I've gotten blown out from palm maindeck in the mirror once. But I wouldn't run it myself main in an open meta, it's dead too often. On the flipside, running a couple sideboard cards maindeck can be good if you know your meta well. Especially if people don't see it coming.
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Does no one play Molten Rain anymore? Especially with a lot of Eldrazi/Eldratron running around, would it be worth playing in the side? I guess there's nothing to cut it for?
Hey everyone. So I've recently put together Burn and have been playing it for a couple weeks. I've played boros/atarka goblins for a long time now, and I play legacy burn, so I'm not completely in the dark about the mechanics and finer points of burn... but it's an interesting change from legacy and still requires practice.
I'm going to be playing some GP side events next week and want to make sure I'm showing up with a half decent sideboard. Since it's a large event, I know nothing of the meta I will face, so I want to have something as flexible as possible.
Aside from that, I'm also running a bit of an atypical landbase because I've only got 8 fetches.. so I've got 3 shocks, 4 vantage, 1 copperline, and 4 mountains. I've run that landbase in goblins for a long time with the same general curve and it's always been fine. I'm without lavamancer (the current boros build) so the fewer fetches matter slightly less.
RE: DCteamup
I sometimes do. It all depends on whats popular at the time. I basically have 2x flex spots in my SB that alternate between Molten Rain and Rest in Peace. Occasionally Stony Silence or Pithing Needle will fill in that 2-of flex spot but its usually between grave hate and land destruction. When I'm in Vegas; Tron, Eldrazi and Scapeshift seem popular I will switch to M.rain. Back in my home town DSJ and Dredge still see table tops (and the occasional mono green stompy w/ undying creatures) so I will switch to RIP when I'm in Oregon.
Long story short: depends on the meta
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Standard // nRG Aggro
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
So, background:
I've never played burn in modern, but I played UWr control from format inception to 2014 and the wafo tapa esper draw go deck from 2014 to present, so I'm intimately familiar with the format as a whole and i've played legacy burn for a tad more than a decade. I played the following today to a 2-2 record and I think part of that is due to misbuilding the deck, so I'm looking for advice there.
My rounds:
Grixis delver, 1-2. Won first game. Boarded in firecraft, sudden shock, molten rain, cut helixes, skullcrack, lavamancer and a rift bolt. Drew 7 lands g2 and six land g3.
Abzan midrange w/heirarchs, 1-2
Won g1, boarded in skullcrack and firecraft on the draw, skullcrack and molten rain on the play, cut lavamancer and rift bolts to match.
Affinity, 2-0
Boarded in shrapnel blast, revelry, skullcrack, sudden shock, palm. Cut eidolon and rift bolts.
I don't know what the common knowledge is in modern, so I might be missing something, but my general sideboarding plans felt pretty strong except against the BGx player. Molten rain felt unnecessary, so I'm not sure what to cut those for. I don't know if there's a need to sideboard against the graveyard decks like dredge or gifts, because i'm not familiar enough with how burn matches up there.
I think that initially I want to go -1 mountain -1 helix +2 skullcrack main, and -2 skullcrack -4 molten rain +1 helix in the board, but idk about the other five slots. My initial thought is that some number of flames of the blood hand and searing blood should together shore up the bgx matchup by letting me double up to kill goyf or tasigur/scooze while still pushing damage through and answering the lifegain cards like rhino and blessed alliance.
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Primary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
So, background:
I've never played burn in modern, but I played UWr control from format inception to 2014 and the wafo tapa esper draw go deck from 2014 to present, so I'm intimately familiar with the format as a whole and i've played legacy burn for a tad more than a decade. I played the following today to a 2-2 record and I think part of that is due to misbuilding the deck, so I'm looking for advice there.
My rounds:
Grixis delver, 1-2. Won first game. Boarded in firecraft, sudden shock, molten rain, cut helixes, skullcrack, lavamancer and a rift bolt. Drew 7 lands g2 and six land g3.
Abzan midrange w/heirarchs, 1-2
Won g1, boarded in skullcrack and firecraft on the draw, skullcrack and molten rain on the play, cut lavamancer and rift bolts to match.
Affinity, 2-0
Boarded in shrapnel blast, revelry, skullcrack, sudden shock, palm. Cut eidolon and rift bolts.
