It pretty much depends on your meta I wouldn't even put them in the SB depending on what you play against. If you have Zoo, Merfolk, Pod, Jund or any other deck that looks like that you should probably SB them, if you have matches like affinity, Ur storm, Uw control, or combo elves probably not, if you don't know try to run more generic disruption against creatures.
I think the new Ash Zealot should replace either Hellspark Elemental or Keldon Marauders in the creature department...I'll probably kick out the hellspark....
I would agree with hellspark elemental if your meta doesn't have too much control, I would never take marauders out though, 5 for 2? You can't beat that so I don't know, now, what i do know is that he will probably be a 4 of somewhere in my 75 because of how much it punishes storm and teachings. It can't really do anything against steel shaper/faiths reward so I'll still have to see. I might change faerie macabre for him in the sb.
I would NOT agree! Hellspark is much better in the burn deck than ash guy will ever be. Let's compare: Both are cc 2, Ash rr, but will not matter in monored. Both have haste. fine. Ash has p2 and Hellspark p3. there's the first, and very important difference. Hellspark has trample also, which means he will not be chump blocked the way that ash guy could be. Yes, I know you have to sac him end step, but the fact that he can come back, means he dodges most removal and countermagic. He is by far better than the first striker. The upside of ash is the gravehate ability. I just think that it will never come the way you want it. The opponent will just play around it when needed. Play him not!
thats why he is a sideboard card, he is way better than hellspark against storm/combo decks I will still have to test him though. As I said it would depend on your meta, hellspark is amazing against control but sucks against aggro. I run him as a 3 of because he is the slowest bolt. Keep one in the sb for the control matchup.
I completely agree with the bump and searing blaze, do you haves a sideboard list?
I would not play her. As said before, you make your deck worse by making it removal weak. If rug delver or american delver, wants to deal with the graveyard... They will bolt/helix/forked bolt her and move on. least hellspark, came back to hit for 3.
She is very good, but this deck really doesnt worry about tempo, you just out gunn them.
Should this deck turn more into a rdw, because our spells are getting hated out, or creatures are providing more damage than our million bolts, she will have to wait on the sidelines.
thats why he is a sideboard card, he is way better than hellspark against storm/combo decks I will still have to test him though. As I said it would depend on your meta, hellspark is amazing against control but sucks against aggro. I run him as a 3 of because he is the slowest bolt. Keep one in the sb for the control matchup.
I completely agree with the bump and searing blaze, do you haves a sideboard list?
I would not play her. As said before, you make your deck worse by making it removal weak. If rug delver or american delver, wants to deal with the graveyard... They will bolt/helix/forked bolt her and move on. least hellspark, came back to hit for 3.
She is very good, but this deck really doesnt worry about tempo, you just out gunn them.
Should this deck turn more into a rdw, because our spells are getting hated out, or creatures are providing more damage than our million bolts, she will have to wait on the sidelines.
She. Yes, thats worth noting.
Hadn't seen the art my bad. You highlighted me talking about hellspark too though, pretty sure it doesn't have a sex lol.
I agree, she is very weak for our purposes, however it is definitely better than faerie macabre against combo. Reminds me of pyrostatic pillar in legacy
Creature - Elf Shaman Rare
:symtap:: Exile target land from a graveyard. Add one mana of any color to your mana pool.
:symb:, :symtap:: Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.
:symg:, :symtap:: Exile target creature card from a graveyard. You gain 2 life.
Illus. Steve Argyle 1/2
I like how it is a second Grim Lavamancer which also hits your opponent's graveyard. Making Tarmogoyf smaller is great. Being able to use the green ability would be interesting, shutting off key reanimation targets would be nice. I also like how it can accelerate you mana with fetches. Not being able to hit creatures is a large drawback, though. Maybe a two of?
Creature - Elf Shaman Rare
:symtap:: Exile target land from a graveyard. Add one mana of any color to your mana pool.
:symb:, :symtap:: Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.
:symg:, :symtap:: Exile target creature card from a graveyard. You gain 2 life.
Illus. Steve Argyle 1/2
I like how it is a second Grim Lavamancer which also hits your opponent's graveyard. Making Tarmogoyf smaller is great. Being able to use the green ability would be interesting, shutting off key reanimation targets would be nice. I also like how it can accelerate you mana with fetches. Not being able to hit creatures is a large drawback, though. Maybe a two of?
He doesn't hit cretures though, and I think that there is where lavamancer shines the most. You win races with him that otherwise would just lose because of how easily we burn out.
what do you guys think about rain of gore for the B/R version against life gain?
Really punish lifelink creatures
oh you sideboarded thargtusk? you really want to play it?
