Naykos is completely right and his list is about as good as you can do on a budget. That being said, don't think in terms of budget. Think in terms of duration. Eventually you'll assemble a tier 1 deck if you just slowly acquire pieces. Wait till fetches get reprinted and you can get there.
I understand the concept of slowly acquiring expensive pieces of the deck, but I need to start out very budgeted as I do not have a job and plan on not putting too much money into the game for a little bit. I also hope that in some type of set, duel deck or special set, that they reprint fetches. I think those are one of the main things that turned me away from modern until now.
This list is very budget friendly and it's been treating me very well. It's quite different from the lists in here, and yes Lavaman DOES work without fetches in this build.
//LANDS-18
18 Mountain
Your best bet is to check the primer page. Most of the burn decks have a pretty set core. If you don't have the land base (Which is easily the most expensive part of a burn deck) you may want to consider going straight mono red. If you just want R/W or don't mind not being the most competitive you run 4 Sacred Foundries, a few Clifftop retreats, mountains, Boros Charm main with the regular burn list and add Hide//Seek to the SB.
Hide/Seek doesn't go well with R/W decks. I would recommend Wear/Tear as a sideboard to keep the cost of lands down.
This is my deck I am currently building and i basically have all the basic parts of it. Like the lands, vexing devils, lightning bolts and such
Get rid of the planeswalker, they are worthless in burn.
Here is one iteration of my original cheapo mono-red burn deck
Main Deck:60
4 Skullcrack
4 Emberwilde Augur (Sack him during up keep for 3 points of damage)
4 Lavamancer
4 Goblin Arsonist (Sack this with Goblin Grenade for 6 points of damage)
4 Goblin Fireslinger (Sling for 1 damage during main then sack with Goblin Grenade for 6 points of damage total)
4 Goblin Grenade
4 Lava Spike
4 Lightning Bolt
20 Mountain
4 Rift Bolt
4 Searing Spear
2 Shard Volley
Sideboard:15
3 Wear // Tear
3 Cinderwall (use as blockers)
3 Torpor Orb
3 Vexing Shusher
3 Leyline of Punishment
The deck above is very vulnerable to Leyline of Sanctity.
Here is another version that still has cards under $10
Deck: Burn Deck RBW.dec
Here is the Omega Version (Revised) if you had the cash:
Counts : 60 main / 15 sideboard
Creatures:12
4 Deathrite Shaman (This guy is awesome for burn from turn 1 out. I love players who use fetch lands, I feel the love they have when I borrow (exile) their fetch land for extra mana and then pound them with another bolt or use his other abilities to gain life or get that final few points of damage).
4 Goblin Guide
4 Vexing Devil (Rage quits happen more often than not when this guy comes out on turn 1, but I love it when they realize that they have to either sack 4 life or chance it that this 4/3 won't become a problem).
Spells:28
4 Bump in the Night
4 Lava Spike
4 Lightning Bolt
4 Boros Charm
4 Lightning Helix
4 Skullcrack
4 Rift Bolt
Lands:20
4 Arid Mesa
4 City of Brass
4 Gemstone Mine
4 Blood Crypts
4 Sacred Foundry
Sideboard:15 <-This SB is a swiss army knife, so feel free to mod it->
3 Wear // Tear (Anti enchantment/artifact)
3 Rakdos Charm (Grave hate)
3 Torpor Orb (Shutdowns quite a few decks)
3 Vexing Shusher (Anti-counterspell)
2 Rain of Gore (Works great against life gain except against life link)
1 Leyline of Punishment (Shutdown all life gain)
Other recommendations, for mono-red, get Blood Moon, that card is a god send against decks with multicolored lands. The funny part is when some of these folks fail to have any basic land colors, then they are completely SOL.
Get rid of the planeswalker, they are worthless in burn.
Here is one iteration of my original cheapo mono-red burn deck
Main Deck:60
4 Skullcrack
4 Emberwilde Augur (Sack him during up keep for 3 points of damage)
4 Lavamancer
4 Goblin Arsonist (Sack this with Goblin Grenade for 6 points of damage)
4 Goblin Fireslinger (Sling for 1 damage during main then sack with Goblin Grenade for 6 points of damage total)
4 Goblin Grenade
4 Lava Spike
4 Lightning Bolt
20 Mountain
4 Rift Bolt
4 Searing Spear
2 Shard Volley
Sideboard:15
3 Wear // Tear
3 Cinderwall (use as blockers)
3 Torpor Orb
3 Vexing Shusher
3 Leyline of Punishment
The deck above is very vulnerable to Leyline of Sanctity.
