A non-zero number of people are playing straight RW Burn, so it's not really a "new build" and it's been shown to be viable.
The issues with your build are that Clifftop Retreat isn't good enough (you shouldn't count it as a 9th untapped RW land, because it's tapped any time you don't have a Mountain) and it should be a fetch instead and Searing Blaze is superior to Searing Blood (but is hard for you because you don't have that many fetches). You should play enough fetches to use Blaze if possible.
That said, you've got a solid budget-ish version of RW Burn, which is a solid Burn build.
I can get more fetches, but I'm trying to minimize them. Clifftop is a solid turn 2 land, which is when you need white mana, anyway. You'd probably mull a land with Clifftop and no mountains/fetches/shocks. As far as blaze vs blood, I'm noticing that, more often than not, the creatures I'm targeting are either 1-2 toughness early game, or bigger than 3 toughness late game, and thus would need another burn spell either way. Correct me if I'm wrong, but I think the amount of 3-toughness creatures in Modern is too small to justify the requirement for landfall, and the extra pain taken from the mana base to meet that requirement? Running 10 fetches just to justify landfall isn't worth the life loss, unless your opponent had 3-toughness creatures. Plus, I made that switch to work with the mana base, not the other way around. The idea behind this build is to not take as much pain, and I don't think there is a way to increase my ability to hit landfall, other than running the "traditional" 8-10 fetch Boros base, or the full 12 of Naya.
Clifftop isn't a good turn 2 land, especially considering you have 4 lands that tap for mana that aren't Mountains. Clifftop renders any 1-lander with Clifftop as trash and it severely weakens any 2-lander with Vantage and Clifftop. A fetch is superior to Clifftop. Even a Mountain would be better than Clifftop. My Naya build has 14 white sources, and Clifftop is serving as your 15th white source. You don't really even need it.
bigger than 3 toughness late game, and thus would need another burn spell either way.
It's Searing Blood that would force you to have another burn spell here, not Blaze. I've cast Searing Blaze on a 5/6 Goyf solely to get 3 damage to their face. Searing Blood doesn't get you any damage unless the creature dies. I've cast Searing Blaze on an unkillable-by-Searing-Blaze Death's Shadow for the 3 damage to the face before. Furthermore, Blood can fizzle if they do something with the creature, but that can never happen with Blaze unless they flash in something that gives them hexproof as well. Blaze is just better than Blood. Blaze is playable on 6 fetches because you can almost always sandbag lands in hand.
If you're worried about life loss and worried about losing to aggro, you should be playing 4 Helix as well. Helix is an amazing card for those matchups.
In general, I don't agree with the premise that one needs to cut fetches in order to succeed. Cutting a color? I'm personally not doing that, but I still consider doing so to be a viable deck choice. I think you're just weakening your deck by cutting fetches and replacing Blaze with Blood.
Clifftop isn't a good turn 2 land, especially considering you have 4 lands that tap for mana that aren't Mountains. Clifftop renders any 1-lander with Clifftop as trash and it severely weakens any 2-lander with Vantage and Clifftop. A fetch is superior to Clifftop. Even a Mountain would be better than Clifftop. My Naya build has 14 white sources, and Clifftop is serving as your 15th white source. You don't really even need it.
bigger than 3 toughness late game, and thus would need another burn spell either way.
It's Searing Blood that would force you to have another burn spell here, not Blaze. I've cast Searing Blaze on a 5/6 Goyf solely to get 3 damage to their face. Searing Blood doesn't get you any damage unless the creature dies. I've cast Searing Blaze on an unkillable-by-Searing-Blaze Death's Shadow for the 3 damage to the face before. Furthermore, Blood can fizzle if they do something with the creature, but that can never happen with Blaze unless they flash in something that gives them hexproof as well. Blaze is just better than Blood. Blaze is playable on 6 fetches because you can almost always sandbag lands in hand.
If you're worried about life loss and worried about losing to aggro, you should be playing 4 Helix as well. Helix is an amazing card for those matchups.
