Mostly it is a good and solid Sideboard with the exception of Hide//Seek and Leave no Trace. Maybe if you could explain why you put them in, I can give you a better opinion than this:
The only Enchantment a Burn player can possibly care about is the Leyline of Craptity . As I said earlier it is always hard to board proper enchantment hate (which should be either Ronom Unicorn or others or War Priest of Thune) against a feared Leyline.
The major Problem with this is the guessing game: you have to know if your opponent runs the Leyline and if he boards it (not always the case), making you sacrifice valuable Burn slots and making your deck overall slower.
Hi and thanks for the reply
Mostly, BlakLanner and Lectrys have already replayed for me ahah.
Seriously, I have Hide&Seek for removing combo pieces directly from the deck and for removing annoying atrefacts of enchantment from the field (in addition, Wurmcoil Engine doesn't create tokens). Anyway, I just want to try them
About Leave No Trace... It doesn't target artifacts, so it can't be spellskite'd, and if they have multiple Leylines (happened) or I'm playing against Aura Bogle it's practically a win
Anyway, as I said if I manage to have a couple of Rain of Gore I will switch them for Wear/Tear
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The Father of Machines will free these creatures from the shackles of their imperfect flesh. All glory to Phyrexia!
And 3 Shattering Spree for Artifacts and Pod decks, giving me 7 sideboards that can hit their important stuff.
My lands are set up so that I should always have a green handy and early.
3 Mountains
4 Stomping Grounds
4 Copperline Gorge
4 Scalding Tarn
4 Arid Mesa
Not much I can do against Auras really, I have thought about running some Aura sweepers but I figured the odd for drawing them in time are so low to even bother in the first place.
Note: I didn't cast Needle Drop through the entire event, so I'll still be testing it.
Hey MDU It's good to have you back! I look foward watching your vids.
I am not very experienced in the Aura MU but wont Ensnaring Bridge just do the job?
Aura's run 4x Leylines in the sideboard, so even with bridge in play unless your running DrS and Looting you won't be able to deal any damage without hitting yourself just so DrS can have targets (if you don't have looting you'll need to try and deck them once bridge is in play :-/).
That said I'm ok with losing too Aura's and Soulsister/M.proc they are not decks which you should expect once you get past the first 2 rounds.
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How are people sideboarding against scapeshift? I went 4-1 at a modern tournament for a box of modern masters this weekend and was compleatly blindsided by the matchup. I sided in two slaughter games and managed to cast one naming scapeshift but then I died to the baloths and wurmcoil engines he sided in.
How are people sideboarding against scapeshift? I went 4-1 at a modern tournament for a box of modern masters this weekend and was compleatly blindsided by the matchup. I sided in two slaughter games and managed to cast one naming scapeshift but then I died to the baloths and wurmcoil engines he sided in.
I usually don't worry about sideboarding much against Scapeshift, as Burn is a solid choice against slow and non-interactive combo. Usually, we can beat Scapeshift by about a turn (before they go off). If you're worried about the match-up though, Molten Rain goes a long way in Modern, with the added bonus of being good against most decks. (And if you run Deathrite Shaman, you can magicalchristmasland them turn 2.
It also depends on which type of Burn deck you're running. Feel free to post your list, as that can also explain any potential problems you could have vs Scapeshift.
@MDU: My understanding of Needle Drop is that it might be a little too clunky in the deck, where you'd rather it be just another Lightning Bolt variant. (Based around the fact that it is both a rather poor top-deck, as well as a tempo loss when trying to race opponents. (Where it's effectively R for 1 damage.)) Mind you, I'm basing this just on theory.
Let me know how Needle Drop goes. Also, what match-ups are you wanting to see it in the most?
EDIT: If I get time to inbetween moving this weekend, I'll take my RBg list to a Modern tournament in Melbourne. I'm not sure if it's going to be as big as the GPT (~120 people), but it should be interesting nonetheless.
I keep typing Charm as a habit, Gore Charm was meant to be Rain of Gore
@Speedbump
Needle Drop is just a cantrip card, it fills the same role as Magma Jet in which you run the card in hopes of finding a better card this also help me justify all my 02x cards from the sideboard.
- - - - - - - - - - - - -
I think Two colour burn is quite good for the current meta game since it really improves the aggro MUs like BRW Burn, Zoo, Affinity, etc... etc... It just makes the Control and some of the slower Mid-range MU a tad weaker.