I talked about this a few pages ago, the problem resides in the fact that the card is almost always dead in any matchup that isn't martyr of sand/proclamation of rebirth. You really don't want to play it against kitchen finks or lightning helix because they are pretty much the only thing your opponents will run that is life gain making it a dead card against everything else in the deck and because of this bad against multiple archtypes of the format. The card shines against lifegain style decks but even then the matchup is still so bad for us that it doesn't guarantees that we will actually succeed, you would have to run a high count of them in your sideboard(3/4 of) to get it early game and stop the martyr from ruin your day, I mean you can't use it before those turn 2-3 lifegain the card us pretty much useless, your opponent is already at 30+ life and has a few good beaters. So I would rather not waste space for a card that doesn't really have a lot of utility. I also don't know of any decks that run thragtusk in modern so I don't really know about that.
It is also very slow for our purposes. I would rather puke my entire hand and deal 9 to my opponent than pay 3 to deal 4. The card is good but I think it would only work in slower builds that aren't as fast but can keep up the pressure.
I have played with that card few times, and I can say that it is really, really good. Usually you should play Istants>Sorceries from T3. Istants in opponent's turn, and Sorceries when it's your turn, but you should keep some mana open for the other istants you may throw to your opponent, like this card.
And this card is really good against a lot of cards:
-Finks: They get no hp, but they get 4 damage!
-Martyr: Same as above;
-Helix: Same as above;
-Any lifegain effect: Same as above.
And, if you are already winning, well, 4 damage is pretty solid anyway.
I could see a case for it in the sideboard, but definitely not the mainboard. I'd rather take my chances with T Wrath for a heavy hitting burn.
You also have to take into account that this is a "turn 4 format" any other aggro deck
Can and will beat you on the spot, remember we don't have any real removal, if you go turn 1 guide turn 2 devil rift bolt turn 3 flames your opponent is still at 9 by turn 4, can we get there like that? Because if they are going first we are probably dead.
The instants argument makes a lot of sense except for the fact that we actually don't run that many to do it consistently. Rift bolt, lava spike, marauders, goblin guide, vexing devil, bump in the night, hellspark. All of them are sorcery speed can we really afford to go turn 3 nothing? Because that's what's going to happen when we want to use the "can't gain life" clause against finks.
Lastly it does make our matchup against control and combo slightly worse. Combo will usually hurt itself to get some fuel and prepare its final turn, so it makes it really easy for use to just machine gun them turn 3 with bolt-like spells. Against control the card is really weak vs pierce and remand, all of our other spells get through easily because of how much mana efficient they are.
As I said the card is good, I'm definitely not denying that, but for our purposes it falls under the mediocre category because of it's speed. It is good sb if your meta has a few decks with a small number of lifegain spells. Or if your build is meant to play the long game like a midrange RDW kind of deck with hell's thunder, Figure of Destiny, boggard ram gang, mained searing blazes koths and such. Because then you can battle your way through the next turns without burning out or as i said "keep the pressure" later on in the game.
Hi guys, I'm planning to go to a Modern event tomorrow with burn.. I have played burn in Legacy, but I'm not familiar with Modern, so I'm not sure what I should expect or include in the sideboard. Anyways, this is what I have been thinking about:
Shard Volley should be OK in maindeck as there's no Fireblast, but I'm not sure what I should use instead of Sulfuric Vortex, or is lifegain a big threat in Modern?
Hi guys, I'm planning to go to a Modern event tomorrow with burn.. I have played burn in Legacy, but I'm not familiar with Modern, so I'm not sure what I should expect or include in the sideboard. Anyways, this is what I have been thinking about:
Shard Volley should be OK in maindeck as there's no Fireblast, but I'm not sure what I should use instead of Sulfuric Vortex, or is lifegain a big threat in Modern?
Well theeere is Martyr/Proceso which pretty mucho beats every burn deck ever but besides that your matchups are pretty even or favorable except for storm which you can beat post Sb. Volley is ok but remember it actually costs mana to cast, and is not as explosive as a fireblast after two bolts.
I wouldn't worry about martyr or sb against it since you pretty much lose against it anyways no matter what, only concern is volcanic fallout, I cannot see why you would run that card, except for the tokens matchup but even then pyroclasm is way better. And it would always be sb, also there's that one card that deals 3 to everything and each player for triple red so I would run that instead.
Other than that don't forget to post a tournament report, and good luck!
too mana intensive, imo. The way the deck plays, Grim Lavamancer functions better
We can run both you know. Deathrite is perfectly fine feeding on the opponent's yard. With all the fetches in the format it's pretty reliably a mana dork t2, which means that you are still dealing 9 damage by the end of turn 3. It can deal with persist critters like Finks, and act as general yard hate g1.