In general, I don't agree with the premise that one needs to cut fetches in order to succeed. Cutting a color? I'm personally not doing that, but I still consider doing so to be a viable deck choice. I think you're just weakening your deck by cutting fetches and replacing Blaze with Blood.
Getting through with Blaze when you can't kill the creature is a valid point. As far as Helix, what would I cut for the 4th? Also, if I go up to 8 fetches for Blaze, would players of Vantage and Foundry still be good, or more basic mountains? Is 8 fetches, 4 Vantage, 4 foundry, 3 Mountains a good mana base?
Taking the advice to run more fetches and Blaze in the mainboard leaves me with this. I won't go Naya, because I won't run any build that can't take advantage of 4x Inspiring Vantage. But I am willing to take advice on the best I can build Boros.
Creatures (14)
4 Goblin Guide
4 Monestary Swiftspear
4 Eidolon of the Great Revel
2 Grim Lavamancer
Getting through with Blaze when you can't kill the creature is a valid point. As far as Helix, what would I cut for the 4th? Also, if I go up to 8 fetches for Blaze, would players of Vantage and Foundry still be good, or more basic mountains? Is 8 fetches, 4 Vantage, 4 foundry, 3 Mountains a good mana base?
If you add the 4th Helix (which I'd support doing), I'd personally recommend replacing either the second lavamancer or one of the mainboard Searing effects. There are a few popular matchups where Blaze can be mediocre to bad, like UW Control and Eldrazi Tron, and Lavamancer doesn't have a terribly long life expectancy in most matchups while also being a pretty bad topdeck. I do like having a couple of lavamancers in the 75 right now though, since they're bonkers against decks like Affinity and Company.
Sideboard (15)
3 Kor Firewalker
3 Path to Exile
3 Wear//Tear
2 Shattering Spree
2 Deflecting Palm
2 Searing Blaze
The mana base runs 9 duals that are capable of entering untapped - and only 6 fetches. This should mean that, more often than not, you can play a Sacred Foundry or Inspiring Vantage within the first 2 turns, taking 0-2 life, rather the fetching and taking 3. After getting your white source, you'll only be fetching for mountains, because unless you brought in Firewalker - you have nothing that requires more than one white source. This means you should never take more than 4 or so life from the mana base, as opposed to the 6 life by turn 2 of Naya burn. Searing Blood was brought main, with Blaze moves to the sideboard, as in a build designed to minimize use of fetches, Blood would be more consistent. The sideboard is not made to handle any particular deck with a trump card, such as bringing in graveyard hate against dredge, but is rather made to be a toolbox. It has the ability to handle Kor Firewalker, Chalice on 1 and 2, and Leyline of Sanctity, so we can deal with all the cards that shut burn down. Additionally, all the cards in the sideboard can serve a purpose against multiple archetypes. Though it won't shift a match as easily as sideboarding against a particular deck, it should have a decent sideboard to bring in against most decks, to shift the win percentages of more games, and I would hope, could perform well in an unknown or diverse meta.
Getting through with Blaze when you can't kill the creature is a valid point. As far as Helix, what would I cut for the 4th? Also, if I go up to 8 fetches for Blaze, would players of Vantage and Foundry still be good, or more basic mountains? Is 8 fetches, 4 Vantage, 4 foundry, 3 Mountains a good mana base?
If you add the 4th Helix (which I'd support doing), I'd personally recommend replacing either the second lavamancer or one of the mainboard Searing effects. There are a few popular matchups where Blaze can be mediocre to bad, like UW Control and Eldrazi Tron, and Lavamancer doesn't have a terribly long life expectancy in most matchups while also being a pretty bad topdeck. I do like having a couple of lavamancers in the 75 right now though, since they're bonkers against decks like Affinity and Company.
I agree with this. Move either a Blaze or a Lavamancer to the side to make room for a 4th Helix. I'm also ok with dropping one Grim and playing only 1 in the 75. I've generally had 2 in the main, personally, but one is ok. It's huge in creature matchups.