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Notes:
-Sleeper Agent is generally 4 damage for 1 mana and 1 card, sometimes 6 or 8 damage. mid-late game, your guide and devils are actually not going to be worthless.
-Lands can be improved by the come in untapped if you have mountain lands, I havent tried that.
-Deathrite Shaman provides fuel for games that last to turn 5 or 6; same goes with Sleeper Agent. If you're at say 14, it's turn 4, you top deck a Sleeper Agent, they have 7 life left, you're probably going to win.
-No shard volley, because I dont like it. Same goes with Searing Blaze
-Torpor Orb is sideboard against soul sisters and pod.
-Lightning helix beats aggro decks.
-Molten Rain against Tron, but you generally dont need it, they're not fast enough.
-Rakdos Charm is sideboard against 75% of all relevant modern meta
Errmm I mainly use my "Gore Charms" against UWr and Soulsister/M.proc but recently I've bringing it in against Mid-Range decks like Jund and Pod since I notice that my Devils and Guides were fairly worthless in those MUs.
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1. Sleeper Agent is somewhat like Chancellor of the Dross: At first glance it seems like the big solution, everybody in the past 2 years overlooked, but regarding the other choices you have (like your despised Searing Blaze or Shard Volley which are far superior, this one falls flat.
2. When you are running a RBW Deck, why is there no Blackcleave Cliffs or the cheaper slightly worse Dragonskull Summit in there? On the other hand 4 copies of Blood Crypt seems too much, 2 should be enough. The same goes for the Sacred Foundry
3. Rakdos Charm is a Sideboard Card, while Lightning Helix should be maindecked, since it deals 3 damage at worst (when facing off against Infect and therefore your life is irrelevant) to target creature or player.
4. You also might want to throw in a Stomping Ground, so you can exile some nasty creatures with your Shaman
1. Try it if you dont believe me, it's only bad against aggro, it's almost always 4 damage for 1 mana and 1 card. Searing isnt even close to 70% of the time 3 damage to creature and 3 damage to player. Shard Volley is bad, because you're (when I say you're I mean we're) running 18 lands, it's not fireblast, it's not free. It's just meh. Even if I'm not running sleeper, I wouldnt run searing blaze regardless, maybe like 1 or 2 of shard volley. Dross is bad, because if you didnt draw it opening, its useless. With sleeper, you can draw it any time, play it any time, and it's generally good for you.
2. dragonskull summit is almost strictly better simply because we're running mostly mountains in forms of mountains and fetches and shocks. But then again, I said I would change it, I just havent tried it.
3. Well you see, since it goes up against 75% of all relevant modern decks, I'm effectively presideboard against everyone. It's effect range is so great that regardless of what random deck you run into, it can be of some use, because you dont wanna just randomly lose to someone attaching a sword of whatever and whatever to a creature. There are just going to be random artifacts in game 1 you can destroy, same goes with any form of graveyard interaction in game 1 that you want to just have the chance of stopping.
1. Try it if you dont believe me, it's only bad against aggro, it's almost always 4 damage for 1 mana and 1 card. Searing isnt even close to 70% of the time 3 damage to creature and 3 damage to player. Shard Volley is bad, because you're (when I say you're I mean we're) running 18 lands, it's not fireblast, it's not free. It's just meh. Even if I'm not running sleeper, I wouldnt run searing blaze regardless, maybe like 1 or 2 of shard volley. Dross is bad, because if you didnt draw it opening, its useless. With sleeper, you can draw it any time, play it any time, and it's generally good for you.
2. dragonskull summit is almost strictly better simply because we're running mostly mountains in forms of mountains and fetches and shocks. But then again, I said I would change it, I just havent tried it.
3. Well you see, since it goes up against 75% of all relevant modern decks, I'm effectively presideboard against everyone. It's effect range is so great that regardless of what random deck you run into, it can be of some use, because you dont wanna just randomly lose to someone attaching a sword of whatever and whatever to a creature. There are just going to be random artifacts in game 1 you can destroy, same goes with any form of graveyard interaction in game 1 that you want to just have the chance of stopping.
4. EDIT: I see what you mean, I'll try it.
While I agree with maindeck Rakdos Charms, as it's strong against most decks in any meta; I don't agree with the lack of Searing Blazes in your 75. The card is very strong versus any Aggro deck, and it is quite useful for killing mana-dorks without losing the damage race. With 8 fetches, you should still be able to hit it, as long as you activate your fetches conservatively.
