Lots of decks run Leyline of Sanctity in their 75. That card alone is plenty of reason to run D Rev instead of just Spree and Smash. I sometimes run 1 Spree and 1 Smash on top of my D Rev compliment
The word "enchantment" is more important than the extra 1 damage on Smash and the Replicate on Spree. Those are both clearly better artifact hate, but what you need is versatile hate that can hit enchantments or artifacts. Between DRev and Wear//Tear, DRev's 2 damage wins hands down. Only in circumstances where having to fetch for green to play it and occasionally drawing Stomping Ground naturally are severely detrimental is Wear//Tear better. Smash shouldn't be on the table unless it's as extra artifact hate, which means it's competing with Spree.
I normally would't advocate to bring in path vs a control based deck,
I'm positive that it's correct to bring in Path vs. Death's Shadow. They aren't really a control deck, and getting rid of even one of their threats is often huge, since it buys us so many draw steps to find a critical mass of burn.
I currently play both Grixis Shadow and Boros Burn. My Burn SB plan for Grixis Shadow is take out 4 Searing Blaze for 3 Relics/1 Path on the play, and 3 Paths/1 Relic on the draw. This way, you can leverage either a 1st turn Relic against an empty graveyard, or overload their discard/counters with Path by being up a card. This is a good matchup for Burn, and you can't oversideboard with Burn anyway, so don't overthink it.
How many Skullcrack/Atarkas Command/Flames of the Bloodhand effects is everyone running? I've seen lists with as few as 2 lifegain hate cards mainboard, none in the side, amd other lists running as mucb as 8, with 4 in the main and the side.
I could see this list having explosive starts but running out of gas. What makes Eidolon great is it keeps applying damage or they refuse to play spells in which gives us more time to draw more burn. It could be really good in the right meta .
4 Shard Volley is a dangerous game. I remember when it was necessary, however it no longer is.
I did a PPTQ over the weekend and was surprised at how much burn I faced (3 out of my 5 matches). I'm going to go ahead and rededicate some side slots to it. Lightning Helix makes a big difference in the mirror as well.
Here is my list going forward. I think it's close to what I'll take to September's Louisville.
4 Shard Volley is a dangerous game. I remember when it was necessary, however it no longer is.
I did a PPTQ over the weekend and was surprised at how much burn I faced (3 out of my 5 matches). I'm going to go ahead and rededicate some side slots to it. Lightning Helix makes a big difference in the mirror as well.
Here is my list going forward. I think it's close to what I'll take to September's Louisville.
This is more or less the deck I like. Why only 2 inspiring vantage? I feel like the odds of drawing one to be the 4th land seem small enough to enjoy the benefits.
I'm planning on going to a pptq soon and I'll probably take this list. Unfortunately, I'm not sure what to expect there so I'm trying to be generalized with the sideboard.
Do you guys think that, in a straight Boros list, there is room for a Ramunap Ruins or two? It seems like there is very little opportunity cost and that two extra points when you topdeck a land may be helpful.
A lot of you guys jumping back on main deck Atarka's Command--why?
Your observation is slightly off; a lot of people here never dropped it.
Regardless of the popularization of the straight Boros decks (which certainly do have certain advantages), Command is still a very strong card in Burn.
A lot of you guys jumping back on main deck Atarka's Command--why?
Your observation is slightly off; a lot of people here never dropped it.
Regardless of the popularization of the straight Boros decks (which certainly do have certain advantages), Command is still a very strong card in Burn.
I've got to say, I was on maindeck Atarka's for a long time, but after switching to straight Boros Burn, the deck feels much more streamlined and better placed against a wide variety of decks.
Atarka's is a fantastic card, but it's not good enough to warrant the extra damage you deal to yourself in this meta. Not to mention, many times it will result in only 1-2 points of extra damage, at the cost of 3 damage to yourself.
I would rather play Skullcrack and take less damage. I do however keep 1 AC in the sideboard as a 5th "skullcrack" effect, since I don't like the idea of running Ensnaring Bridge
A lot of you guys jumping back on main deck Atarka's Command--why?
I never left the Atarka's Command train. I also never jumped on the Wild Nacatl train. I think that the Naya "Nocatl" build is the strongest Burn build, so I'm going to keep playing it.
Do you guys think that, in a straight Boros list, there is room for a Ramunap Ruins or two? It seems like there is very little opportunity cost and that two extra points when you topdeck a land may be helpful.