I also think that your new mana base is vastly superior to the old one.
What is the best angle of attack you guys have found pre and postboard against eldrazi tron?
I've yet to play against them enough to know.
I'm also on straight Boros (I believe my list was posted a page or two ago)
I'm guessing eidolon and searing blaze come out and between bridges, path, palms, wear//tear and spree, there's a ton that can come in, is one direction proven better than others? A playstyle alteration?
I know I try to lead with the 1 drops to avoid chalice though I'm assuming a regular etron opponent will chalice for two before you take them out. Do you just try to avoid that scenario?
Just played today and went 3-1. 2-0 againt U-Tron, 1-2 against Storm, 2-0 against Storm and 2-1 against Affinity. I was very pleased to beat Affinity, I didn't want to lose in the final round against it and was happy to win the preboarded game against the deck. I felt like the control player in that matchup. Decklist was smooth. Some notes:
1) Shard Volley saved me twice to end up games againt Storm and Affinity. It was a great finisher.
2) 4 fastlands felt so smooth. I didn't feel I needed to thin up the deck with 12 fetches. 8 was really enough.
3) Could have gone 4-0 if I won game 3 against Storm : 2 Eidolon of the Great Revel were bounce by Echoing Truth and made 8 damage in total (Merchant Scroll was played before), so I should have won this one (the funny one-of made its appearance).
Looking forward to playing it more. It feels very natural.
Getting through with Blaze when you can't kill the creature is a valid point. As far as Helix, what would I cut for the 4th? Also, if I go up to 8 fetches for Blaze, would players of Vantage and Foundry still be good, or more basic mountains? Is 8 fetches, 4 Vantage, 4 foundry, 3 Mountains a good mana base?
If you add the 4th Helix (which I'd support doing), I'd personally recommend replacing either the second lavamancer or one of the mainboard Searing effects. There are a few popular matchups where Blaze can be mediocre to bad, like UW Control and Eldrazi Tron, and Lavamancer doesn't have a terribly long life expectancy in most matchups while also being a pretty bad topdeck. I do like having a couple of lavamancers in the 75 right now though, since they're bonkers against decks like Affinity and Company.
I agree with this. Move either a Blaze or a Lavamancer to the side to make room for a 4th Helix. I'm also ok with dropping one Grim and playing only 1 in the 75. I've generally had 2 in the main, personally, but one is ok. It's huge in creature matchups.
I also think that your new mana base is vastly superior to the old one.
I've seen a lot of lists that run 3 Helix and 4 Searing effects. With 4 Vantage mainboard, life gain seems even less important now. What warrants 3 Searing and 4 Helix over the traditional ratio?
Getting through with Blaze when you can't kill the creature is a valid point. As far as Helix, what would I cut for the 4th? Also, if I go up to 8 fetches for Blaze, would players of Vantage and Foundry still be good, or more basic mountains? Is 8 fetches, 4 Vantage, 4 foundry, 3 Mountains a good mana base?
If you add the 4th Helix (which I'd support doing), I'd personally recommend replacing either the second lavamancer or one of the mainboard Searing effects. There are a few popular matchups where Blaze can be mediocre to bad, like UW Control and Eldrazi Tron, and Lavamancer doesn't have a terribly long life expectancy in most matchups while also being a pretty bad topdeck. I do like having a couple of lavamancers in the 75 right now though, since they're bonkers against decks like Affinity and Company.
I agree with this. Move either a Blaze or a Lavamancer to the side to make room for a 4th Helix. I'm also ok with dropping one Grim and playing only 1 in the 75. I've generally had 2 in the main, personally, but one is ok. It's huge in creature matchups.
I also think that your new mana base is vastly superior to the old one.
I've seen a lot of lists that run 3 Helix and 4 Searing effects. With 4 Vantage mainboard, life gain seems even less important now. What warrants 3 Searing and 4 Helix over the traditional ratio?