We can run both you know. Deathrite is perfectly fine feeding on the opponent's yard. With all the fetches in the format it's pretty reliably a mana dork t2, which means that you are still dealing 9 damage by the end of turn 3. It can deal with persist critters like Finks, and act as general yard hate g1.
You can, but it would seem irrelevant, if you do like a 2/2 split you arent actually changing the deck that much, you lose a little bit of power against aggro, but gain it against recurring stuff decks. Not a bad idea but I don't think it is really changing the deck a lot.
What you could do is either one or the other depending on your meta I guess.
Well theeere is Martyr/Proceso which pretty mucho beats every burn deck ever but besides that your matchups are pretty even or favorable except for storm which you can beat post Sb. Volley is ok but remember it actually costs mana to cast, and is not as explosive as a fireblast after two bolts.
I wouldn't worry about martyr or sb against it since you pretty much lose against it anyways no matter what, only concern is volcanic fallout, I cannot see why you would run that card, except for the tokens matchup but even then pyroclasm is way better. And it would always be sb, also there's that one card that deals 3 to everything and each player for triple red so I would run that instead.
Other than that don't forget to post a tournament report, and good luck!
Why should I run Pyroclasm, it doesn't deal damage to players, and is sorcery speed? Flamebreak would certainly be an option in Modern as there are less counters around, but wouldn't Fallout still be better against Delver and Faeries? Also, with Fallout you can clear the board and then swing in with Marauders and Vexing Devil, which Flamebreak would kill. Anyways, I went 1-3, though I made some mistakes because I was tired.
Match 1: Death and Taxes, 2-1, Thalia was a nuisance, but Volcanic Fallout and Searing Blaze worked pretty well.
Match 2: Death and Taxes, 0-2, first game I keep a onelander and lose to manascrew. Second game I lose to Golem tokens and such which deal damage pretty fast and prevent me from utilizing creatures.
Match 3: Valakut ramp, 1-2, first and third game he is just faster (he started)
Match 4: Zooish aggro, 1-2, win first game and lose second game, third game I mana flood badly.
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Right, but what are suggestions to take out?
It pretty much depends on your meta I wouldn't even put them in the SB depending on what you play against. If you have Zoo, Merfolk, Pod, Jund or any other deck that looks like that you should probably SB them, if you have matches like affinity, Ur storm, Uw control, or combo elves probably not, if you don't know try to run more generic disruption against creatures.
URBURB
I would agree with hellspark elemental if your meta doesn't have too much control, I would never take marauders out though, 5 for 2? You can't beat that so I don't know, now, what i do know is that he will probably be a 4 of somewhere in my 75 because of how much it punishes storm and teachings. It can't really do anything against steel shaper/faiths reward so I'll still have to see. I might change faerie macabre for him in the sb.
URBURB
I completely agree with the bump and searing blaze, do you haves a sideboard list?
URBURB
She is very good, but this deck really doesnt worry about tempo, you just out gunn them.
Should this deck turn more into a rdw, because our spells are getting hated out, or creatures are providing more damage than our million bolts, she will have to wait on the sidelines.
She. Yes, thats worth noting.
Hadn't seen the art my bad. You highlighted me talking about hellspark too though, pretty sure it doesn't have a sex lol.
I agree, she is very weak for our purposes, however it is definitely better than faerie macabre against combo. Reminds me of pyrostatic pillar in legacy
URBURB
Deathrite Shaman
Creature - Elf Shaman Rare
:symtap:: Exile target land from a graveyard. Add one mana of any color to your mana pool.
:symb:, :symtap:: Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.
:symg:, :symtap:: Exile target creature card from a graveyard. You gain 2 life.
Illus. Steve Argyle 1/2
I like how it is a second Grim Lavamancer which also hits your opponent's graveyard. Making Tarmogoyf smaller is great. Being able to use the green ability would be interesting, shutting off key reanimation targets would be nice. I also like how it can accelerate you mana with fetches. Not being able to hit creatures is a large drawback, though. Maybe a two of?
He doesn't hit cretures though, and I think that there is where lavamancer shines the most. You win races with him that otherwise would just lose because of how easily we burn out.
URBURB
I talked about this a few pages ago, the problem resides in the fact that the card is almost always dead in any matchup that isn't martyr of sand/proclamation of rebirth. You really don't want to play it against kitchen finks or lightning helix because they are pretty much the only thing your opponents will run that is life gain making it a dead card against everything else in the deck and because of this bad against multiple archtypes of the format. The card shines against lifegain style decks but even then the matchup is still so bad for us that it doesn't guarantees that we will actually succeed, you would have to run a high count of them in your sideboard(3/4 of) to get it early game and stop the martyr from ruin your day, I mean you can't use it before those turn 2-3 lifegain the card us pretty much useless, your opponent is already at 30+ life and has a few good beaters. So I would rather not waste space for a card that doesn't really have a lot of utility. I also don't know of any decks that run thragtusk in modern so I don't really know about that.
