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.
well you actually shouldn't run any of them in the mainboard imo, what I was trying to say was that if there was a board sweeper pyroclasm should be the one, the "can't be countered clause is almost irrelevant because the decks against which you want board sweepers will most likely not counter your stuff. the 2 damage is nice, but then again this is turn 3, so you tap out for 2 damage not to mention it can kill your guides and lavamancers. technically devil will most likely not stay in the battlefield, your opponent either takes 4 or leaves him on the battelfield because he can deal with him. faeries is a pretty good matchup if you ask me, it takes them so much to kill us and have a poor start to keep up with us, although the card works for delver I would say there are other things that are more useful unless you are too scared of that mana leak.
I would rather play bump in the night instead because it gets you there faster which is what you want, aggro decks will beat us really easily past turn 4 so we need to get there as soon as possible.
I haven't really seen anybody play Pyroclasm as a sweeper in Legacy burn, if somebody plays a sweeper it's probably Fallout. I haven't seen black splash for bump either.
I haven't really seen anybody play Pyroclasm as a sweeper in Legacy burn, if somebody plays a sweeper it's probably Fallout. I haven't seen black splash for bump either.
You don't use bump in legacy because you have access to a lot of better spells, I actually haven't see fallout either in legacy, in modern I use it against combo elves, W/b Tokens, and Affinity.
With the recent availablility of shock lands, on the presumtion that they will be seen more, could Anathemancer be something important in this deck is the upcoming months? In a format that is meant to be a turn slower than Legacy, he just seems right (comparing to Price of Progress). Maybe a metagame call or sideboard card?
Sorry if this has been discussed but there are more shock lands around to potentially reconsider this guy.
You don't use bump in legacy because you have access to a lot of better spells, I actually haven't see fallout either in legacy, in modern I use it against combo elves, W/b Tokens, and Affinity.
With the recent availablility of shock lands, on the presumtion that they will be seen more, could Anathemancer be something important in this deck is the upcoming months? In a format that is meant to be a turn slower than Legacy, he just seems right (comparing to Price of Progress). Maybe a metagame call or sideboard card?
Sorry if this has been discussed but there are more shock lands around to potentially reconsider this guy.
I can see him being played, he does bring a body into play too which is worth noting. He isn't close to what price of progress does though. And in some cases can be very slow or ineffective. If your opponent plays only duals then he is at his best 5 for 3(unless you want to hold him in your hand longer)at his worst he is a 2 for 3 which is awful for us. If duals become very dominant in the format I could see him in the Sb, otherwise the risk of him being dead would be too high to main him.
So I have a GP upcoming in Modern, and I am considering Burn as a choice :
1. It's under the radar right now, so depending on its results during the PT, people might be unprepared against it.
2. I expect a lot of Jund and Tron, and I think Burn is favorite in these match-ups.
Can an experienced player tell me what are Burn good and bad match-ups in Modern ? I have already played the deck with good success in Legacy but never in Modern.
I'm talking about the RB version with Bump in the Night. I'm also considering main decking 3 Blightning to give more disruption to the deck. (And I don't see why I should run a 4dmg-for-3mana in my maindeck...)
You should most definitely not. You shouldn't tap out on turn 3 for a mere extra 1 point of damage. The ideal play is to use multiple burn spells on that turn and (hopefully) against the right opponents hit for enough damage to win.
I'm not really a big fan of blightning, but it is a good card against the right opponent(Midrange/Control). It doesn't do a lot against combo though given that most combo decks in the format utilize their graveyard to combo out. Not saying it wont hurt them, but it won't be enough disruption to stop them.
Now, I've played a lot with this deck, pretty much since modern was released, and although I haven't been to any big tournaments with it I've played several times in smaller tournaments, online and casually against several other decks that are Tier 1/1.5 in the format, sometimes getting 1st place with it. I can give you some of my personal opinion and experience with the deck.
Martyr/Proclamation: This is probably the deck's worst matchup, a turn 2 martyr of sands is enough to get them out of our burn range and slowly kill us later on in the game. I wouldn't really expect this deck a lot though given that the deck has a bad matchup against kikki-Jikki pod and Jund/Jund assault.