Here is another version that still has cards under $10
Deck: Burn Deck RBW.dec
Here is the Omega Version (Revised) if you had the cash:
Counts : 60 main / 15 sideboard
Creatures:12
4 Deathrite Shaman (This guy is awesome for burn from turn 1 out. I love players who use fetch lands, I feel the love they have when I borrow (exile) their fetch land for extra mana and then pound them with another bolt or use his other abilities to gain life or get that final few points of damage).
4 Goblin Guide
4 Vexing Devil (Rage quits happen more often than not when this guy comes out on turn 1, but I love it when they realize that they have to either sack 4 life or chance it that this 4/3 won't become a problem).
Spells:28
4 Bump in the Night
4 Lava Spike
4 Lightning Bolt
4 Boros Charm
4 Lightning Helix
4 Skullcrack
4 Rift Bolt
Lands:20
4 Arid Mesa
4 City of Brass
4 Gemstone Mine
4 Blood Crypts
4 Sacred Foundry
Sideboard:15 <-This SB is a swiss army knife, so feel free to mod it->
3 Wear // Tear (Anti enchantment/artifact)
3 Rakdos Charm (Grave hate)
3 Torpor Orb (Shutdowns quite a few decks)
3 Vexing Shusher (Anti-counterspell)
2 Rain of Gore (Works great against life gain except against life link)
1 Leyline of Punishment (Shutdown all life gain)
Other recommendations, for mono-red, get Blood Moon, that card is a god send against decks with multicolored lands. The funny part is when some of these folks fail to have any basic land colors, then they are completely SOL.
At the moment, i plan to not make it R/W/B only because at my LGS people are not crazy competitive like with goyfs a full lists of shocks so it doesn't need to be crazy competitive. I also like the planeswalker as a 2 of since its something to do as a later turn if my deck cant get the burn out fast enough.
Thanks for the suggestions and if i ever decide to go more competitive, i will keep the adding black aspect in mind
And there is a lot of people doing 4-0's with lists that have this pattern.
You can remove 1 FOTBH and 1 Shard Volley if you need space for Spark Elemental, or even play 4 copies of Pillar of Flame MD if your meta has a lot of pod.
Thanks for the suggestion, probably gonna keep it R/W though but thanks for the red burn suggestions.
Just want to say, this is the competitive forum. Budget discussion is really not the point.
Private Mod Note
():
Rollback Post to RevisionRollBack
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.
Just want to say, this is the competitive forum. Budget discussion is really not the point.
I said it wasn't "budgeted" i just said i cant afford the expensive stuff atm and want to build a semi-competitive deck. Not trying to argue at all and I'm sorry it went off topic about budget.
I said it wasn't "budgeted" i just said i cant afford the expensive stuff atm and want to build a semi-competitive deck. Not trying to argue at all and I'm sorry it went off topic about budget.
Ajani is not part of burn though and you are also disregarding some of the basic premises of burn. I think you may want to look into Red Deck Wins or one of its variants.
Hide//Seek is better than wear. Tucking a Wurmcoil Engine is a lot more important that destroying it.
After RTFC on this card Wurmcoil Engine, I now see your point. I have only met 1 player at my LGS that actually plays this card and he got spanked by my original budgety mono-red deck, if memory serves me right. The Goblin Arsonist and Grenade combos knocked his health too far back to recover from being bolted to 0. I think it was part of my 2 wins/5 losses.
The only card that has caused me grief with mono-red was Leyline of Sanctity. Believe or not, I saw that card at my LGS's 10 cent buck (I really wished I had picked it up)
You must face a lot Wurmcoil to keep on pushing the hide/seek card. I may end up swapping out vexing shusher for 3 of those to lay down the hate on enchantments and artifacts.