I don't know what the common knowledge is in modern, so I might be missing something, but my general sideboarding plans felt pretty strong except against the BGx player. Molten rain felt unnecessary, so I'm not sure what to cut those for. I don't know if there's a need to sideboard against the graveyard decks like dredge or gifts, because i'm not familiar enough with how burn matches up there.
I think that initially I want to go -1 mountain -1 helix +2 skullcrack main, and -2 skullcrack -4 molten rain +1 helix in the board, but idk about the other five slots. My initial thought is that some number of flames of the blood hand and searing blood should together shore up the bgx matchup by letting me double up to kill goyf or tasigur/scooze while still pushing damage through and answering the lifegain cards like rhino and blessed alliance.
I think either 3 or 4 path to exile and 1 or 2 graveyard hate cards in sideboard should be a must. I personally run 3 path and 2 relic of progenitus. Also I think if your not playing 3-4 revelry or atarkas command, you should just cut green and run Boros burn. As for lands I would cut a mountain and add a fetch. 2 sacred foundry should be enough. A 2/2 split with foundry and stomping ground is ideal. You have vantages for the white sources as well so two is good. On a side note I've played one green source before and had it destroyed and it felt miserable. Especially when holding revelry or atarkas command
The reason I went for the super light splash off one shock is that I wanted destructive revelry as a 2 of to bring in anytime I was unsure of what exact hate people might be packing.
Why path to exile? Looking at some other lists I see it's a regular inclusion but I don't get why--"answer" cards that don't do damage dilute the strategy, so unless they radically alter the texture of a matchup (ensnaring bridge, mindbreak trap in legacy burn) I don't see why we would be better off diluting with path when we could instead play the full 8 searing blaze/blood to actually kill goyfs and the like without losing damage. In theory we should win if it gets to the topdecking stage anyway, no?
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Yes, I am a local area mod. WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVE
Primary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
So, background:
I've never played burn in modern, but I played UWr control from format inception to 2014 and the wafo tapa esper draw go deck from 2014 to present, so I'm intimately familiar with the format as a whole and i've played legacy burn for a tad more than a decade. I played the following today to a 2-2 record and I think part of that is due to misbuilding the deck, so I'm looking for advice there.
My rounds:
Grixis delver, 1-2. Won first game. Boarded in firecraft, sudden shock, molten rain, cut helixes, skullcrack, lavamancer and a rift bolt. Drew 7 lands g2 and six land g3.
Abzan midrange w/heirarchs, 1-2
Won g1, boarded in skullcrack and firecraft on the draw, skullcrack and molten rain on the play, cut lavamancer and rift bolts to match.
Affinity, 2-0
Boarded in shrapnel blast, revelry, skullcrack, sudden shock, palm. Cut eidolon and rift bolts.
I don't know what the common knowledge is in modern, so I might be missing something, but my general sideboarding plans felt pretty strong except against the BGx player. Molten rain felt unnecessary, so I'm not sure what to cut those for. I don't know if there's a need to sideboard against the graveyard decks like dredge or gifts, because i'm not familiar enough with how burn matches up there.
I think that initially I want to go -1 mountain -1 helix +2 skullcrack main, and -2 skullcrack -4 molten rain +1 helix in the board, but idk about the other five slots. My initial thought is that some number of flames of the blood hand and searing blood should together shore up the bgx matchup by letting me double up to kill goyf or tasigur/scooze while still pushing damage through and answering the lifegain cards like rhino and blessed alliance.
Yeah Molten Rain is bad, like really bad, and if you're not running Naya I think you want the full playset of Skullcracks main. There's just so much lifegain around in modern you need to fight.
Secondly, you NEED 3-4 paths in the board. Stuff like Tasigur, Wurmcoil, Death's Shadow, Goyf, Master of Waves, Firewalker, Platinum Emperion and other cards just need to be dealt with. It's a necessary evil. We're not killing Goyf with blaze/blood usually, and these cards help us to get to the topdecking stage against some decks as they put a lot of resources into a single creature, or they win the game if not dealt with and Path is the only card that deals with them efficiently. Death Shadow is running rampant in modern right now, and Path helps the matchup a ton. I'd say the matchup is very favorable towards us unless they draw a ton of discard, and path is a big reason why. Path does radically alter some matchups as it both allow us to fight through hate as well as hate on specific decks (Death's Shadow), perhaps not as much as Ensnaring Bridge/Mindbreak Trap does. I think running 4 atm is correct, at least online, but it takes a very specific meta to warrant less than 3 (my paper meta used to, but not anymore).