Tron: Our matchup against them is favorable, I would say about 60-40. They have low disruption so we can burn them very easily, it would be worth noting though that some lists run reanimator esque sideboards(sometimes part of their main) using Iona, shield of emeria/Elesh norn as their targets. Blood moon will still mean pretty much game for you though, but it is worth noting that you might need Graveyard hate games 2-3.
Jund/Assault Loam: I would say jund is a 50/50 matchup now(it used to be better before). Their deck has slightly evolved into a less consistent build (to conserve life perhaps). you will see they run more inquisition of kosilek than thoughtseize and have cut several shocklands replacing them with the scars fastlands.
their discard doesn't really hurts us as much as it does to other decks because our gameplan doesn't really change from card to card(Discarding a bump is the same as discarding a spike or rift bolt) but will slow us down. Goyf will probably be a thing to worry about, but besides that the matchup seems pretty even and after sideboard slightly ticks into our favor with the searing blazes and given that most of the builds don't have a real sideboard for us.
RUG/American Delver: delver is usually a good matchup for us because they aren't as fast as we are and take relevant damage from their own fetches/shocklands. Just keep your rift bolts and Hellspark elementals for when they keep counter mana open, and tappout when they cast spells. The same thing would apply for most heavy control decks, but I haven't really seem any pop out enough to make them something to worry about.
Ritual Gifts/Ur Storm/Modern Sunrise/Living end: They will probably beat you game 1 if they are on the play unless they get very unlucky. Game 2 and 3 if you have the right cards on your SB you will win without a problem. Most of our lists run 4 of's of Faerie Macabre or some other sort of GY hate because of how weak we are to combo. After sideboard you should be able to beat them pretty easily since they are very dependent on their graveyard to combo out(different from legacy where most popular combo decks combo from their hand).
Death and Taxes/Thalia Zoo/Naya/Gx aggro: Now that thalia, guardian of thraben is pretty much a 3/4 of in any aggro deck in the format we don't get as good of a matchup as we used to. Zoo decks will still take a lot of damage from their own mana though which is good, but thalia will make our game really difficult because of obvious reasons(note that her first strike can also be reaaaaaally good against us). I would try to Incinerate her as soon as possible(Get it?). Because otherwise their clock will be faster than ours. Searing blaze after sideboard shines here since it will disrupt their gameplan while giving us a great tempo. They might side several Kitchen Finks/[CARD]Lightning Helix
[/CARD] which can make the matchup harder. It depends on how much lifegain they have in their 75. Death and taxes is probably harder than zoo because they don't take any damage from their lands and also run a lot of first strikers. I would consider maining smash to smithereens games 2-3 too since you can target several cards they have(Blade Splicer,Aether vial, and possibly one of the mythic blades.
Affinity: The belcher of modern. They are usually faster than you, but without a craneal plating they will lose the race against us. I believe game 1 is pretty much decided from who gets to be on the play(and a little bit of luck on your part). Both decks can get there turn 3 pretty easily. After sideboard they shouldn't be a problem. The bad thing about affinity is that it is very easy to hate. Smash to smithereens, shattering spree, searing blaze, and perhaps even pyroclasm(Good to have if you expect tokens or white winnie decks) are amazing against them. They on the other side don't have a lot to bring, perhaps Ethersworn cannonist , but that would hinder them as much as us. So you shouldn't lose games 2-3 after sideboard.
Melira Pod/Kikki-jikki Pod: I would say this matchup is unfavorable to us about 60-40 because they have several cards that help them survive against aggro decks in the main(kitchen finks/Wall of roots/Wall of omens) and then proceed to kill you in one turn with either murderous recap or infinite restoration angels. They also have several cards to help them survive after sideboard and only our artifact hate(smash to smithereeens/Shattering Spree wont be enough to stop them since they have several ways to get their combo out and running.
