain
Creatures 14
04x Goblin Guide
04x Vexing Devil
03x Grim Lavamancer
03x Deathrite Shaman
04x Bump in the Night
04x Lava Spike
04x Rift Bolt
Instants 16
04x Lightning Bolt
04x Boros Charm
03x Shard Volley
03x Skullcrack
02x Searing Blaze
04x Rakdos Charm
03x Duergar Hedge-Mage
02x Rain of Gore
02x Spellskite
02x Volcanic Fallout
01x Searing Blaze
01x Shattering Spree
(Warning I make many stupid plays which if magic was fair should of cost me those games :p)
R1: RBW Burn vs Pod/Junk?
Sideboard
-04x Boros Charm
-04x Goblin Guide
+01x Searing Blaze
+02x Volcanic Fallout
+02x Rain of Gore
+03x Rakdos Charm
(Game ended too quickly I could tell what he was playing)
R2: RBW Burn vs Living End
Sideboard
-02x Rift Bolt
-02x Searing Blaze
+04x Rakdos Charm
R3: RBW Burn vs Pod/Junk?
Sideboard
-04x Boros Charm
-04x Goblin Guide
+01x Searing Blaze
+02x Volcanic Fallout
+02x Rain of Gore
+03x Rakdos Charm
(Game ended too quickly I could tell what he was playing)
R4: RG Zoo (split)
I decided on the Stomping Ground/Sacred Foundry over the Stomping Ground/Blood Crypt since the only card I run which uses W is Boros Charm and we all know how greedy Deathrite Shaman can get.
Deathrite Shaman had to be included as a nod too Snapcaster Mage and persist he also does wonders for my greedy 3cc SB cards, though I still couldn't bring myself to run 16 creatures because much like 'Realize' I believe Burns tend to be better.
p.s. I started playing Modern just last week with only 6 tickets (enough for only one tournament) and now I'm 118 Tickets richer playing magic for free, gosh i love this format :p.
Enjoy Standard, Modern and Music (also some Pauper, Momir, Gaming, Animations and Legacy)? Then visit my channel:Here
Your revised list is just about exactly where I would want to be. my gripes are pretty much just personal preference, and I think you have a good balance on your cards.
I don't think Flamebreak is quite as good as volcanic fallout. Sometimes that 3 damage is extremely relevant (like vs. gr aggro), but not being an instant hurts the cards lots. One of the main benefits of Vfallout is that we can kill a geist of saint traft though counter backup, a common play from uwr. Vfallout can also kill pestermites (though neither can kill deceiver exarch).
@mdu Casting magma jets with two bolts on top is certainly a weakness, but this deck also has lots of situational cards: drawing a vexdev when it would be removed, drawing a searing blaze without land, being stuck at 2 lands when you need to cast your 3 cmc... There are times when if magma jet was incinerate i wouldve had the reach to kill them on my last possible turn, but those times are far more rare than when magma jet saves me two wasted draw steps.
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Fires Rf Salvation
I'll try the 4 Magma Jet (I really like shard volley but sometimes you have 2 lands and 2 shards in hand, and you CAN'T cast them 'cause you would be screwed if you don't draw a land in the next 1-2 turns...) but I will not play Flamebreak, as my thoughts are exactly as yours
Level 2 Judge
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Fires Rf Salvation
You really don't want more then one Stomping Ground its not a priority fetch, the only time when G matters is when your dealing with creature based graveyard shenanigans (persist, living ends and rites come to mind, life gain is just gravy having a viable maindeck option to hit the yard when it matters is why you run Stomping Ground).
Soooo~ most of the time you'll only grab the Stomping Ground once you assemble your other three colors.
That said I'll go with:
04x Scalding Tarn
04x Blackcleave Cliffs
01x Stomping Ground
02x Mountain
- I'm running 2 Blood and 1 Foundry but I have had a game where Foundry was ghost quartered so decide carefully -
running 8 fetch lands helps you ramp with Deathrite Shaman as well which can sometimes be game changing.
p.s. its funny you mention the manabase since I'm currently testing your version out as we speak
EDIT: Tested out City of Brass and Gemstone Mine, I love City of Brass but I can't stand Gemstone Mine at all - when you draw it mid game its fine but as your first or 2nd land it just dries up much too fast.
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Draft my cube on CubeTutor!
Modern: UWR UWR Control
EDH: WBR Kaalia of the Vast
Also, I figured out from all the rdw / burn top 8 lists some things:
-Ash Zealot is in a lot of the lists, maybe because it adjusts in the deck´s logic (making damage the same turn it is played) and because there are tons of decks running Snapcaster Mage.
-Lightning Helix mainboard is a variant from the Magma Jet route. We might consider a 2 / 2 Split or a 3 / 3 and move the flames of the blood hand to SB.
-I think Shard Volley is a great card, mainly because it does the same function as fireblast does in the legacy build: cast it as a finisher. But in this deck that doesn´t want to play around circunstances, but that rather prefers to build them, I think I prefer cards like Flames of the BH or even searing blaze.
-I´m really breaking my head over deathrite. I agree with Realize, not because it underperforms (which is rather the opposite against a great amount of decks) but because once any oponent sees him, they inmediatly want to get rid of them, and that would be 4 slots that would deal 0 damage, rather than any other inevitable burn spell.
-One last thing: I saw a couple of decks running Blind Obedience (2 of them, either MB or SB). And I actually have thought a lot about it. Mainly because it reminds me of the way that RDW with tanglewire and rishadan ports worked, and also, the extort abilty fits greatly with the deck. I mean, I know it is an awkward card for the deck, but imagine it as 2 in your SB slots, siding it in against decks that tend to go long game, like UWR, even the extort ability would manage to get some damage in even if a spell gets countered. I don´t know, it´s just a possibility.
Sorry for being so extense, it´s just I´d really like your help, as all of you have ben really helpful.
Hey there! I'm fairly new to modern but have played my fair share of RDW in other formats. I think the first thing you need to do is decide whether you're looking to play RDW or burn. Looking through your comments/questions, I kept coming back to this point when considering my responses. For example: Ash Zealot does not strike me as a burn creature. We're looking at 12 creatures max and 8 slots are occupied by Goblin Guide and Grim Lavamancer/Deathrite Shaman. There is also Vexing Devil, which is often 4 damage for 1. Lightning Helix and Magma Jet are cards that I'm considering but my testing thusfar suggests I would be better off sticking to the staples. DRS can pull out tight games and makes mana when you need it; it's pretty awesome as far as creatures go.
Geist of Saint Traft says the angel comes in "tapped and attacking" so Blind Obedience won't help in that situation, unfortunately.
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I'm starting to think that 19 lands maybe the best combination for Deathrite Shaman
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[360][Unpowered] USAstrat's Cube
Draft my cube on CubeTutor!
Modern: UWR UWR Control
EDH: WBR Kaalia of the Vast