I also could never go without the full 4 Revelry. It deals with Chalice, Leyline, Spreading Seas, Vial, Blood Moon, Dragon's Claw, Wurmcoil (fogs the damage a turn, which can often be enough), Basilisk Collar, Affinity, Bogles lifegain enchantments, Emperion, as well as random stuff like Spear of the Godhead. It allows us to fight through some of the most common hate cards towards us, and often we just need to deal with a single hate card, and in a lot of these matchups I NEED to see the revelry post-board every game or most likely lose. Smash to Smithereens just doesn't have enough targets to warrant the bonus 1 damage and easier mana cost.
Grave hate is another thing I'd recommend. Relic of Progenitus is my choice as it not only is hard to deal with for the opponents, but you also can cash in for another card when you need the last burn spell to finish the game. In a GY heavy meta I'd go with Rest in Peace over it, but there's not enough Dredge around atm, and Dredge is a favorable matchup anyways, especially with a hate card.
And yes, you need double stomping grounds. Having your singleton get destroyed without the option of fetching another would be awful, and Revelry is that important in some matchups.
I don't like sudden shock with how little infect there's in the meta atm, and Exquisite Firecraft is decent but a meta call. I run it in paper because my meta is super tilted towards Ux counterspell decks, but I wouldn't run it online.
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The reason I went for the super light splash off one shock is that I wanted destructive revelry as a 2 of to bring in anytime I was unsure of what exact hate people might be packing.
Why path to exile? Looking at some other lists I see it's a regular inclusion but I don't get why--"answer" cards that don't do damage dilute the strategy, so unless they radically alter the texture of a matchup (ensnaring bridge, mindbreak trap in legacy burn) I don't see why we would be better off diluting with path when we could instead play the full 8 searing blaze/blood to actually kill goyfs and the like without losing damage. In theory we should win if it gets to the topdecking stage anyway, no?
Path to Exile does several things that Burn desperately wants. It allows the deck to board into a more controlling role against things like Abzan Company or D&T, it cleanly answers large creatures (particularly those with lifelink), and it clears the way for our creatures to attack against irritants such as Kitchen Finks. It can be one of the bigger traps in the sideboard, but when used properly, it's one of the most important cards in the deck.
Doubling up with searing effects is one of those things that sounds great when you're picturing it in your head, and it feels fantastic when you pull it off in game, but most of the time, here's what actually happens: you draw one copy of Searing Blood and watch while Goyf beats you to death. Or they cast Inquisition and rip it from your hand before you draw the second piece. Or they throw down LotV and start forcing you to pitch every card you draw until you hit the other searing effect you need. Or, you end up with two Searing Bloods against a 5- or 6-toughness Tarmogoyf. Searing Blood is a fine card to sideboard, but creatures like goyf are certainly not what you should be looking to hit with them. Just Path their threat and buy yourself a few extra draw steps without the headache.
Burn isn't so one-dimensional that it loses as soon as one of its spells doesn't deal damage. It's a reasonably versatile deck that has a few different ways of executing its gameplan, and Path is there to help facilitate some of those other angles.
The reason I went for the super light splash off one shock is that I wanted destructive revelry as a 2 of to bring in anytime I was unsure of what exact hate people might be packing.
Why path to exile? Looking at some other lists I see it's a regular inclusion but I don't get why--"answer" cards that don't do damage dilute the strategy, so unless they radically alter the texture of a matchup (ensnaring bridge, mindbreak trap in legacy burn) I don't see why we would be better off diluting with path when we could instead play the full 8 searing blaze/blood to actually kill goyfs and the like without losing damage. In theory we should win if it gets to the topdecking stage anyway, no?