Out of this however there is an option since return to ravnica was released. Rakdos Charm is an amazing SB card against them. All of the 3 abilities are relevant to the matchup specially the one that deals damage to your opponent equal to the number of creatures he/she controls. This will kill them right on the spot withouth them being able to do anything about it. If you believe that Pod will be a big thing Rakdos charm would be a great sideboard to have.It is also good against twin for the same reasons. Although that deck has lost a lot of presence in the format because of how bad it's cantrips are now. If you play against it though rakdos charm will still be really useful. The other 2 abilities can still be used against several other decks in the format(combo/reanimator/affinity etc.) So i would really consider making space for it.
And that's pretty much it. Again this is from personal experience, so some of this might not be completely accurate. There are a few decks that I didn't cover but I don't think those will have a presence on a big tournament so I wouldn't worry too much about them(Combo elves/Goblins/Merfolk/U Faeries/Boros). But other than that good luck.
Hi guys! I'm new to the forum as you can see, but not to magic and not to burn decks.
I have been working on this RB Burn deck for a few weeks now. This is the best deck I could pull out:
I think I can improve my SB (I don't really like the Leyline and the Relic), but overall the deck is pretty strong. I'm testing it on Cockatrice, and I usually have some good results.
Thanks. and welcome to the forums.
I would definitely cut them out, flames of the blood hand and rain of gore are way better if you in fact decide you want to have some sb for the Martyr matchup. I would replace the relics with faerie macabre since it can't be countered or rakdos charms just because they are that awesome.
Why the bridges btw?
Thanks. and welcome to the forums.
I would definitely cut them out, flames of the blood hand and rain of gore are way better if you in fact decide you want to have some sb for the Martyr matchup. I would replace the relics with faerie macabre since it can't be countered or rakdos charms just because they are that awesome.
Why the bridges btw?
I think it's the best card a burn deck can have in its SB. It can definitely buy you some time against Jund decks and all decks that are creature-based. I've won many games thanks to the bridge. I gotta say though, that RTR screwed up a few things: Abrupt Decay has made it a much easier target, but it still works.
I see many of you have Blood Moon in your sideboard.
Personally, I think it's pretty much useless. I have played something like 30 or so games against decks that make big use of urza/shock/fetch lands, and I can't recall a time where I wished I had the Moon. I'm thinking about Tron, Zoo, Control (RU or RBU). And I haven't lost more than 1-2 games (never against Tron and Zoo). The point is: I wouldn't side it.
I personally don't, the card does in fact hurt tron quite a bit, but you can take that matchup all by yourself without any disruption unless they get godlike hands and Iona you turn 3 or something along those lines. The control matchup is very unlikely now so I don't worry about it and against zoo the blood moon is too slow. Specially since thalia is essential in their deck now
Add me in cockatrice name is Jorke too.
I think 20 is too much. I run 19 (see list above) but am considering reducing that number to 18. 19 works most of the time though. Happens to be flooded as much as it happens to be mana screwed. Better screwed than flooded. Way better.
I wouldn't go under 20, the thing is you still want enough lands to cast your stuff early game consistently. Yes we could run with only one land in play, but then we aren't dealing a lot of damage early game. I almost always want a 3rd land drop on turn 3/4 to burn my opponent. If I don't get that it will take me longer than what I want to to win the game.
Here’s my current list. Last known meta: two Melira Pods, Twin, Affinity, Sunrise (awful matchup, he’s very fast) and random aggro decks with no Goyfs. Do you have suggestions for me?
Here’s my current list. Last known meta: two Melira Pods, Twin, Affinity, Sunrise (awful matchup, he’s very fast) and random aggro decks with no Goyfs. Do you have suggestions for me?
Well, if they are on the play the first thing you do is cry, then perhaps some ranting and table flipping. After you've done that then you scoop em' up.
But seriously, it actually depends on your build. Straight up burn can actually race combo decks and beat them fairly easily. Not to mention that some of them sacrifice a lot of life to get fuel for their combo. If your opponent goes turn one: Fetch, Shockland, Probe, or something among those lines. They have already done half the work for you.
If you are preoccupied of them disrupting your disruption the best card to run is faerie macabre. Since what you do is an activated ability, your opponent can't do anything to stop it(unless they have trickbinds in the board for some reason). Dragon's claw doesn't actually work because the copies of the grapeshot are not cast. So you would gain 2 life and then take the damage from all the other grapeshots.