Helix is just a more reliable card in general. You can't cast Blaze if your opponent doesn't have a creature (or if they have a Leyline out), and Helix is always 3 damage even if you can't trigger landfall. The lifegain from Helix can also make a significant difference when racing, even in matchups against creatures with more than three toughness. I currently play four of each in my maindeck, and I do think Blaze is a more objectively powerful card, so it's not like one is clearly better than the other - adjust the numbers to what you think will serve you best in the meta. I think, though, that versatility is worth a lot when deciding which cards to maindeck, which is why I'd default to cutting Blaze before I cut Helix unless I had a specific and compelling reason to do otherwise.
Guys, I am currently on the boros list with four of everything (GGs, Eidolons, Swiftspear, Searing Blaze, Boros Charm, Lightning Helix, Lightning Bolt, Skullcrack, Rift Bolt, Lava Spike) and 20 Lands. I had at one point been running 3 blazes and one lavamancer, but it seems like when blaze is good its too good and lavamancer typically gets the axe by any removal. I do like lavamancer so Im considering bringing one back in. I see most deck lists online just end up cutting a land for the lavamancer rather than giving up a burn spell. Im just a little leary of dropping to 19 lands. What are your guys thoughts?
19 lands feel very comfortable. I'm never mana screwed : sometimes, I have to mulligan to 6 because I have only 1 land and I don't want to get greedy, but other than that, I'm not flooding at all and curving out to 3 lands is fairly natural.
Getting through with Blaze when you can't kill the creature is a valid point. As far as Helix, what would I cut for the 4th? Also, if I go up to 8 fetches for Blaze, would players of Vantage and Foundry still be good, or more basic mountains? Is 8 fetches, 4 Vantage, 4 foundry, 3 Mountains a good mana base?
If you add the 4th Helix (which I'd support doing), I'd personally recommend replacing either the second lavamancer or one of the mainboard Searing effects. There are a few popular matchups where Blaze can be mediocre to bad, like UW Control and Eldrazi Tron, and Lavamancer doesn't have a terribly long life expectancy in most matchups while also being a pretty bad topdeck. I do like having a couple of lavamancers in the 75 right now though, since they're bonkers against decks like Affinity and Company.
I agree with this. Move either a Blaze or a Lavamancer to the side to make room for a 4th Helix. I'm also ok with dropping one Grim and playing only 1 in the 75. I've generally had 2 in the main, personally, but one is ok. It's huge in creature matchups.
I also think that your new mana base is vastly superior to the old one.
I've seen a lot of lists that run 3 Helix and 4 Searing effects. With 4 Vantage mainboard, life gain seems even less important now. What warrants 3 Searing and 4 Helix over the traditional ratio?
Helix is just a more reliable card in general. You can't cast Blaze if your opponent doesn't have a creature (or if they have a Leyline out), and Helix is always 3 damage even if you can't trigger landfall. The lifegain from Helix can also make a significant difference when racing, even in matchups against creatures with more than three toughness. I currently play four of each in my maindeck, and I do think Blaze is a more objectively powerful card, so it's not like one is clearly better than the other - adjust the numbers to what you think will serve you best in the meta. I think, though, that versatility is worth a lot when deciding which cards to maindeck, which is why I'd default to cutting Blaze before I cut Helix unless I had a specific and compelling reason to do otherwise.
I do also see why people would cut Lavamancer, but I've found him to be useful. I once blocked a lifelinker with Lavamancer, and used his ability to kill him, so no combat damage was assigned. He's also good when top-decking with 3 mana out, because after using whatever spell you topdeck, he can be a mana-sink to get an extra 2 damage through. He can also eat small creatures to clear a board while allowing your hand to be aimed ast face. I know he's the slowest creature in Burn, but I still haven't seen a strong reason for the lists without him, because he's very versatile. As far as searing blaze, I do see the point about Helix being more reliable. And with 2 Blood in the Side, I can go up to 5 Seasring effects if need be. Plus, I think Blaze will be better against Eldrazi Tron and Deaths Shadow, where the creatures that cause problems wouldn't die to 3 damage anyway, but 3 life might help the race. Do I think I might go with 4 Helix 3 Blaze, but still keep 2 Blood in the sideboard, for when 3 Searing effects isn't enough.