Path to Exile does several things that Burn desperately wants. It allows the deck to board into a more controlling role against things like Abzan Company or D&T, it cleanly answers large creatures (particularly those with lifelink), and it clears the way for our creatures to attack against irritants such as Kitchen Finks. It can be one of the bigger traps in the sideboard, but when used properly, it's one of the most important cards in the deck.
Doubling up with searing effects is one of those things that sounds great when you're picturing it in your head, and it feels fantastic when you pull it off in game, but most of the time, here's what actually happens: you draw one copy of Searing Blood and watch while Goyf beats you to death. Or they cast Inquisition and rip it from your hand before you draw the second piece. Or they throw down LotV and start forcing you to pitch every card you draw until you hit the other searing effect you need. Or, you end up with two Searing Bloods against a 5- or 6-toughness Tarmogoyf. Searing Blood is a fine card to sideboard, but creatures like goyf are certainly not what you should be looking to hit with them. Just Path their threat and buy yourself a few extra draw steps without the headache.
Burn isn't so one-dimensional that it loses as soon as one of its spells doesn't deal damage. It's a reasonably versatile deck that has a few different ways of executing its gameplan, and Path is there to help facilitate some of those other angles.
I agree.......
Path to Exile is a huge difference maker for Burn and another reason why I moved from Mono Red to a Boros build. One of the big weaknesses Burn has that Path helps with is creatures that can live past or cant be killed by the 3 damage Lightning Bolt does. Yes Dismember can be used but Path hits so much and is why its one of the most used cards in Modern. Yes it doesnt do damage and over the years in Modern and Legacy some players believe if it doesnt do damage it shouldnt be in your deck. However many cards like graveyard hate as one example dont do damage yet can make such a difference you'd be better off having it. Also if you look at the Boros and Naya Burn versions that have been successful in large tourneys over the past 3 years Path for the most part is there in 3-4 of.
What are generally the tough matches for Burn? First game and then after the sides rotate in. I notice an significant difference there in the limited matches I experienced.
What are generally the tough matches for Burn? First game and then after the sides rotate in. I notice an significant difference there in the limited matches I experienced.
What are generally the tough matches for Burn? First game and then after the sides rotate in. I notice an significant difference there in the limited matches I experienced.
For starters, Ad Nauseam is almost unwinnable.
Ad nauseam is beatable. First thing you must do is disrupt their mana generator. 4 revelries do much job here. They are good destroying unlife, prism and lotus.
Use mostly instant speed burn spell instead of sorcery speed.
Beatable, but very difficult. Doesn't help that they run main board Unlife which is one of the best Burn hate cards. Leylines usually come in post board as well.
Beatable, but very difficult. Doesn't help that they run main board Unlife which is one of the best Burn hate cards. Leylines usually come in post board as well.
Beatable, but very difficult. Doesn't help that they run main board Unlife which is one of the best Burn hate cards. Leylines usually come in post board as well.
4 leyline 3 unlife and we only have 4 revelries. If same time leyline and unlife on board i would remove unlife first. Early game creatures and attarka's command and boros charm as creature damage increase might be the game plan here i think.
What are generally the tough matches for Burn? First game and then after the sides rotate in. I notice an significant difference there in the limited matches I experienced.
Ad Nauseam is horrible, especially preboard. Even if we keep a T3 hand, if we're on the draw we can still get blown out to T3 unlife on the play that we can't interact with. It becomes easier postboard with revelry since that can disrupt them A LOT unless they have like, several unlifes in hand, but it's still one of our worst matchups. I almost never win game one vs Ad Naus, but I've won both game 2+3 a couple times so it's not like it's unwinnable.
Martyr of Sands decks are awful as well. Soul Sisters w/o Martyr is beatable if you expect it, I'd go as far as saying the RW version is favorable, but Martyr sisters or sisters that you're unprepared for is gross. It's not unwinnable but they have some unbeatable hands we just can't fight through. I've never beat the deck online, but I've only run into it twice and I'm running a different board than paper (I've never lost in paper to it, but I've mostly played the RW version).
Merfolk is bad. It's not on the level on the other two, but its still pretty tough. They usually can disrupt us enough and then just overpower us. I know some people disagree with me on this, and we certainly beat their slow hands, but if they draw well disruption they can either blow us out of the game with spreading seas or disrupt us enough to overpower us with Master of Waves/Lords.