I added some info about some of the matches up there but to emphasize:
Against melira combo you definitely want graveyard hate. it will stop the combo in it's tracks and buy you some time. Artifact hate is alright but unless you are using smash to smithereens it won't really affect them much. They still have chord of calling to tutor their combo pieces. So you want to keep your tempo up by still dealing damage. Take advantage of their dual land damage and burn both their thalia's and their birds of paradise as soon as possible. Stopping a turn 2 finks/pod can give you the time you need to win the match. This is why searing blaze is a must on the SB. Great card vs creature based decks.
Against twin I cannot stress enough on how good Rakdos Charm is and how much we need to find a space for it in our Sb. If you plan on splashing black for Bump in the Night(Which you should). You must add rakdos charm to the Sb. It will help you against combo/affinity/reanimator and both the Twin/Kikki-Jikki Pod combo matches. Just wait for your opponent to name a number(Which they have to, they can't say infinite.) And then rakdos charm them for the win. If you don't want to do that for some reason there isn't a lot more you can do besides combust. However most twin decks will just Mutagenic growth in response and just kill you. With topor orb They are most likely just going to bounce it back to your hand, not to mention that it hinders your marauders and devils triggers. Which you actually want.
You definitely want either smash to smithereens or shattering spree instead of smelt because affinity is just faster than you. It is very hateable though and after sideboard they shouldn't stand a chance. I side 4 Searing blazes and 4 smash to smithereens. Sometimes rakdos charms depending on the opponent's build.
Against Sunrise Just hold your graveyard hate and remember to have plenty of it in your Sb(you always should. Aggro loses easily to combo because it has poor disruption((Fuuuuu thalia)). Sunrise decks barely have any protection if any so you can puke any hate you have into the board. again smash to smithereens is really good here. It is disruption that gives you tempo. just time your Crypts/Relics/Macabs to stop them when they are in the middle of their combo and you will win without a problem. This is also true for Teachings and Living End decks. Just know what your opponent is doing and you will get the game. Once you make their combo fizzle the match is yours.
On another note why the main Blood moons and volcanic fallouts?. They help little to nothing in the unfavorable matches that you have and are slow and clunky for Burn Decks. Remember, the key of any burn deck is to deal as much damage as possible with the most mana efficient spells in the format as fast as you can. Paying 3 for 2 damage or 3 for no damage is not ideal for us. They would at their best be hate cards for matches you haven't encountered in your meta yet. I at least didn't really see any.
Blackcleave Cliffs is pretty good, as you don't really need/want more than 3 lands anyway and it has some kind of synergy with Shard Volley. (But this doesn't matter most of the time.)
Dragonskull Summit is playable, but far from optimal.
Often it doesn't matter, because you have a mountain already, but then there are moments where you have a starting hand with a Blackcleave Cliffs and two Dragonskull Summits, or something like this (and in your list there are also Teetering Peeks). This will cause you to mulligan more often and probably you will lose more games.
The typical manabase with 8 Fetchlands, 1 Blood Crypt and 1 Blackcleave Cliffs gives you not only 10 sources of black mana, but the fetches also feed Grim Lavamancer.
So if your budget doesn't allow you to play with Fetches and Crypt, then you can go with more Cliffs and Summits (or the good old Sulfurous Springs). But fetches and a Crypt are definitley better.
I would run 4 blackleave cliffs and either filter lands graven cairnsor painlandssulfurous spring because since you don't have crypts you run the risk of having your lands come into play tapped. You also need more black sources than usual since you can't fetch for them.
I play 4 Combust in SB, mainly against Twin Exarch deck. Should I side them in against Pod (against Restoration Angel) or better to keep as many blasts as possible to simply win faster? Also would you side in Smash to Smithereens, with the risk that it is a dead card if my opponent doesn't draw Pod? Same question with Grafdigger's Cage?
I have some issues against Boremandos (especially against lightning helix). What SB cards against this deck? Maybe Volcanic Fallout (for Steppe Lynx, Geist, etc.)?