Two questions:
1. Why has pillar of flames/magma spray been past up? I realise it is not a bolt but with the combo decks out there and the amount of finks seen a couple would be a no brainer. Magma>flame as Magma is instant.
2. Are the quest cards worth it? I realise they seems slow... good in control match ups?
3. Okay there is a third question, Is it worth while running so pain enchantment on opponent lands?There are a few one drop R or B that could be played. I am also considering land enchantments for creatures... seems like a better return than shards in most match ups.
Two questions:
1. Why has pillar of flames/magma spray been past up? I realise it is not a bolt but with the combo decks out there and the amount of finks seen a couple would be a no brainer. Magma>flame as Magma is instant.
2. Are the quest cards worth it? I realise they seems slow... good in control match ups?
3. Okay there is a third question, Is it worth while running so pain enchantment on opponent lands?There are a few one drop R or B that could be played. I am also considering land enchantments for creatures... seems like a better return than shards in most match ups.
1. I hate to be a grammar Nazi, but it took me a minute to realize what you were talking about here; "past" means "previous time," whereas "passed" is used as in "passed up" or "passed by." Again, not a huge issue, but I spent more time than I'd care to admit trying to figure out what you meant.
That aside, Pillar of Flame and Magma Jet each have different advantages/disadvantages. This deck needs to spend all of its mana as quickly as possible, and the difference between one and two can be immense. Additionally, these only deal 2 damage, which makes them suboptimal face-burn spells. The general consensus seems to be that they're sideboard cards at best.
And maybe it's just my deck, but Pod decks have never been a problem for me. With Skullcrack and Flames of the Firebrand to keep opponents from gaining life, it's usually too little too late by the time Finks comes in.
2. The only quest card that would be worth considering is Quest for Pure Flame, but that would have to be a first-turn play; it's about the worst mid-game topdeck I could imagine. And again, control matchups are rarely an issue. From my experience, the decks that I have the most trouble with are aggro decks like Merfolk, Infect, and Boggle, and life gain decks like Soul Sisters, against which there are better options than the quest cards. By all means give them a shot, but be cognizant of what they're giving you.
3. I haven't tried them, but enchant land cards seem a little too inconsistent and slow for my tastes; they rely on someone else tapping that land, and a good player will realize that it's probably better to just not tap it at all. It slows them down a turn, perhaps, but I don't think that would be enough to justify the card slot.
Look at it this way - you can either pay 2 mana to burn someone for four at instant speed (Boros Charm) or you can pay 2 mana to wait until the other player chooses to tap his land (which is now a swamp and less likely to be tapped in the first place) twice to do the same amount. Now, against a deck like Infect, enchanting their Inkmoth Nexus might be a decent play, but it has to be done at sorcery speed and can't be in response to them giant growthing it, which reduces its effectiveness.
As you can see, I have finally caved in and added Vexing Devil to the deck. I'm still not sure this is where I want to be at, but seeing as Modern is so combo-infested right now, it seems okay.
The rest is fairly straightforward. Despite Ogreenc's top 8 performance, I am still convinced that RB burn is better than RBW, for three reasons:
- It is more consistent, which is where you want to be at when you play this deck
- Our already mediocre aggro matchup gets a lot worse if we have to fetch even more shocklands
- Not having access to all/the right colors can quickly turn into disaster. I want to be able to keep onelanders, and I can't do that when I'm playing three colors.
A note on the numbers distribution in the main deck: I think 3 DRS/2 Lavamancer is the split that makes me happy. Five seems to be the right amount for these guys. I do want Lavamancer sometimes, so he stays around.
Magma Jet and Skullcrack I want to draw exactly one of per game, so three seems to be the right number. Searing Blaze, to me at least, is getting worse and worse, so I've shaved all but one from the main deck.
The sideboard I really like. The two Blazes supplement the main deck against creature decks, while Orb and Bridge probably need no explanation around here. I only want two of each since they're terrible in multiples.
Molten Rain/Rakdos Charm/Thoughtseize as three-ofs is what I've settled for on the disruption suite. I really like this configuration as it attacks from all three angles - hand, land and board disruption.
Let me know what you think!
- Joelle
Fairly standard list, I think, though the Lavamancer (to me) feels too slow to be effective.