Bogles can just destroy us with lifegain enchantments preboard but it gets easier postboard.
UW resto control feels kinda bad. They have a lot of lifegain and a bunch of disruption and Resto/Finks beats are a decent clock. It's absolutely winnable, but slightly unfavorable.
Some GWx decks feel kinda bad as well. Melira Company forces us to interact with their creatures which slows down our clock as well as packing a bunch of lifegain. The matchup isn't awful by any means, but I wouldn't call it favorable.
Death and Taxes have hands that blow us out of the game, but I'm not sure I'd call it unfavorable regardless no matter how awful some hands are. They won't draw those every game, and if they don't I might even say we're favored but I'm unsure.
Any deck that packs a ton of hate cards out of the board will be bad, but that will vary based on what the meta looks like and how much the player hates burn.
Honestly, I don't think we have that many matchups that are worse than 50/50, and even the ones that are are winnable if you are prepared for them. Martyrofsands.dec and Ad Naus are the only ones that feel really bad, and even they are winnable, especially Ad Naus. And for each horrible matchup we have, we have some that is that much in our favor. Baral Storm, GW Tron, Elves all feel like matchups where I only lose if I draw awfully, or if I draw mediocre and they nut draw us out of the game. But we're as likely to do that in our bad matchups.
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Beatable, but very difficult. Doesn't help that they run main board Unlife which is one of the best Burn hate cards. Leylines usually come in post board as well.
Beatable, but very difficult. Doesn't help that they run main board Unlife which is one of the best Burn hate cards. Leylines usually come in post board as well.
4 leyline 3 unlife and we only have 4 revelries. If same time leyline and unlife on board i would remove unlife first. Early game creatures and attarka's command and boros charm as creature damage increase might be the game plan here i think.
Yeah no question about it I'd always remove unlife first since that's not only an effective 10 lifepoint swing our way but also part of their wincon. About the only times I'd remove leyline over unlife is if I know it doesn't affect the chances of getting combo-ed out on next turn and I have another Revelry in hand.
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I would say the toughest matchups I've faced as Burn are Abzan Company (T2 Kitchen Finks just takes the wind out of my sails, and infinite life is obviously unbeatable if they get there), Ad Nauseam (Game 1 has felt darn near unwinnable, and I usually need to pray for Revelry postboard), and Merfolk (which checks out on the my end - my record against Burn is sparkling, especially since I switched to 8 Seas effects). On the "not great, but not awful" front, Death & Taxes isn't a deck that I'm thrilled to face, nor are any of the Eldrazi decks. The way I've usually gone about winning these is an early Swiftspear/Eidolon on G1 backed up by a ton of Bolts. Searing Blaze is also clutch against Abzan Company/D&T/Merfolk. Postboard Paths have also played a big role against Eldrazi.
T2 Kitchen Finks just takes the wind out of my sails
ALWAYS BOLT ZE BIRD
But yeah, the matchups where you cant and they have t2 finks are going to be awful.
Id say Bant Eldrazi is pretty good for us. We're faster than them and they dont have that much disruption. Sure they can do silly things like turn 2 thought knot from double temple but most games vs bant eldrazi i tend to finish them off with burn facing lethal on board.
Eldrazitron feels so inconsistent. If they have the right cards they can hate us out of the game but they wont always have that and unless they have chalice on 2 or a collar on their fat balista im pretty confident about my odds and Id say the matchup is about even.
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UGR Wanderer
UGB Tasigur Control
URB Jeleva Storm
RW Gisela Control
I'm going to be playing some GP side events next week and want to make sure I'm showing up with a half decent sideboard. Since it's a large event, I know nothing of the meta I will face, so I want to have something as flexible as possible.
My current setup:
3 Path to Exile
2 Deflecting Palm
2 Atarka's Command
3 Rest in Peace
1 Kor Firewalker
Any suggestions?
Aside from that, I'm also running a bit of an atypical landbase because I've only got 8 fetches.. so I've got 3 shocks, 4 vantage, 1 copperline, and 4 mountains. I've run that landbase in goblins for a long time with the same general curve and it's always been fine. I'm without lavamancer (the current boros build) so the fewer fetches matter slightly less.