The problem with combusting the angel is that it it doesn't disrupt the pod player very much. It might buy you some time, but with the wall of hate they have it will be very hard to "get there"
Fallout seems alright, pyroclasm is good too if you think you aren't fast enough. Searing blazes are abviously good in the match too
Along the way I somehow defeated a lifegain deck 2-1 and also defeated a Twin deck 2-0 without even playing Orb.
Wound up losing 2-1 to a Pod deck in the top 8. Cage helped extend the match for me but a mana flood and his Canonist slowed me down enough for him to naturally draw Angel and Kiki-Jiki.
Along the way I somehow defeated a lifegain deck 2-1 and also defeated a Twin deck 2-0 without even playing Orb.
Wound up losing 2-1 to a Pod deck in the top 8. Cage helped extend the match for me but a mana flood and his Canonist slowed me down enough for him to naturally draw Angel and Kiki-Jiki.
Congratulations man. Were the tethering peaks useful to you?, I still have 2 in my build and sometimes felt they slowed me down, also having 4 makes me think you would get tapped lands too much.
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well you actually shouldn't run any of them in the mainboard imo, what I was trying to say was that if there was a board sweeper pyroclasm should be the one, the "can't be countered clause is almost irrelevant because the decks against which you want board sweepers will most likely not counter your stuff. the 2 damage is nice, but then again this is turn 3, so you tap out for 2 damage not to mention it can kill your guides and lavamancers. technically devil will most likely not stay in the battlefield, your opponent either takes 4 or leaves him on the battelfield because he can deal with him. faeries is a pretty good matchup if you ask me, it takes them so much to kill us and have a poor start to keep up with us, although the card works for delver I would say there are other things that are more useful unless you are too scared of that mana leak.
I would rather play bump in the night instead because it gets you there faster which is what you want, aggro decks will beat us really easily past turn 4 so we need to get there as soon as possible.
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You don't use bump in legacy because you have access to a lot of better spells, I actually haven't see fallout either in legacy, in modern I use it against combo elves, W/b Tokens, and Affinity.
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Sorry if this has been discussed but there are more shock lands around to potentially reconsider this guy.
I can see him being played, he does bring a body into play too which is worth noting. He isn't close to what price of progress does though. And in some cases can be very slow or ineffective. If your opponent plays only duals then he is at his best 5 for 3(unless you want to hold him in your hand longer)at his worst he is a 2 for 3 which is awful for us. If duals become very dominant in the format I could see him in the Sb, otherwise the risk of him being dead would be too high to main him.
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You should most definitely not. You shouldn't tap out on turn 3 for a mere extra 1 point of damage. The ideal play is to use multiple burn spells on that turn and (hopefully) against the right opponents hit for enough damage to win.
I'm not really a big fan of blightning, but it is a good card against the right opponent(Midrange/Control). It doesn't do a lot against combo though given that most combo decks in the format utilize their graveyard to combo out. Not saying it wont hurt them, but it won't be enough disruption to stop them.
Now, I've played a lot with this deck, pretty much since modern was released, and although I haven't been to any big tournaments with it I've played several times in smaller tournaments, online and casually against several other decks that are Tier 1/1.5 in the format, sometimes getting 1st place with it. I can give you some of my personal opinion and experience with the deck.
Martyr/Proclamation: This is probably the deck's worst matchup, a turn 2 martyr of sands is enough to get them out of our burn range and slowly kill us later on in the game. I wouldn't really expect this deck a lot though given that the deck has a bad matchup against kikki-Jikki pod and Jund/Jund assault.
Tron: Our matchup against them is favorable, I would say about 60-40. They have low disruption so we can burn them very easily, it would be worth noting though that some lists run reanimator esque sideboards(sometimes part of their main) using Iona, shield of emeria/Elesh norn as their targets. Blood moon will still mean pretty much game for you though, but it is worth noting that you might need Graveyard hate games 2-3.