No. Ramunap Ruins is a bad card. If you have to tap it for mana, you will almost certainly be losing 1 life (only Skullcrack and hard cast Rift Bolt let you avoid it). The whole reason you've dropped green is to avoid losing extra life. Beyond that, it's a 4+1 mana, single-use Shock It's awful. You already have flood insurance built into your deck via playing 19-20 lands. If you want extra flood insurance, play Grim Lavamancer. Molten Vortex and Seismic Assault are better ways to turn lands into Shocks, and they're not worth playing either.
I'm positive that it's correct to bring in Path vs. Death's Shadow. They aren't really a control deck, and getting rid of even one of their threats is often huge, since it buys us so many draw steps to find a critical mass of burn.
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
BWTokensBW
RWBurnRW
UFaeriesU
What you guys think about this?
https://www.mtggoldfish.com/deck/708949#online
I did a PPTQ over the weekend and was surprised at how much burn I faced (3 out of my 5 matches). I'm going to go ahead and rededicate some side slots to it. Lightning Helix makes a big difference in the mirror as well.
Here is my list going forward. I think it's close to what I'll take to September's Louisville.
4 Goblin Guide
4 Eidolon of the Great Revel
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
1 Shard Volley
4 Searing Blaze
4 Atarka's Command
4 Boros Charm
3 Lightning Helix
3 Sacred Foundry
2 Stomping Ground
2 Inspiring Vantage
4 Arid Mesa
4 Bloodstained Mire
2 Wooded Foothills
1 Scalding Tarn
4 Destructive Revelry
2 Deflecting Palm
1 Grim Lavamancer
2 Kor Firewalker
2 Rest in Peace
RGWNaya BurnRGW+++RGWKiki ComboRGW
UGInfectUG+++++++++.++++++++UGMerfolkUG
GGNykthos WaveGG++++++++++GGStompyGG
BRVampiresBR+++++++.+++++++BRGoblinsBR
WGBogglesWG+++++++++++++CRSkred RedCR
UBRGDredgeUBRG++++++++++BB8 RackBB
URWJeskaiURW+++.++UBRGrixis DelverUBR
URStormUR++++++++UWGBant CompanyUWG
WUBRGHumansWUBRG+CCEldrazi TronCC
I think it's a bad idea to cut the card that made Burn tier 1.
This is more or less the deck I like. Why only 2 inspiring vantage? I feel like the odds of drawing one to be the 4th land seem small enough to enjoy the benefits.
4 Eidolon of the Great Revel
4 Goblin Guide
4 Monastery Swiftspear
1 Grim Lavamancer
Spells (28):
4 Atarka's Command
4 Boros Charm
4 Lava Spike
4 Lightning Bolt
4 Lightning Helix
4 Rift Bolt
4 Searing Blaze
3 Mountain
2 Stomping Ground
2 Sacred Foundry
1 Inspiring Vantage
3 Arid Mesa
4 Bloodstained Mire
4 Wooded Foothills
2 Deflecting Palm
4 Destructive Revelry
2 Ensnaring Bridge
2 Kor Firewalker
3 Path to Exile
2 Relic of Progenitus
Your observation is slightly off; a lot of people here never dropped it.
Regardless of the popularization of the straight Boros decks (which certainly do have certain advantages), Command is still a very strong card in Burn.
I've got to say, I was on maindeck Atarka's for a long time, but after switching to straight Boros Burn, the deck feels much more streamlined and better placed against a wide variety of decks.
Atarka's is a fantastic card, but it's not good enough to warrant the extra damage you deal to yourself in this meta. Not to mention, many times it will result in only 1-2 points of extra damage, at the cost of 3 damage to yourself.
I would rather play Skullcrack and take less damage. I do however keep 1 AC in the sideboard as a 5th "skullcrack" effect, since I don't like the idea of running Ensnaring Bridge
RWG Burn
GW Abzan Company
I never left the Atarka's Command train. I also never jumped on the Wild Nacatl train. I think that the Naya "Nocatl" build is the strongest Burn build, so I'm going to keep playing it.
No. Ramunap Ruins is a bad card. If you have to tap it for mana, you will almost certainly be losing 1 life (only Skullcrack and hard cast Rift Bolt let you avoid it). The whole reason you've dropped green is to avoid losing extra life. Beyond that, it's a 4+1 mana, single-use Shock It's awful. You already have flood insurance built into your deck via playing 19-20 lands. If you want extra flood insurance, play Grim Lavamancer. Molten Vortex and Seismic Assault are better ways to turn lands into Shocks, and they're not worth playing either.
With Boros Burn, I can't even count how many times I've lost when the opponent was at 1-2 life, and my life total was irrelevant.
Atarkas Command FTW, Nocatl for life.