Cheers!
I sometimes do. It all depends on whats popular at the time. I basically have 2x flex spots in my SB that alternate between Molten Rain and Rest in Peace. Occasionally Stony Silence or Pithing Needle will fill in that 2-of flex spot but its usually between grave hate and land destruction. When I'm in Vegas; Tron, Eldrazi and Scapeshift seem popular I will switch to M.rain. Back in my home town DSJ and Dredge still see table tops (and the occasional mono green stompy w/ undying creatures) so I will switch to RIP when I'm in Oregon.
Long story short: depends on the meta
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
I've never played burn in modern, but I played UWr control from format inception to 2014 and the wafo tapa esper draw go deck from 2014 to present, so I'm intimately familiar with the format as a whole and i've played legacy burn for a tad more than a decade. I played the following today to a 2-2 record and I think part of that is due to misbuilding the deck, so I'm looking for advice there.
3 inspiring vantage
3 sacred foundry
1 stomping ground
10 fetches
4 goblin guide
4 monastery swiftspear
4 eidolon of the great revel
1 grim lavamancer
4 lava spike
4 rift bolt
4 boros charm
4 searing blaze
4 lightning helix
2 skullcrack
4 molten rain
3 exquisite firecraft
2 skullcrack
2 smash to smithereens
2 destructive revelry
1 sudden shock
1 deflecting palm
My rounds:
Grixis delver, 1-2. Won first game. Boarded in firecraft, sudden shock, molten rain, cut helixes, skullcrack, lavamancer and a rift bolt. Drew 7 lands g2 and six land g3.
Uwr control: 2-0
Boarded in firecraft, molten rain, skullcrack, sudden shock, destructive revelry, cut guide, swiftspear, lavamancer, 3 eidolon.
Abzan midrange w/heirarchs, 1-2
Won g1, boarded in skullcrack and firecraft on the draw, skullcrack and molten rain on the play, cut lavamancer and rift bolts to match.
Affinity, 2-0
Boarded in shrapnel blast, revelry, skullcrack, sudden shock, palm. Cut eidolon and rift bolts.
I don't know what the common knowledge is in modern, so I might be missing something, but my general sideboarding plans felt pretty strong except against the BGx player. Molten rain felt unnecessary, so I'm not sure what to cut those for. I don't know if there's a need to sideboard against the graveyard decks like dredge or gifts, because i'm not familiar enough with how burn matches up there.
I think that initially I want to go -1 mountain -1 helix +2 skullcrack main, and -2 skullcrack -4 molten rain +1 helix in the board, but idk about the other five slots. My initial thought is that some number of flames of the blood hand and searing blood should together shore up the bgx matchup by letting me double up to kill goyf or tasigur/scooze while still pushing damage through and answering the lifegain cards like rhino and blessed alliance.
Yes, I am a local area mod.WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVEPrimary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
I think either 3 or 4 path to exile and 1 or 2 graveyard hate cards in sideboard should be a must. I personally run 3 path and 2 relic of progenitus. Also I think if your not playing 3-4 revelry or atarkas command, you should just cut green and run Boros burn. As for lands I would cut a mountain and add a fetch. 2 sacred foundry should be enough. A 2/2 split with foundry and stomping ground is ideal. You have vantages for the white sources as well so two is good. On a side note I've played one green source before and had it destroyed and it felt miserable. Especially when holding revelry or atarkas command
Why path to exile? Looking at some other lists I see it's a regular inclusion but I don't get why--"answer" cards that don't do damage dilute the strategy, so unless they radically alter the texture of a matchup (ensnaring bridge, mindbreak trap in legacy burn) I don't see why we would be better off diluting with path when we could instead play the full 8 searing blaze/blood to actually kill goyfs and the like without losing damage. In theory we should win if it gets to the topdecking stage anyway, no?
Yes, I am a local area mod.WELP. GOOD LIFE CHANGES ALL HAPPEN AT ONCE AND SOME ARE MUTUALLY EXCLUSIVEPrimary Decks:
Modern: Esper Draw-Go
Legacy: RUG Lands
EDH: Sidisi turn-3 storm
Yeah Molten Rain is bad, like really bad, and if you're not running Naya I think you want the full playset of Skullcracks main. There's just so much lifegain around in modern you need to fight.