Jund/Assault Loam: I would say jund is a 50/50 matchup now(it used to be better before). Their deck has slightly evolved into a less consistent build (to conserve life perhaps). you will see they run more inquisition of kosilek than thoughtseize and have cut several shocklands replacing them with the scars fastlands.
their discard doesn't really hurts us as much as it does to other decks because our gameplan doesn't really change from card to card(Discarding a bump is the same as discarding a spike or rift bolt) but will slow us down. Goyf will probably be a thing to worry about, but besides that the matchup seems pretty even and after sideboard slightly ticks into our favor with the searing blazes and given that most of the builds don't have a real sideboard for us.
RUG/American Delver: delver is usually a good matchup for us because they aren't as fast as we are and take relevant damage from their own fetches/shocklands. Just keep your rift bolts and Hellspark elementals for when they keep counter mana open, and tappout when they cast spells. The same thing would apply for most heavy control decks, but I haven't really seem any pop out enough to make them something to worry about.
Ritual Gifts/Ur Storm/Modern Sunrise/Living end: They will probably beat you game 1 if they are on the play unless they get very unlucky. Game 2 and 3 if you have the right cards on your SB you will win without a problem. Most of our lists run 4 of's of Faerie Macabre or some other sort of GY hate because of how weak we are to combo. After sideboard you should be able to beat them pretty easily since they are very dependent on their graveyard to combo out(different from legacy where most popular combo decks combo from their hand).
Death and Taxes/Thalia Zoo/Naya/Gx aggro: Now that thalia, guardian of thraben is pretty much a 3/4 of in any aggro deck in the format we don't get as good of a matchup as we used to. Zoo decks will still take a lot of damage from their own mana though which is good, but thalia will make our game really difficult because of obvious reasons(note that her first strike can also be reaaaaaally good against us). I would try to Incinerate her as soon as possible(Get it?). Because otherwise their clock will be faster than ours. Searing blaze after sideboard shines here since it will disrupt their gameplan while giving us a great tempo. They might side several Kitchen Finks/[CARD]Lightning Helix
[/CARD] which can make the matchup harder. It depends on how much lifegain they have in their 75. Death and taxes is probably harder than zoo because they don't take any damage from their lands and also run a lot of first strikers. I would consider maining smash to smithereens games 2-3 too since you can target several cards they have(Blade Splicer,Aether vial, and possibly one of the mythic blades.
Affinity: The belcher of modern. They are usually faster than you, but without a craneal plating they will lose the race against us. I believe game 1 is pretty much decided from who gets to be on the play(and a little bit of luck on your part). Both decks can get there turn 3 pretty easily. After sideboard they shouldn't be a problem. The bad thing about affinity is that it is very easy to hate. Smash to smithereens, shattering spree, searing blaze, and perhaps even pyroclasm(Good to have if you expect tokens or white winnie decks) are amazing against them. They on the other side don't have a lot to bring, perhaps Ethersworn cannonist , but that would hinder them as much as us. So you shouldn't lose games 2-3 after sideboard.
Melira Pod/Kikki-jikki Pod: I would say this matchup is unfavorable to us about 60-40 because they have several cards that help them survive against aggro decks in the main(kitchen finks/Wall of roots/Wall of omens) and then proceed to kill you in one turn with either murderous recap or infinite restoration angels. They also have several cards to help them survive after sideboard and only our artifact hate(smash to smithereeens/Shattering Spree wont be enough to stop them since they have several ways to get their combo out and running.
Out of this however there is an option since return to ravnica was released. Rakdos Charm is an amazing SB card against them. All of the 3 abilities are relevant to the matchup specially the one that deals damage to your opponent equal to the number of creatures he/she controls. This will kill them right on the spot withouth them being able to do anything about it. If you believe that Pod will be a big thing Rakdos charm would be a great sideboard to have.It is also good against twin for the same reasons. Although that deck has lost a lot of presence in the format because of how bad it's cantrips are now. If you play against it though rakdos charm will still be really useful. The other 2 abilities can still be used against several other decks in the format(combo/reanimator/affinity etc.) So i would really consider making space for it.
And that's pretty much it. Again this is from personal experience, so some of this might not be completely accurate. There are a few decks that I didn't cover but I don't think those will have a presence on a big tournament so I wouldn't worry too much about them(Combo elves/Goblins/Merfolk/U Faeries/Boros). But other than that good luck.