I'm curious, is Vexing Devil the norm now? I remember it being debated a long long time ago.
Quite a few people run it. I think most people in this thread would agree that it's a norm.
I'm one of the few people who don't run it nowadays, mainly worrying about the lack of consistency in the card when I tested it. While it's a good option if your opponent lets you Boros Charm them with it all the time; it's not so strong as a topdeck against a stabilized opponent, and it also tends to be quite bad when your opponent lets it live at 10+ life. (At 10+ life, it's a guaranteed tell that they have removal or a creature that can trump it.)
I usually don't worry about sideboarding much against Scapeshift, as Burn is a solid choice against slow and non-interactive combo. Usually, we can beat Scapeshift by about a turn (before they go off). If you're worried about the match-up though, Molten Rain goes a long way in Modern, with the added bonus of being good against most decks. (And if you run Deathrite Shaman, you can magicalchristmasland them turn 2.
Thanks, normally I would have had Molten Rain and sowing salt in the SB but the tourney was small enough that I did a quick walk around the room and didn't see any Tron lands so I swapped my SB around for the Slaughter games. The MD that I am using is an update to Realize's old list and looks fairly similar to his new one.
I'm trying to nail down exactly what I want in my SB for GP-KC
Looking like:
On the topic of main decking Rackdos Charm, I used to play two copies in my Jund list. But my Jund list was also much more controlling. In burn I'm not sure if it is worth it as the amount of damage it can provide is questionable. Pre-sideboarding is also not a reason to run it, reasons to run it is the damage(if you think it will be relevant enough) with a bonus of the other two abilities possibly keeping you alive so you can burn them out.
While I agree with maindeck Rakdos Charms, as it's strong against most decks in any meta; I don't agree with the lack of Searing Blazes in your 75. The card is very strong versus any Aggro deck, and it is quite useful for killing mana-dorks without losing the damage race. With 8 fetches, you should still be able to hit it, as long as you activate your fetches conservatively.
Quite a few people run it. I think most people in this thread would agree that it's a norm.
I'm one of the few people who don't run it nowadays, mainly worrying about the lack of consistency in the card when I tested it. While it's a good option if your opponent lets you Boros Charm them with it all the time; it's not so strong as a topdeck against a stabilized opponent, and it also tends to be quite bad when your opponent lets it live at 10+ life. (At 10+ life, it's a guaranteed tell that they have removal or a creature that can trump it.)
Like I said even with 8 fetch lands, Searing is not even 70% of the time 3 damage to creature and 3 damage to player. Sometimes it's 0 damage to anything, because you cant cast it, because they have no creature (or worse, the creature has hexproof). Sometimes, its 1 damage to creature and 1 damage to player because you top deck it with no land play, which may be worse than 0 damage to anything, as in not using it.
As far as going against aggro, you're playing 4x helix, or you should, if you resolve 1 or 2 helix, you basically win. You can also use guide and DRS to block and burn them out. There are all sorts of options, but the main thing is if you helix one of their 3/3s, they basically lose.
Vexing, because it's a creature that doesnt require pumping resource into it to use it, actually helps your other creatures. Even if they remove it, which is the worst case situation, that means your other creatures didnt get removed. At best played turn 1 or 2, it's a lava spike for 4, which is amazing. You're counting to 20, remember?
2. dragonskull summit is almost strictly better simply because we're running mostly mountains in forms of mountains and fetches and shocks. But then again, I said I would change it, I just havent tried it.
At first I though that lands like dragonskull summit were better but if in my opening hand I have 2 summits [as the only lands] i'm sad and throwing it back. if it's two Blackcleave Cliffs the hand is good to go. With our deck trying to be as quick as it can, we can afford to have the possibility of two summits as our lands in our opening hand.
Also I would rethink shard volley. Again at first I thought this card was bad but i've won plenty of games because of it. I had a game that was kind of a grind and I had all my [X2] blood crypts, sacred foundrys, and mountains out and I drew a fetch land. It was a dead card until I noticed the volley in my hand. It let me be able to cast the volley with really no "negative" effect.
Like I said even with 8 fetch lands, Searing is not even 70% of the time 3 damage to creature and 3 damage to player. Sometimes it's 0 damage to anything, because you cant cast it, because they have no creature (or worse, the creature has hexproof). Sometimes, its 1 damage to creature and 1 damage to player because you top deck it with no land play, which may be worse than 0 damage to anything, as in not using it.