If you add the 4th Helix (which I'd support doing), I'd personally recommend replacing either the second lavamancer or one of the mainboard Searing effects. There are a few popular matchups where Blaze can be mediocre to bad, like UW Control and Eldrazi Tron, and Lavamancer doesn't have a terribly long life expectancy in most matchups while also being a pretty bad topdeck. I do like having a couple of lavamancers in the 75 right now though, since they're bonkers against decks like Affinity and Company.
I agree with this. Move either a Blaze or a Lavamancer to the side to make room for a 4th Helix. I'm also ok with dropping one Grim and playing only 1 in the 75. I've generally had 2 in the main, personally, but one is ok. It's huge in creature matchups.
I also think that your new mana base is vastly superior to the old one.
I've seen a lot of lists that run 3 Helix and 4 Searing effects. With 4 Vantage mainboard, life gain seems even less important now. What warrants 3 Searing and 4 Helix over the traditional ratio?
Helix is just a more reliable card in general. You can't cast Blaze if your opponent doesn't have a creature (or if they have a Leyline out), and Helix is always 3 damage even if you can't trigger landfall. The lifegain from Helix can also make a significant difference when racing, even in matchups against creatures with more than three toughness. I currently play four of each in my maindeck, and I do think Blaze is a more objectively powerful card, so it's not like one is clearly better than the other - adjust the numbers to what you think will serve you best in the meta. I think, though, that versatility is worth a lot when deciding which cards to maindeck, which is why I'd default to cutting Blaze before I cut Helix unless I had a specific and compelling reason to do otherwise.
I do also see why people would cut Lavamancer, but I've found him to be useful. I once blocked a lifelinker with Lavamancer, and used his ability to kill him, so no combat damage was assigned. He's also good when top-decking with 3 mana out, because after using whatever spell you topdeck, he can be a mana-sink to get an extra 2 damage through. He can also eat small creatures to clear a board while allowing your hand to be aimed ast face. I know he's the slowest creature in Burn, but I still haven't seen a strong reason for the lists without him, because he's very versatile. As far as searing blaze, I do see the point about Helix being more reliable. And with 2 Blood in the Side, I can go up to 5 Seasring effects if need be. Plus, I think Blaze will be better against Eldrazi Tron and Deaths Shadow, where the creatures that cause problems wouldn't die to 3 damage anyway, but 3 life might help the race. Do I think I might go with 4 Helix 3 Blaze, but still keep 2 Blood in the sideboard, for when 3 Searing effects isn't enough.
So you think I should go down to 19 lands in order to have lavamancer?
Depends. If you're running a full Naya build with 12 Fetches, it may be a bit too few. For Boros or Mono-red builds with 8 fetches, I don't see the thinning taking away from land drops.
Here's a mardu burn list Ive been playing around with. I haven't actually tested it in games, I'm still getting the bridges. Just wanted to see what you all thought. Monastery Swiftspear can attack under our own bridge, then cast burn. Bridge seems like it would be good against death shadow, eldrazi, even affinity so all you have to worry about is controlling a zero power creature with the plating. I know cutting our best creatures against combo decks make us worst against them, but those are already pretty bad matchups I think. Or maybe just cut swiftpear too to blank all their removal. Like I said its just an idea at this point, so feel free to leave your thoughts on the deck.
Taking the advice to run more fetches and Blaze in the mainboard leaves me with this. I won't go Naya, because I won't run any build that can't take advantage of 4x Inspiring Vantage. But I am willing to take advice on the best I can build Boros.