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I have been working on this RB Burn deck for a few weeks now. This is the best deck I could pull out:
3x Flames of the Blood Hand
4x Lightning Bolt
2x Searing Blaze
3x Shard Volley
2x Thunderous Wrath
Creature (15)
4x Goblin Guide
3x Grim Lavamancer
4x Spark Elemental
4x Vexing Devil
4x Arid Mesa
3x Blackcleave Cliffs
2x Blood Crypt
6x Mountain
4x Scalding Tarn
Sorcery (12)
4x Bump in the Night
4x Lava Spike
4x Rift Bolt
2x Relic of Progenitus
3x Leyline of Punishment
4x Smash to Smithereens
3x Ensnaring Bridge
3x Pyroclasm
I think I can improve my SB (I don't really like the Leyline and the Relic), but overall the deck is pretty strong. I'm testing it on Cockatrice, and I usually have some good results.
P.S. @Jorke very nice post yours just above mine
I would definitely cut them out, flames of the blood hand and rain of gore are way better if you in fact decide you want to have some sb for the Martyr matchup. I would replace the relics with faerie macabre since it can't be countered or rakdos charms just because they are that awesome.
Why the bridges btw?
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I think it's the best card a burn deck can have in its SB. It can definitely buy you some time against Jund decks and all decks that are creature-based. I've won many games thanks to the bridge. I gotta say though, that RTR screwed up a few things: Abrupt Decay has made it a much easier target, but it still works.
I see many of you have Blood Moon in your sideboard.
Personally, I think it's pretty much useless. I have played something like 30 or so games against decks that make big use of urza/shock/fetch lands, and I can't recall a time where I wished I had the Moon. I'm thinking about Tron, Zoo, Control (RU or RBU). And I haven't lost more than 1-2 games (never against Tron and Zoo). The point is: I wouldn't side it.
Add me in cockatrice name is Jorke too.
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Here’s my current list. Last known meta: two Melira Pods, Twin, Affinity, Sunrise (awful matchup, he’s very fast) and random aggro decks with no Goyfs. Do you have suggestions for me?
18 Mountain
2 Teetering Peaks
Creatures
4 Goblin Guide
4 Hellspark Elemental
4 Vexing Devil
4 Keldon Marauders
2 Blood Moon
Burn
4 Lightning Bolt
4 Rift Bolt
4 Lava Spike
3 Shard Volley
4 Magma Jet
3 Volcanic Fallout
4 Combust (Twin owns me)
3 Smelt (got no Spree/Smash)
3 Tormod's Crypt
3 Torpor Orb (Pod/Twin)
1 Volcanic Fallout
1 Blood Moon
Modern: RWB Burn G Infect B Infect BR Nivmiseit
Standard: R Red Deck Wins
Well, if they are on the play the first thing you do is cry, then perhaps some ranting and table flipping. After you've done that then you scoop em' up.
But seriously, it actually depends on your build. Straight up burn can actually race combo decks and beat them fairly easily. Not to mention that some of them sacrifice a lot of life to get fuel for their combo. If your opponent goes turn one: Fetch, Shockland, Probe, or something among those lines. They have already done half the work for you.
If you are preoccupied of them disrupting your disruption the best card to run is faerie macabre. Since what you do is an activated ability, your opponent can't do anything to stop it(unless they have trickbinds in the board for some reason). Dragon's claw doesn't actually work because the copies of the grapeshot are not cast. So you would gain 2 life and then take the damage from all the other grapeshots.
I added some info about some of the matches up there but to emphasize:
Against melira combo you definitely want graveyard hate. it will stop the combo in it's tracks and buy you some time. Artifact hate is alright but unless you are using smash to smithereens it won't really affect them much. They still have chord of calling to tutor their combo pieces. So you want to keep your tempo up by still dealing damage. Take advantage of their dual land damage and burn both their thalia's and their birds of paradise as soon as possible. Stopping a turn 2 finks/pod can give you the time you need to win the match. This is why searing blaze is a must on the SB. Great card vs creature based decks.