Secondly, you NEED 3-4 paths in the board. Stuff like Tasigur, Wurmcoil, Death's Shadow, Goyf, Master of Waves, Firewalker, Platinum Emperion and other cards just need to be dealt with. It's a necessary evil. We're not killing Goyf with blaze/blood usually, and these cards help us to get to the topdecking stage against some decks as they put a lot of resources into a single creature, or they win the game if not dealt with and Path is the only card that deals with them efficiently. Death Shadow is running rampant in modern right now, and Path helps the matchup a ton. I'd say the matchup is very favorable towards us unless they draw a ton of discard, and path is a big reason why. Path does radically alter some matchups as it both allow us to fight through hate as well as hate on specific decks (Death's Shadow), perhaps not as much as Ensnaring Bridge/Mindbreak Trap does. I think running 4 atm is correct, at least online, but it takes a very specific meta to warrant less than 3 (my paper meta used to, but not anymore).
I also could never go without the full 4 Revelry. It deals with Chalice, Leyline, Spreading Seas, Vial, Blood Moon, Dragon's Claw, Wurmcoil (fogs the damage a turn, which can often be enough), Basilisk Collar, Affinity, Bogles lifegain enchantments, Emperion, as well as random stuff like Spear of the Godhead. It allows us to fight through some of the most common hate cards towards us, and often we just need to deal with a single hate card, and in a lot of these matchups I NEED to see the revelry post-board every game or most likely lose. Smash to Smithereens just doesn't have enough targets to warrant the bonus 1 damage and easier mana cost.
Grave hate is another thing I'd recommend. Relic of Progenitus is my choice as it not only is hard to deal with for the opponents, but you also can cash in for another card when you need the last burn spell to finish the game. In a GY heavy meta I'd go with Rest in Peace over it, but there's not enough Dredge around atm, and Dredge is a favorable matchup anyways, especially with a hate card.
And yes, you need double stomping grounds. Having your singleton get destroyed without the option of fetching another would be awful, and Revelry is that important in some matchups.
I don't like sudden shock with how little infect there's in the meta atm, and Exquisite Firecraft is decent but a meta call. I run it in paper because my meta is super tilted towards Ux counterspell decks, but I wouldn't run it online.
UGR Wanderer
UGB Tasigur Control
URB Jeleva Storm
RW Gisela Control
Path to Exile does several things that Burn desperately wants. It allows the deck to board into a more controlling role against things like Abzan Company or D&T, it cleanly answers large creatures (particularly those with lifelink), and it clears the way for our creatures to attack against irritants such as Kitchen Finks. It can be one of the bigger traps in the sideboard, but when used properly, it's one of the most important cards in the deck.
Doubling up with searing effects is one of those things that sounds great when you're picturing it in your head, and it feels fantastic when you pull it off in game, but most of the time, here's what actually happens: you draw one copy of Searing Blood and watch while Goyf beats you to death. Or they cast Inquisition and rip it from your hand before you draw the second piece. Or they throw down LotV and start forcing you to pitch every card you draw until you hit the other searing effect you need. Or, you end up with two Searing Bloods against a 5- or 6-toughness Tarmogoyf. Searing Blood is a fine card to sideboard, but creatures like goyf are certainly not what you should be looking to hit with them. Just Path their threat and buy yourself a few extra draw steps without the headache.
Burn isn't so one-dimensional that it loses as soon as one of its spells doesn't deal damage. It's a reasonably versatile deck that has a few different ways of executing its gameplan, and Path is there to help facilitate some of those other angles.
I agree.......
Path to Exile is a huge difference maker for Burn and another reason why I moved from Mono Red to a Boros build. One of the big weaknesses Burn has that Path helps with is creatures that can live past or cant be killed by the 3 damage Lightning Bolt does. Yes Dismember can be used but Path hits so much and is why its one of the most used cards in Modern. Yes it doesnt do damage and over the years in Modern and Legacy some players believe if it doesnt do damage it shouldnt be in your deck. However many cards like graveyard hate as one example dont do damage yet can make such a difference you'd be better off having it. Also if you look at the Boros and Naya Burn versions that have been successful in large tourneys over the past 3 years Path for the most part is there in 3-4 of.
https://www.mtggoldfish.com/format-staples/modern
For starters, Ad Nauseam is almost unwinnable.