Creatures (14)
4 Goblin Guide
4 Monestary Swiftspear
4 Eidolon of the Great Revel
2 Grim Lavamancer
Sideboard (15)
3 Kor Firewalker
3 Path to Exile
3 Wear//Tear
2 Shattering Spree
2 Deflecting Palm
2 Searing Blood
I'm currently running straight Boros myself. I'm not sure you need all four Foundries; it's not bad, necessarily, but I feel like 3 would allow you to consistently be able to fetch for white even through land destruction. I might suggest replacing it with a 9th fetchland (my personal preference) or another basic Mountain. In addition, Kor Firewalker is really solid if there's a lot of burn in your meta, but I find it to be a bit narrow for a general metagame. As an alternative, I might suggest some graveyard hate. My favorite is Grafdigger's Cage, but there are arguments for Rest in Peace and Relic as well. Whatever your style and expected opponent decks are, really.
I don't think I'd run less than four Blazes mainboard except in the unlikely metagame event that I was moving all Blazes to the sideboard. Blaze is like Eidolon in that it's at its best turn two, when you're killing their first creature and getting a Swiftspear through for two. Because of this, even if it is sometimes suboptimal or dead, I feel it's the better strategic play to maximize the chances that you'll see one in your opening hand so that when it isn't dead, it's at its most optimal.
Also, for those of you running Rest in Peace, are you finding the CMC of 2 dangerous versus countermagic in GDS at all? I feel like out of the main three graveyard hate pieces in Modern Rest in Peace is no doubt the most powerful, but I'm concerned about exposing myself to counterspells by waiting a turn to play my hate.
The issues with your build are that Clifftop Retreat isn't good enough (you shouldn't count it as a 9th untapped RW land, because it's tapped any time you don't have a Mountain) and it should be a fetch instead and Searing Blaze is superior to Searing Blood (but is hard for you because you don't have that many fetches). You should play enough fetches to use Blaze if possible.
That said, you've got a solid budget-ish version of RW Burn, which is a solid Burn build.
BWTokensBW
RWBurnRW
UFaeriesU
It's Searing Blood that would force you to have another burn spell here, not Blaze. I've cast Searing Blaze on a 5/6 Goyf solely to get 3 damage to their face. Searing Blood doesn't get you any damage unless the creature dies. I've cast Searing Blaze on an unkillable-by-Searing-Blaze Death's Shadow for the 3 damage to the face before. Furthermore, Blood can fizzle if they do something with the creature, but that can never happen with Blaze unless they flash in something that gives them hexproof as well. Blaze is just better than Blood. Blaze is playable on 6 fetches because you can almost always sandbag lands in hand.
If you're worried about life loss and worried about losing to aggro, you should be playing 4 Helix as well. Helix is an amazing card for those matchups.
In general, I don't agree with the premise that one needs to cut fetches in order to succeed. Cutting a color? I'm personally not doing that, but I still consider doing so to be a viable deck choice. I think you're just weakening your deck by cutting fetches and replacing Blaze with Blood.
Getting through with Blaze when you can't kill the creature is a valid point. As far as Helix, what would I cut for the 4th? Also, if I go up to 8 fetches for Blaze, would players of Vantage and Foundry still be good, or more basic mountains? Is 8 fetches, 4 Vantage, 4 foundry, 3 Mountains a good mana base?
BWTokensBW
RWBurnRW
UFaeriesU
Creatures (14)
4 Goblin Guide
4 Monestary Swiftspear
4 Eidolon of the Great Revel
2 Grim Lavamancer
Spells (27)
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
4 Boros Charm
3 Lightning Helix
4 Searing Blaze
4 Skullcrack
Lands (19)
4 Inspiring Vantage
4 Sacred Foundry
4 Bloodstained Mire
4 Wooded Foothills
3 Mountain
Sideboard (15)
3 Kor Firewalker
3 Path to Exile
3 Wear//Tear
2 Shattering Spree
2 Deflecting Palm
2 Searing Blood
BWTokensBW
RWBurnRW
UFaeriesU
If you add the 4th Helix (which I'd support doing), I'd personally recommend replacing either the second lavamancer or one of the mainboard Searing effects. There are a few popular matchups where Blaze can be mediocre to bad, like UW Control and Eldrazi Tron, and Lavamancer doesn't have a terribly long life expectancy in most matchups while also being a pretty bad topdeck. I do like having a couple of lavamancers in the 75 right now though, since they're bonkers against decks like Affinity and Company.