Against twin I cannot stress enough on how good Rakdos Charm is and how much we need to find a space for it in our Sb. If you plan on splashing black for Bump in the Night(Which you should). You must add rakdos charm to the Sb. It will help you against combo/affinity/reanimator and both the Twin/Kikki-Jikki Pod combo matches. Just wait for your opponent to name a number(Which they have to, they can't say infinite.) And then rakdos charm them for the win. If you don't want to do that for some reason there isn't a lot more you can do besides combust. However most twin decks will just Mutagenic growth in response and just kill you. With topor orb They are most likely just going to bounce it back to your hand, not to mention that it hinders your marauders and devils triggers. Which you actually want.
You definitely want either smash to smithereens or shattering spree instead of smelt because affinity is just faster than you. It is very hateable though and after sideboard they shouldn't stand a chance. I side 4 Searing blazes and 4 smash to smithereens. Sometimes rakdos charms depending on the opponent's build.
Against Sunrise Just hold your graveyard hate and remember to have plenty of it in your Sb(you always should. Aggro loses easily to combo because it has poor disruption((Fuuuuu thalia)). Sunrise decks barely have any protection if any so you can puke any hate you have into the board. again smash to smithereens is really good here. It is disruption that gives you tempo. just time your Crypts/Relics/Macabs to stop them when they are in the middle of their combo and you will win without a problem. This is also true for Teachings and Living End decks. Just know what your opponent is doing and you will get the game. Once you make their combo fizzle the match is yours.
On another note why the main Blood moons and volcanic fallouts?. They help little to nothing in the unfavorable matches that you have and are slow and clunky for Burn Decks. Remember, the key of any burn deck is to deal as much damage as possible with the most mana efficient spells in the format as fast as you can. Paying 3 for 2 damage or 3 for no damage is not ideal for us. They would at their best be hate cards for matches you haven't encountered in your meta yet. I at least didn't really see any.
URBURB
As for the black splash, will I be good with Blackcleave Cliffs and Dragonskull Summit? Blood Crypt is still kinda expensive.
Modern: RWB Burn G Infect B Infect BR Nivmiseit
Standard: R Red Deck Wins
Dragonskull Summit is playable, but far from optimal.
Often it doesn't matter, because you have a mountain already, but then there are moments where you have a starting hand with a Blackcleave Cliffs and two Dragonskull Summits, or something like this (and in your list there are also Teetering Peeks). This will cause you to mulligan more often and probably you will lose more games.
The typical manabase with 8 Fetchlands, 1 Blood Crypt and 1 Blackcleave Cliffs gives you not only 10 sources of black mana, but the fetches also feed Grim Lavamancer.
So if your budget doesn't allow you to play with Fetches and Crypt, then you can go with more Cliffs and Summits (or the good old Sulfurous Springs). But fetches and a Crypt are definitley better.
URBURB
The problem with combusting the angel is that it it doesn't disrupt the pod player very much. It might buy you some time, but with the wall of hate they have it will be very hard to "get there"
Fallout seems alright, pyroclasm is good too if you think you aren't fast enough. Searing blazes are abviously good in the match too
URBURB
12 Mountain
4 Teetering Peaks
4 Arid Mesa
Creatures
4 Goblin Guide
3 Grim Lavamancer
4 Hellspark Elemental
4 Ash Zealot
4 Vexing Devil
4 Lightning Bolt
4 Rift Bolt
4 Lava Spike
3 Shard Volley
4 Searing Blaze
2 Flames of the Bloodhand
3 Torpor Orb
3 Grafdiggers Cage
3 Smash to Smithereens
2 Dismember
2 Leyline of Punishment
2 Volcanic Fallout
Along the way I somehow defeated a lifegain deck 2-1 and also defeated a Twin deck 2-0 without even playing Orb.
Wound up losing 2-1 to a Pod deck in the top 8. Cage helped extend the match for me but a mana flood and his Canonist slowed me down enough for him to naturally draw Angel and Kiki-Jiki.
Congratulations man. Were the tethering peaks useful to you?, I still have 2 in my build and sometimes felt they slowed me down, also having 4 makes me think you would get tapped lands too much.
URBURB