As far as going against aggro, you're playing 4x helix, or you should, if you resolve 1 or 2 helix, you basically win. You can also use guide and DRS to block and burn them out. There are all sorts of options, but the main thing is if you helix one of their 3/3s, they basically lose.
Vexing, because it's a creature that doesnt require pumping resource into it to use it, actually helps your other creatures. Even if they remove it, which is the worst case situation, that means your other creatures didnt get removed. At best played turn 1 or 2, it's a lava spike for 4, which is amazing. You're counting to 20, remember?
Point 1: Searing Blaze is so much better against Aggro than Lightning Helix, because you kill a threat as well as continuing your temp. If you know how to use fetchlands, and when to hold onto them to slow-roll your opponent, then you can guarantee 3-damage at least 75% of the time. The only times that they are dead are against Control or Combo decks that run very few creatures. (UWR Control and Scapeshift come to mind, and one of these match-ups we are bad against anyway) While there could be times that the 3 life gained from Lightning Helix grants you enough tempo to beat the Aggro decks, Burn is already heavily suited against most Aggro decks to begin with. If I were running RWBg instead of RBg, then I would run 3 of each. (You want to make sure that when you kill cards like Dark Confidant, you get value from either.)
Points 1+2: The great thing about Burn against Aggro is the fact that you have at least 12-16 maindecked answers to x/3's, and they can also hit players when you don't need to stymie their attacks. You do end up playing as the Control deck most of the time, because Burn has a better late-game than trying to out-race Aggro. The list I run has 15(+1 in SB) cards to deal with x/3's, and 19(+1 in SB) cards that deal with x/2's. I'm not certain that jumping up to 19-23 cards that deal with Aggro is necessarily the right way to go, especially as our bad match-ups are UWR Control and Martyr-Proc/Soul Sisters. (Admittedly, a few of these cards to cross over easily enough, but you want to be able to answer as many decks in a format with the fewest amount of cards necessary.)
Point 3: Vexing Devil is good in that Magical Christmas Land situation where you're playing Aggro decks all day, every day. (Including against Living End, where Vexing Devil is back-breaking.) My meta consists of a lot of Birthing Pod-based decks, a lot of Urzatron decks, a lot of Gifts Ungiven decks, and a few of any other deck in the meta. (My meta can go from Living End + Mono-Black Control + Death Cloud, to Ajani Jund + RG/U/UG Tron + Melira/Kiki Pod + Splintertwin + UW/r Control, just mentioning some of the decks I've played against in the last two weeks. There's also people thinking about testing UR Faeries and Blistercoil Weird in the meta as well.)
I do know that we count to twenty. (Or 14-17, with most Modern manabases.) I've only been playing Burn in any format it's viable since 2005. The fact that Vexing Devil doesn't guarantee that (and moreso against good players) makes me not want to run it. (And I tried running it for 3 months, before I knew that it won't ever fit into my style of Burn) I'm better off running Rakdos Charm, as it just wins the game against a lot of the decks in my meta.
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Eternal Masters 2015 Legacy Champion. Has an unnatural love towards perfectly reasonable respect for Lightning Bolt.
I'll upload the videos later, but I really do like the idea with 03x Magma Jet - I always hated seeing 2 or more of them through the course of the game so 3 feels just right.
Hi and thanks for the reply
Mostly, BlakLanner and Lectrys have already replayed for me ahah.
Seriously, I have Hide&Seek for removing combo pieces directly from the deck and for removing annoying atrefacts of enchantment from the field (in addition, Wurmcoil Engine doesn't create tokens). Anyway, I just want to try them
About Leave No Trace... It doesn't target artifacts, so it can't be spellskite'd, and if they have multiple Leylines (happened) or I'm playing against Aura Bogle it's practically a win
Anyway, as I said if I manage to have a couple of Rain of Gore I will switch them for Wear/Tear
Level 2 Judge
And 3 Shattering Spree for Artifacts and Pod decks, giving me 7 sideboards that can hit their important stuff.
My lands are set up so that I should always have a green handy and early.