Also, and maybe it's the way your deck plays, but I find Searing Blaze to be a bit of an MVP for me. It's one of the few cards in this deck that can both take out a creature and hit the player. Even though I don't run any sac lands, play RWB, and find the double-red occasionally difficult to accommodate, I still find it incredibly useful.
Here's my current configuration, for comparison's sake:
Now as for cutting white, my personal opinion is that Boros Charm and Lightning Helix are too good to get rid of, and white offers a way to get rid of some pesky enchantments (Daybreak Coronet/Leyline of Sanctity/Splinter Twin) that pop up from time to time.
(I realize that Geth's Verdict is almost always strictly better than Celestial Flare, but I'm much heavier white than black and therefore it's significantly easier to actually cast.)
(Also, it's a good form to throw [deck] tags around your deck.)
I've used Shrine of Burning Rage to end control matchups. It's a meta call, too slow against agro builds, but house against control for sure.
Yeah, I forgot about shrine, and you're right. Solid sideboard card if your meta is more control, but again - I never have that much of a problem with control decks.
I know that this is like five posts in a row for me, but I'm no a roll, so eff it.
This card was just spoiled today:
Anger of the Gods
1RR
Sorcery - Rare
~ Deals 3 damage to all creatures. If any creature dealt damage this way would die this turn, exile it instead.
Personally, I think it may very well have a sideboard role in our decks. Volcanic Fallout is instant speed, hits the opponent, and can't be countered, but that extra damage and "exile them" clause are so much better against so many different creatures.
I know that this is like five posts in a row for me, but I'm no a roll, so eff it.
This card was just spoiled today:
Anger of the Gods
1RR
Sorcery - Rare
~ Deals 3 damage to all creatures. If any creature dealt damage this way would die this turn, exile it instead.
Personally, I think it may very well have a sideboard role in our decks. Volcanic Fallout is instant speed, hits the opponent, and can't be countered, but that extra damage and "exile them" clause are so much better against so many different creatures.
Thoughts?
It's definitely a sideboard card to consider, but I think its use depends mostly on how much Melira Pod, and x/3 aggro you actually have in your meta. Volcanic Fallout is probably still my go to since it wipes most boards and deals damage to players.
I understand the concept of slowly acquiring expensive pieces of the deck, but I need to start out very budgeted as I do not have a job and plan on not putting too much money into the game for a little bit. I also hope that in some type of set, duel deck or special set, that they reprint fetches. I think those are one of the main things that turned me away from modern until now.
4 Sacred Foundry
4 Clifftop Retreat
8 Mountain
4 Plain
Creatures
2 Grim Lavamancer
4 Vexing Devil
4 Goblin Guide
4 Lightning Helix
4 Boros Charm
4 Lightning Bolt
4 Char
4 Path To Exile
4 Rift Bolt
4 Lava Spike
2 Ajani Vengeant
3 Grafdigger's Cage
2 Burning Earth
2 Blood Moon
4 Disenchant
4 Skullcrack
This is my deck I am currently building and i basically have all the basic parts of it. Like the lands, vexing devils, lightning bolts and such
//LANDS-18
18 Mountain
//CREATURES-24
4 Keldon Marauders
4 Goblin Guide
4 Vexing Devil
4 Grim Lavamancer
4 Rakdos Cackler
4 Spark Elemental
//SPELLS-18
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
2 Shard Volley
4 Magma Jet
//SIDEBOARD-15
3 Stigma Lasher
4 Shattering Spree
4 Skullcrack
4 Grafdigger's Cage
Hide/Seek doesn't go well with R/W decks. I would recommend Wear/Tear as a sideboard to keep the cost of lands down.
Get rid of the planeswalker, they are worthless in burn.
Here is one iteration of my original cheapo mono-red burn deck
Main Deck:60
4 Skullcrack
4 Emberwilde Augur (Sack him during up keep for 3 points of damage)
4 Lavamancer
4 Goblin Arsonist (Sack this with Goblin Grenade for 6 points of damage)
4 Goblin Fireslinger (Sling for 1 damage during main then sack with Goblin Grenade for 6 points of damage total)
4 Goblin Grenade
4 Lava Spike
4 Lightning Bolt
20 Mountain
4 Rift Bolt
4 Searing Spear
2 Shard Volley
Sideboard:15
3 Wear // Tear
3 Cinderwall (use as blockers)
3 Torpor Orb
3 Vexing Shusher
3 Leyline of Punishment
The deck above is very vulnerable to Leyline of Sanctity.