I agree with this. Move either a Blaze or a Lavamancer to the side to make room for a 4th Helix. I'm also ok with dropping one Grim and playing only 1 in the 75. I've generally had 2 in the main, personally, but one is ok. It's huge in creature matchups.
I also think that your new mana base is vastly superior to the old one.
I've yet to play against them enough to know.
I'm also on straight Boros (I believe my list was posted a page or two ago)
I'm guessing eidolon and searing blaze come out and between bridges, path, palms, wear//tear and spree, there's a ton that can come in, is one direction proven better than others? A playstyle alteration?
I know I try to lead with the 1 drops to avoid chalice though I'm assuming a regular etron opponent will chalice for two before you take them out. Do you just try to avoid that scenario?
What are your thoughts?
1) Shard Volley saved me twice to end up games againt Storm and Affinity. It was a great finisher.
2) 4 fastlands felt so smooth. I didn't feel I needed to thin up the deck with 12 fetches. 8 was really enough.
3) Could have gone 4-0 if I won game 3 against Storm : 2 Eidolon of the Great Revel were bounce by Echoing Truth and made 8 damage in total (Merchant Scroll was played before), so I should have won this one (the funny one-of made its appearance).
Looking forward to playing it more. It feels very natural.
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
I've seen a lot of lists that run 3 Helix and 4 Searing effects. With 4 Vantage mainboard, life gain seems even less important now. What warrants 3 Searing and 4 Helix over the traditional ratio?
BWTokensBW
RWBurnRW
UFaeriesU
Helix is just a more reliable card in general. You can't cast Blaze if your opponent doesn't have a creature (or if they have a Leyline out), and Helix is always 3 damage even if you can't trigger landfall. The lifegain from Helix can also make a significant difference when racing, even in matchups against creatures with more than three toughness. I currently play four of each in my maindeck, and I do think Blaze is a more objectively powerful card, so it's not like one is clearly better than the other - adjust the numbers to what you think will serve you best in the meta. I think, though, that versatility is worth a lot when deciding which cards to maindeck, which is why I'd default to cutting Blaze before I cut Helix unless I had a specific and compelling reason to do otherwise.
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
BWTokensBW
RWBurnRW
UFaeriesU
So you think I should go down to 19 lands in order to have lavamancer?
BWTokensBW
RWBurnRW
UFaeriesU
4x Monastery Swiftspear
4x Lightning Bolt
4x Lava Spike
4x Rift Bolt
4x Bump in the Night
2x Shard Volley
4x Skull Crack
4x Boros Charm
3x Searing Blaze
3x Lightning Helix
4x Ensnaring Bridge
20 x Lands
I'm currently running straight Boros myself. I'm not sure you need all four Foundries; it's not bad, necessarily, but I feel like 3 would allow you to consistently be able to fetch for white even through land destruction. I might suggest replacing it with a 9th fetchland (my personal preference) or another basic Mountain. In addition, Kor Firewalker is really solid if there's a lot of burn in your meta, but I find it to be a bit narrow for a general metagame. As an alternative, I might suggest some graveyard hate. My favorite is Grafdigger's Cage, but there are arguments for Rest in Peace and Relic as well. Whatever your style and expected opponent decks are, really.
Mardu Burn
Monogreen Stompy
Legacy
Burn
Pauper
Dimir Flicker
Monowhite Tokens
Also, for those of you running Rest in Peace, are you finding the CMC of 2 dangerous versus countermagic in GDS at all? I feel like out of the main three graveyard hate pieces in Modern Rest in Peace is no doubt the most powerful, but I'm concerned about exposing myself to counterspells by waiting a turn to play my hate.
Mardu Burn
Monogreen Stompy
Legacy
Burn
Pauper
Dimir Flicker
Monowhite Tokens