3 Mountains
4 Stomping Grounds
4 Copperline Gorge
4 Scalding Tarn
4 Arid Mesa
I found sometime today to play a modern game which I went 3-1 (Daily Event 5593483) running:
04x Arid Mesa
04x Scalding Tarn
04x Blackcleave Cliffs
04x Mountain
02x Blood Crypt
01x Stomping Ground
Creatures 14
04x Goblin Guide
04x Vexing Devil
04x Deathrite Shaman
02x Grim Lavamancer
04x Lightning Bolt
04x Skullcrack
04x Needle Drop
03x Searing Blaze
Sorceress 12
04x Rift Bolt
04x Lava Spike
04x Bump in the Night
04x Rakdos Charm
02x Ensnaring Bridge
02x Torpor Orb
02x Rain of Gore
02x Volcanic Fallout
02x Smash to Smithereens
01x Searing Blaze
I'll post up the videos later
R1: UB Control 2-0
R2: Auras 0-2 (lovely...)
R3: GR Tron 2-0
R4: Kiki Pod 2-0
Not much I can do against Auras really, I have thought about running some Aura sweepers but I figured the odd for drawing them in time are so low to even bother in the first place.
Note: I didn't cast Needle Drop through the entire event, so I'll still be testing it.
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Aura's run 4x Leylines in the sideboard, so even with bridge in play unless your running DrS and Looting you won't be able to deal any damage without hitting yourself just so DrS can have targets (if you don't have looting you'll need to try and deck them once bridge is in play :-/).
That said I'm ok with losing too Aura's and Soulsister/M.proc they are not decks which you should expect once you get past the first 2 rounds.
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It also depends on which type of Burn deck you're running. Feel free to post your list, as that can also explain any potential problems you could have vs Scapeshift.
@MDU: My understanding of Needle Drop is that it might be a little too clunky in the deck, where you'd rather it be just another Lightning Bolt variant. (Based around the fact that it is both a rather poor top-deck, as well as a tempo loss when trying to race opponents. (Where it's effectively R for 1 damage.)) Mind you, I'm basing this just on theory.
Let me know how Needle Drop goes. Also, what match-ups are you wanting to see it in the most?
EDIT: If I get time to inbetween moving this weekend, I'll take my RBg list to a Modern tournament in Melbourne. I'm not sure if it's going to be as big as the GPT (~120 people), but it should be interesting nonetheless.
an unnatural love towardsperfectly reasonable respect for Lightning Bolt.The Kiwi third of The Salt Mine Podcast: An Australian Legacy Podcast
I keep typing Charm as a habit, Gore Charm was meant to be Rain of Gore
@Speedbump
Needle Drop is just a cantrip card, it fills the same role as Magma Jet in which you run the card in hopes of finding a better card this also help me justify all my 02x cards from the sideboard.
- - - - - - - - - - - - -
I think Two colour burn is quite good for the current meta game since it really improves the aggro MUs like BRW Burn, Zoo, Affinity, etc... etc... It just makes the Control and some of the slower Mid-range MU a tad weaker.
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4 Vexing Devil
3 Deathrite Shaman
3 Sleeper Agent
4 Scalding Tarn
4 Arid Mesa
4 Sacred Foundry
4 Blood Crypt
2 Mountains
4 Bump In The Night
4 Lava spike
4 Boros Charm
3 Lightning Helix
2 Rakdos Charm
3 Skullcrack
4 Rift Bolt
Side Board
1 Lightning Helix
3 Molten Rain
3 Wear//Tear
2 Rakdos Charm
3 Torpor Orb
Notes:
-Sleeper Agent is generally 4 damage for 1 mana and 1 card, sometimes 6 or 8 damage. mid-late game, your guide and devils are actually not going to be worthless.
-Lands can be improved by the come in untapped if you have mountain lands, I havent tried that.
-Deathrite Shaman provides fuel for games that last to turn 5 or 6; same goes with Sleeper Agent. If you're at say 14, it's turn 4, you top deck a Sleeper Agent, they have 7 life left, you're probably going to win.
-No shard volley, because I dont like it. Same goes with Searing Blaze
-Torpor Orb is sideboard against soul sisters and pod.
-Lightning helix beats aggro decks.
-Molten Rain against Tron, but you generally dont need it, they're not fast enough.
-Rakdos Charm is sideboard against 75% of all relevant modern meta
Errmm I mainly use my "Gore Charms" against UWr and Soulsister/M.proc but recently I've bringing it in against Mid-Range decks like Jund and Pod since I notice that my Devils and Guides were fairly worthless in those MUs.