Here is another version that still has cards under $10
Deck: Burn Deck RBW.dec
Counts : 60 main / 15 sideboard
Creatures:12
4 Goblin Guide
4 Grim Lavamancer
4 Vexing Devil
Spells:28
4 Bump in the Night
4 Lava Spike
4 Lightning Bolt
4 Boros Charm
4 Searing Spear
4 Skullcrack
4 Rift Bolt
Lands:20
1 Blackcleave Cliffs
4 City of Brass
1 Dragonskull Summit
14 Mountain
Sideboard:15
3 Wear // Tear
3 Rakdos Charm
3 Torpor Orb
3 Vexing Shusher
3 Leyline of Punishment
Here is the Omega Version (Revised) if you had the cash:
Counts : 60 main / 15 sideboard
Creatures:12
4 Deathrite Shaman (This guy is awesome for burn from turn 1 out. I love players who use fetch lands, I feel the love they have when I borrow (exile) their fetch land for extra mana and then pound them with another bolt or use his other abilities to gain life or get that final few points of damage).
4 Goblin Guide
4 Vexing Devil (Rage quits happen more often than not when this guy comes out on turn 1, but I love it when they realize that they have to either sack 4 life or chance it that this 4/3 won't become a problem).
Spells:28
4 Bump in the Night
4 Lava Spike
4 Lightning Bolt
4 Boros Charm
4 Lightning Helix
4 Skullcrack
4 Rift Bolt
Lands:20
4 Arid Mesa
4 City of Brass
4 Gemstone Mine
4 Blood Crypts
4 Sacred Foundry
Sideboard:15 <-This SB is a swiss army knife, so feel free to mod it->
3 Wear // Tear (Anti enchantment/artifact)
3 Rakdos Charm (Grave hate)
3 Torpor Orb (Shutdowns quite a few decks)
3 Vexing Shusher (Anti-counterspell)
2 Rain of Gore (Works great against life gain except against life link)
1 Leyline of Punishment (Shutdown all life gain)
Other recommendations, for mono-red, get Blood Moon, that card is a god send against decks with multicolored lands. The funny part is when some of these folks fail to have any basic land colors, then they are completely SOL.
At the moment, i plan to not make it R/W/B only because at my LGS people are not crazy competitive like with goyfs a full lists of shocks so it doesn't need to be crazy competitive. I also like the planeswalker as a 2 of since its something to do as a later turn if my deck cant get the burn out fast enough.
Thanks for the suggestions and if i ever decide to go more competitive, i will keep the adding black aspect in mind
Thanks for the suggestion, probably gonna keep it R/W though but thanks for the red burn suggestions.
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 said it wasn't "budgeted" i just said i cant afford the expensive stuff atm and want to build a semi-competitive deck. Not trying to argue at all and I'm sorry it went off topic about budget.
Ajani is not part of burn though and you are also disregarding some of the basic premises of burn. I think you may want to look into Red Deck Wins or one of its variants.
After RTFC on this card Wurmcoil Engine, I now see your point. I have only met 1 player at my LGS that actually plays this card and he got spanked by my original budgety mono-red deck, if memory serves me right. The Goblin Arsonist and Grenade combos knocked his health too far back to recover from being bolted to 0. I think it was part of my 2 wins/5 losses.
The only card that has caused me grief with mono-red was Leyline of Sanctity. Believe or not, I saw that card at my LGS's 10 cent buck (I really wished I had picked it up)
You must face a lot Wurmcoil to keep on pushing the hide/seek card. I may end up swapping out vexing shusher for 3 of those to lay down the hate on enchantments and artifacts.
1. Why has pillar of flames/magma spray been past up? I realise it is not a bolt but with the combo decks out there and the amount of finks seen a couple would be a no brainer. Magma>flame as Magma is instant.
2. Are the quest cards worth it? I realise they seems slow... good in control match ups?
3. Okay there is a third question, Is it worth while running so pain enchantment on opponent lands?There are a few one drop R or B that could be played. I am also considering land enchantments for creatures... seems like a better return than shards in most match ups.