URBURB
It is also very slow for our purposes. I would rather puke my entire hand and deal 9 to my opponent than pay 3 to deal 4. The card is good but I think it would only work in slower builds that aren't as fast but can keep up the pressure.
URBURB
U Memnarch
RWU Zedruu the Greathearted
I would aggre with this:
You also have to take into account that this is a "turn 4 format" any other aggro deck
Can and will beat you on the spot, remember we don't have any real removal, if you go turn 1 guide turn 2 devil rift bolt turn 3 flames your opponent is still at 9 by turn 4, can we get there like that? Because if they are going first we are probably dead.
The instants argument makes a lot of sense except for the fact that we actually don't run that many to do it consistently. Rift bolt, lava spike, marauders, goblin guide, vexing devil, bump in the night, hellspark. All of them are sorcery speed can we really afford to go turn 3 nothing? Because that's what's going to happen when we want to use the "can't gain life" clause against finks.
Lastly it does make our matchup against control and combo slightly worse. Combo will usually hurt itself to get some fuel and prepare its final turn, so it makes it really easy for use to just machine gun them turn 3 with bolt-like spells. Against control the card is really weak vs pierce and remand, all of our other spells get through easily because of how much mana efficient they are.
As I said the card is good, I'm definitely not denying that, but for our purposes it falls under the mediocre category because of it's speed. It is good sb if your meta has a few decks with a small number of lifegain spells. Or if your build is meant to play the long game like a midrange RDW kind of deck with hell's thunder, Figure of Destiny, boggard ram gang, mained searing blazes koths and such. Because then you can battle your way through the next turns without burning out or as i said "keep the pressure" later on in the game.
URBURB
4x Goblin Guide
4x Vexing Devil
3x Keldon Marauders
2x Grim Lavamancer
Spells:
4x Lightning Bolt
4x Rift Bolt
4x Lava Spike
4x Shard Volley
4x Incinerate
4x Magma Jet
3x Volcanic Fallout
20x Mountain
4x Faerie Macabre
1x Tormod's Crypt
4x Searing Blaze
3x Smash to Smithereens
2x Shattering Spree
1x Volcanic Fallout
Shard Volley should be OK in maindeck as there's no Fireblast, but I'm not sure what I should use instead of Sulfuric Vortex, or is lifegain a big threat in Modern?
too mana intensive, imo. The way the deck plays, Grim Lavamancer functions better
:symwr:BorosBGR Living End(Primer) W Soul Sisters Tokens
UGrand Architect+Pili-Pala Infinite combo:symq::chaos:
Well theeere is Martyr/Proceso which pretty mucho beats every burn deck ever but besides that your matchups are pretty even or favorable except for storm which you can beat post Sb. Volley is ok but remember it actually costs mana to cast, and is not as explosive as a fireblast after two bolts.
I wouldn't worry about martyr or sb against it since you pretty much lose against it anyways no matter what, only concern is volcanic fallout, I cannot see why you would run that card, except for the tokens matchup but even then pyroclasm is way better. And it would always be sb, also there's that one card that deals 3 to everything and each player for triple red so I would run that instead.
Other than that don't forget to post a tournament report, and good luck!
URBURB
We can run both you know. Deathrite is perfectly fine feeding on the opponent's yard. With all the fetches in the format it's pretty reliably a mana dork t2, which means that you are still dealing 9 damage by the end of turn 3. It can deal with persist critters like Finks, and act as general yard hate g1.
You can, but it would seem irrelevant, if you do like a 2/2 split you arent actually changing the deck that much, you lose a little bit of power against aggro, but gain it against recurring stuff decks. Not a bad idea but I don't think it is really changing the deck a lot.
What you could do is either one or the other depending on your meta I guess.
URBURB
Why should I run Pyroclasm, it doesn't deal damage to players, and is sorcery speed? Flamebreak would certainly be an option in Modern as there are less counters around, but wouldn't Fallout still be better against Delver and Faeries? Also, with Fallout you can clear the board and then swing in with Marauders and Vexing Devil, which Flamebreak would kill. Anyways, I went 1-3, though I made some mistakes because I was tired.
Match 1: Death and Taxes, 2-1, Thalia was a nuisance, but Volcanic Fallout and Searing Blaze worked pretty well.
Match 2: Death and Taxes, 0-2, first game I keep a onelander and lose to manascrew. Second game I lose to Golem tokens and such which deal damage pretty fast and prevent me from utilizing creatures.
Match 3: Valakut ramp, 1-2, first and third game he is just faster (he started)
Match 4: Zooish aggro, 1-2, win first game and lose second game, third game I mana flood badly.