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1. Try it if you dont believe me, it's only bad against aggro, it's almost always 4 damage for 1 mana and 1 card. Searing isnt even close to 70% of the time 3 damage to creature and 3 damage to player. Shard Volley is bad, because you're (when I say you're I mean we're) running 18 lands, it's not fireblast, it's not free. It's just meh. Even if I'm not running sleeper, I wouldnt run searing blaze regardless, maybe like 1 or 2 of shard volley. Dross is bad, because if you didnt draw it opening, its useless. With sleeper, you can draw it any time, play it any time, and it's generally good for you.
2. dragonskull summit is almost strictly better simply because we're running mostly mountains in forms of mountains and fetches and shocks. But then again, I said I would change it, I just havent tried it.
3. Well you see, since it goes up against 75% of all relevant modern decks, I'm effectively presideboard against everyone. It's effect range is so great that regardless of what random deck you run into, it can be of some use, because you dont wanna just randomly lose to someone attaching a sword of whatever and whatever to a creature. There are just going to be random artifacts in game 1 you can destroy, same goes with any form of graveyard interaction in game 1 that you want to just have the chance of stopping.
4. EDIT: I see what you mean, I'll try it.
Without having any enchantment solutions in your sideboard, what do you do when someone drops down a leyline of sanctity in the game?
Quite a few people run it. I think most people in this thread would agree that it's a norm.
I'm one of the few people who don't run it nowadays, mainly worrying about the lack of consistency in the card when I tested it. While it's a good option if your opponent lets you Boros Charm them with it all the time; it's not so strong as a topdeck against a stabilized opponent, and it also tends to be quite bad when your opponent lets it live at 10+ life. (At 10+ life, it's a guaranteed tell that they have removal or a creature that can trump it.)
an unnatural love towardsperfectly reasonable respect for Lightning Bolt.The Kiwi third of The Salt Mine Podcast: An Australian Legacy Podcast
Thanks, normally I would have had Molten Rain and sowing salt in the SB but the tourney was small enough that I did a quick walk around the room and didn't see any Tron lands so I swapped my SB around for the Slaughter games. The MD that I am using is an update to Realize's old list and looks fairly similar to his new one.
I'm trying to nail down exactly what I want in my SB for GP-KC
Looking like:
3 Wear//Tear
4 Molten Rain
3 Sudden Shock
2 ?
On the topic of main decking Rackdos Charm, I used to play two copies in my Jund list. But my Jund list was also much more controlling. In burn I'm not sure if it is worth it as the amount of damage it can provide is questionable. Pre-sideboarding is also not a reason to run it, reasons to run it is the damage(if you think it will be relevant enough) with a bonus of the other two abilities possibly keeping you alive so you can burn them out.
Like I said even with 8 fetch lands, Searing is not even 70% of the time 3 damage to creature and 3 damage to player. Sometimes it's 0 damage to anything, because you cant cast it, because they have no creature (or worse, the creature has hexproof). Sometimes, its 1 damage to creature and 1 damage to player because you top deck it with no land play, which may be worse than 0 damage to anything, as in not using it.
As far as going against aggro, you're playing 4x helix, or you should, if you resolve 1 or 2 helix, you basically win. You can also use guide and DRS to block and burn them out. There are all sorts of options, but the main thing is if you helix one of their 3/3s, they basically lose.
Vexing, because it's a creature that doesnt require pumping resource into it to use it, actually helps your other creatures. Even if they remove it, which is the worst case situation, that means your other creatures didnt get removed. At best played turn 1 or 2, it's a lava spike for 4, which is amazing. You're counting to 20, remember?
At first I though that lands like dragonskull summit were better but if in my opening hand I have 2 summits [as the only lands] i'm sad and throwing it back. if it's two Blackcleave Cliffs the hand is good to go. With our deck trying to be as quick as it can, we can afford to have the possibility of two summits as our lands in our opening hand.
Also I would rethink shard volley. Again at first I thought this card was bad but i've won plenty of games because of it. I had a game that was kind of a grind and I had all my [X2] blood crypts, sacred foundrys, and mountains out and I drew a fetch land. It was a dead card until I noticed the volley in my hand. It let me be able to cast the volley with really no "negative" effect.