1. I hate to be a grammar Nazi, but it took me a minute to realize what you were talking about here; "past" means "previous time," whereas "passed" is used as in "passed up" or "passed by." Again, not a huge issue, but I spent more time than I'd care to admit trying to figure out what you meant.
That aside, Pillar of Flame and Magma Jet each have different advantages/disadvantages. This deck needs to spend all of its mana as quickly as possible, and the difference between one and two can be immense. Additionally, these only deal 2 damage, which makes them suboptimal face-burn spells. The general consensus seems to be that they're sideboard cards at best.
And maybe it's just my deck, but Pod decks have never been a problem for me. With Skullcrack and Flames of the Firebrand to keep opponents from gaining life, it's usually too little too late by the time Finks comes in.
2. The only quest card that would be worth considering is Quest for Pure Flame, but that would have to be a first-turn play; it's about the worst mid-game topdeck I could imagine. And again, control matchups are rarely an issue. From my experience, the decks that I have the most trouble with are aggro decks like Merfolk, Infect, and Boggle, and life gain decks like Soul Sisters, against which there are better options than the quest cards. By all means give them a shot, but be cognizant of what they're giving you.
3. I haven't tried them, but enchant land cards seem a little too inconsistent and slow for my tastes; they rely on someone else tapping that land, and a good player will realize that it's probably better to just not tap it at all. It slows them down a turn, perhaps, but I don't think that would be enough to justify the card slot.
Look at it this way - you can either pay 2 mana to burn someone for four at instant speed (Boros Charm) or you can pay 2 mana to wait until the other player chooses to tap his land (which is now a swamp and less likely to be tapped in the first place) twice to do the same amount. Now, against a deck like Infect, enchanting their Inkmoth Nexus might be a decent play, but it has to be done at sorcery speed and can't be in response to them giant growthing it, which reduces its effectiveness.
I've used Shrine of Burning Rage to end control matchups. It's a meta call, too slow against agro builds, but house against control for sure.
Fairly standard list, I think, though the Lavamancer (to me) feels too slow to be effective.
Also, and maybe it's the way your deck plays, but I find Searing Blaze to be a bit of an MVP for me. It's one of the few cards in this deck that can both take out a creature and hit the player. Even though I don't run any sac lands, play RWB, and find the double-red occasionally difficult to accommodate, I still find it incredibly useful.
Here's my current configuration, for comparison's sake:
4 Goblin Guide
Spells
4 Lightning Bolt
4 Lava Spike
4 Bump in the Night
4 Skullcrack
4 Searing Blaze
4 Lightning Helix
4 Boros Charm
4 Rift Bolt
4 Flames of the Blood Hand
3 Battlefield Forge
4 City of Brass
4 Clifftop Retreat
4 Dragonskull Summit
5 Mountain
4 Celestial Flare
4 Volcanic Fallout
4 Wear // Tear
3 Leyline of Punishment
Now as for cutting white, my personal opinion is that Boros Charm and Lightning Helix are too good to get rid of, and white offers a way to get rid of some pesky enchantments (Daybreak Coronet/Leyline of Sanctity/Splinter Twin) that pop up from time to time.
(I realize that Geth's Verdict is almost always strictly better than Celestial Flare, but I'm much heavier white than black and therefore it's significantly easier to actually cast.)
(Also, it's a good form to throw [deck] tags around your deck.)
Yeah, I forgot about shrine, and you're right. Solid sideboard card if your meta is more control, but again - I never have that much of a problem with control decks.
This card was just spoiled today:
1RR
Sorcery - Rare
~ Deals 3 damage to all creatures. If any creature dealt damage this way would die this turn, exile it instead.
Personally, I think it may very well have a sideboard role in our decks. Volcanic Fallout is instant speed, hits the opponent, and can't be countered, but that extra damage and "exile them" clause are so much better against so many different creatures.
Thoughts?
It's definitely a sideboard card to consider, but I think its use depends mostly on how much Melira Pod, and x/3 aggro you actually have in your meta. Volcanic Fallout is probably still my go to since it wipes most boards and deals damage to players.
Level 2 Judge