Ad nauseam is beatable. First thing you must do is disrupt their mana generator. 4 revelries do much job here. They are good destroying unlife, prism and lotus.
Use mostly instant speed burn spell instead of sorcery speed.
4 leyline 3 unlife and we only have 4 revelries. If same time leyline and unlife on board i would remove unlife first. Early game creatures and attarka's command and boros charm as creature damage increase might be the game plan here i think.
Ad Nauseam is horrible, especially preboard. Even if we keep a T3 hand, if we're on the draw we can still get blown out to T3 unlife on the play that we can't interact with. It becomes easier postboard with revelry since that can disrupt them A LOT unless they have like, several unlifes in hand, but it's still one of our worst matchups. I almost never win game one vs Ad Naus, but I've won both game 2+3 a couple times so it's not like it's unwinnable.
Martyr of Sands decks are awful as well. Soul Sisters w/o Martyr is beatable if you expect it, I'd go as far as saying the RW version is favorable, but Martyr sisters or sisters that you're unprepared for is gross. It's not unwinnable but they have some unbeatable hands we just can't fight through. I've never beat the deck online, but I've only run into it twice and I'm running a different board than paper (I've never lost in paper to it, but I've mostly played the RW version).
Merfolk is bad. It's not on the level on the other two, but its still pretty tough. They usually can disrupt us enough and then just overpower us. I know some people disagree with me on this, and we certainly beat their slow hands, but if they draw well disruption they can either blow us out of the game with spreading seas or disrupt us enough to overpower us with Master of Waves/Lords.
Bogles can just destroy us with lifegain enchantments preboard but it gets easier postboard.
UW resto control feels kinda bad. They have a lot of lifegain and a bunch of disruption and Resto/Finks beats are a decent clock. It's absolutely winnable, but slightly unfavorable.
Some GWx decks feel kinda bad as well. Melira Company forces us to interact with their creatures which slows down our clock as well as packing a bunch of lifegain. The matchup isn't awful by any means, but I wouldn't call it favorable.
Death and Taxes have hands that blow us out of the game, but I'm not sure I'd call it unfavorable regardless no matter how awful some hands are. They won't draw those every game, and if they don't I might even say we're favored but I'm unsure.
Any deck that packs a ton of hate cards out of the board will be bad, but that will vary based on what the meta looks like and how much the player hates burn.
Honestly, I don't think we have that many matchups that are worse than 50/50, and even the ones that are are winnable if you are prepared for them. Martyrofsands.dec and Ad Naus are the only ones that feel really bad, and even they are winnable, especially Ad Naus. And for each horrible matchup we have, we have some that is that much in our favor. Baral Storm, GW Tron, Elves all feel like matchups where I only lose if I draw awfully, or if I draw mediocre and they nut draw us out of the game. But we're as likely to do that in our bad matchups.
UGR Wanderer
UGB Tasigur Control
URB Jeleva Storm
RW Gisela Control
Yeah no question about it I'd always remove unlife first since that's not only an effective 10 lifepoint swing our way but also part of their wincon. About the only times I'd remove leyline over unlife is if I know it doesn't affect the chances of getting combo-ed out on next turn and I have another Revelry in hand.
UGR Wanderer
UGB Tasigur Control
URB Jeleva Storm
RW Gisela Control
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
ALWAYS BOLT ZE BIRD
But yeah, the matchups where you cant and they have t2 finks are going to be awful.
Id say Bant Eldrazi is pretty good for us. We're faster than them and they dont have that much disruption. Sure they can do silly things like turn 2 thought knot from double temple but most games vs bant eldrazi i tend to finish them off with burn facing lethal on board.
Eldrazitron feels so inconsistent. If they have the right cards they can hate us out of the game but they wont always have that and unless they have chalice on 2 or a collar on their fat balista im pretty confident about my odds and Id say the matchup is about even.
UGR Wanderer
UGB Tasigur Control
URB Jeleva Storm
RW Gisela Control
If you let the bird live, you're gonna have a bad time.