EDH
UWB Oloro, Ageless Ascetic
URG Animar, Soul of Elements
GGG Azusa, Lost but Seeking
4 Arid Mesa
2 Verdant Catacombs
4 Blood Crypt
2 Stomping Ground
3 Mountain
4 Grim Lavamancer
4 Deathrite Shaman
4 Goblin Guide
4 Dark Confidant
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
4 Bump in the Night
3 Rakdos Charm
3 Molten Rain
3 Searing Blaze
1 Molten Rain
1 Rakdos Charm
4 Surgical Extraction
4 Smash to Smithereens
4 Stigma Lasher
Point 1: Searing Blaze is so much better against Aggro than Lightning Helix, because you kill a threat as well as continuing your temp. If you know how to use fetchlands, and when to hold onto them to slow-roll your opponent, then you can guarantee 3-damage at least 75% of the time. The only times that they are dead are against Control or Combo decks that run very few creatures. (UWR Control and Scapeshift come to mind, and one of these match-ups we are bad against anyway) While there could be times that the 3 life gained from Lightning Helix grants you enough tempo to beat the Aggro decks, Burn is already heavily suited against most Aggro decks to begin with. If I were running RWBg instead of RBg, then I would run 3 of each. (You want to make sure that when you kill cards like Dark Confidant, you get value from either.)
Points 1+2: The great thing about Burn against Aggro is the fact that you have at least 12-16 maindecked answers to x/3's, and they can also hit players when you don't need to stymie their attacks. You do end up playing as the Control deck most of the time, because Burn has a better late-game than trying to out-race Aggro. The list I run has 15(+1 in SB) cards to deal with x/3's, and 19(+1 in SB) cards that deal with x/2's. I'm not certain that jumping up to 19-23 cards that deal with Aggro is necessarily the right way to go, especially as our bad match-ups are UWR Control and Martyr-Proc/Soul Sisters. (Admittedly, a few of these cards to cross over easily enough, but you want to be able to answer as many decks in a format with the fewest amount of cards necessary.)
Point 3: Vexing Devil is good in that Magical Christmas Land situation where you're playing Aggro decks all day, every day. (Including against Living End, where Vexing Devil is back-breaking.) My meta consists of a lot of Birthing Pod-based decks, a lot of Urzatron decks, a lot of Gifts Ungiven decks, and a few of any other deck in the meta. (My meta can go from Living End + Mono-Black Control + Death Cloud, to Ajani Jund + RG/U/UG Tron + Melira/Kiki Pod + Splintertwin + UW/r Control, just mentioning some of the decks I've played against in the last two weeks. There's also people thinking about testing UR Faeries and Blistercoil Weird in the meta as well.)
I do know that we count to twenty. (Or 14-17, with most Modern manabases.) I've only been playing Burn in any format it's viable since 2005. The fact that Vexing Devil doesn't guarantee that (and moreso against good players) makes me not want to run it. (And I tried running it for 3 months, before I knew that it won't ever fit into my style of Burn) I'm better off running Rakdos Charm, as it just wins the game against a lot of the decks in my meta.
an unnatural love towardsperfectly reasonable respect for Lightning Bolt.The Kiwi third of The Salt Mine Podcast: An Australian Legacy Podcast
Oh i see, the reason you say that about aggro is because you didnt see the 3x bridges in my sideboard.
I have enough experience with Burn to know how many cards one should dedicate to match-ups.
an unnatural love towardsperfectly reasonable respect for Lightning Bolt.The Kiwi third of The Salt Mine Podcast: An Australian Legacy Podcast
Daily Event 5625275
4 Arid Mesa
4 Blackcleave Cliffs
4 Scalding Tarn
4 Mountain
2 Blood Crypt
1 Stomping Ground
Creatures 10
4 Goblin Guide
4 Deathrite Shaman
2 Grim Lavamancer
4 Bump in the Night
4 Lava Spike
4 Lightning Bolt
4 Rift Bolt
4 Searing Blaze
4 Shard Volley
4 Skullcrack
3 Magma Jet
4 Rakdos Charm
2 Ensnaring Bridge
2 Torpor Orb
2 Rain of Gore
2 Volcanic Fallout
2 Smash to Smithereens
1 Shattering Spree
I'll upload the videos later, but I really do like the idea with 03x Magma Jet - I always hated seeing 2 or more of them through the course of the game so 3 feels just right.
G1: UWr Control (2-0) (I must of been tried since I missplay like a boss here)
G2: U Tron (1-2) - I drew very badly this game
G3: GR Tron (2-0)
G4: UW Hatebears (2-0)
(it was late when I recorded these so no music)
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