I've played this a couple of times, I was saved by skullcrack and flames of the blood hand (and I needed BOTH of them in full sets), otherwise (ie with only one of those cards in your deck) its rather difficult.
I tested against R/W soul sisters (using Norin the Wary and Bolts) the other day at my LGS. Even though I MD the full set of Skullcracks, Game 1 was a loss. You do have to burn their creatures and I didn't have any MD Searing Blaze. (I play a R/B fetchless version of burn).
Games 2 and 3 Torpor Orb and Leyline of Punishment came in from the side along with the Searing Blazes and helped out a ton. Soul Sisters is one matchup where I really think Searing Blood will shine moreso than Blaze once BotG comes out.
I made this deck I was looking for a good cheap deck to make on MTGO that only cost about $30 for me to make. I wanted to make a deck that is also competitive. I was doing a totally separate thing with a mono red heroic standard deck. I could win my first game and loose the other 3 games. It seemed with Mono Red Burn or Boros Burn you could have a much higher win percentage. If you look at the Modern Daily Decklists you would notice at least 1 to 2 decks that at least go 3 and 1.
I just bought 4x Lightning Bolt's because I forgot to get those when I was purchasing my cards. I tried this deck with shocks in place of those Lightning Bolts. The way I'm playing it I'm running 4x Skullcracks and 4 Flames of the Bloodhand mainboard. I have 3 Volcanic Fallout's mainboard. I noticed most people were either playing this deck with 4 Goblin Guide, 4 Keldon Marauders, 3 Hellspark Elemental or 4 Goblin Guide, 4 Keldon Marauders, 2 Vexing Devil and 1 Grim Lavamancer. I'm thinking of running this deck with 4 Goblin Guide, 4 Keldon Marauders and 1 Grim Lavamancer.
I just bought 4x Lightning Bolt's because I forgot to get those when I was purchasing my cards. I tried this deck with shocks in place of those Lightning Bolts. The way I'm playing it I'm running 4x Skullcracks and 4 Flames of the Bloodhand mainboard. I have 3 Volcanic Fallout's mainboard. I noticed most people were either playing this deck with 4 Goblin Guide, 4 Keldon Marauders, 3 Hellspark Elemental or 4 Goblin Guide, 4 Keldon Marauders, 2 Vexing Devil and 1 Grim Lavamancer. I'm thinking of running this deck with 4 Goblin Guide, 4 Keldon Marauders and 1 Grim Lavamancer.
I play mono-red and really like Earthquake. You might consider it over your Fallouts. The ability to go for just 1 damage to save your 2/2's and do go past 2 damage to all players has won me games. A finishing quake for 5+ damage is unexpected. However, I only run 2 in my list.
Try atleast 2 Faithless Looting. They work great at filtering cards. Plus you have your Hellspark Elemental to discard and they also feed your Lavamancers.
I play mono-red and really like Earthquake. You might consider it over your Fallouts. The ability to go for just 1 damage to save your 2/2's and do go past 2 damage to all players has won me games. A finishing quake for 5+ damage is unexpected. However, I only run 2 in my list.
Try atleast 2 Faithless Looting. They work great at filtering cards. Plus you have your Hellspark Elemental to discard and they also feed your Lavamancers.
I changed the deck by taking out a few cards including 2x guerrilla tactics. A lot of the decks you run into don't have discard so being able to do 4 damage with guerrilla tactics isn't probably going to happen. I added 3x Hellspark Elemental and 1 Grim Lavamancer. I did this because with only Goblin Guide's and Keldon Marauders you can run out of steam. You are hoping in your opening hand you have Goblin Guide and Keldon Marauders. These creatures can apply more preasure than just the burn spells can to your opponent. Sometimes you can stuck without any creatures in your opening hand. Hellspark Elemental can so easily be discarded and then you unearth him. The problems I was running into was decks like Splinter Twin. I'm able to win 1st game against Splinter Twin. Then I lose the the 2nd two games. I feel like Hellspark Elemental helps me against this matchup even if he gets out one of his 1/4 creatures. The 2 times I played Splinter Twin I ran into the problem of not having enough damage to kill the opponent. The opponent will have more than enough counters to stop whatever you try to do. If he is lucky enough by turn 4 he can do the Splinter Twin combo and win. If the opponent doesn't get the combo early on he can just stall what you are doing with all the counters he plays.
I also ran into some enchantment decks that can gave me problems. If the opponent gets the white leyline out then it will be very hard to kill that opponent. If he is lucky enough to have it in his opening hand then game over. Red doesn't have any way of getting of rid enchantments. If that doesn't happen then the opponent may get Daybreak Coronet on a creature and that will also kill you. Red Burn can't deal very well with lifelink creatures. If I'm playing against an Affinity Deck that has Vault Skirge that isn't a problem. If I'm playing against a Tron Deck with a Wurmcoil Engine that isn't huge problem either. The problem is having a 7/7 hexproof creature with first strike and lifelink. If I'm playing against an enchantment deck and this happens there is no way I'm beating that opponent.
So how the banning of deathrite shaman affects this deck?
It is still safe to play three colours without the mana fixing provided by shaman?
It is ok to run black anyway just for bump in the night ?
Will the fact that other decks now have one less lifegain tool improve our deck?
Will now hellspark elemental, keldon marauders, vexing devil become better choices ?
DRS out, I'm fine with that.
Bitterblossom, sure. I don't mind my opponent killing himself.
However Wild Nacatl... I don't really like Zoo. They play Lightning Helix...
Have you tried Skullcracking them?
I hear cracking skulls is pretty tech.
Is the general consensus that Dark Confidant is not good enough for this deck anymore? With the updates to the ban list, this is what my deck is looking like:
How do you deal with those things called creatures? Fallout kills the blue/red decks, AotG kills the pod decks, bridge stops mostly everything, and blaze kills a Wild Nacatl. Currently, I have 4 blaze in the main (goodbye DRS, hello searing blaze), and 4 fallout and 4 bridge in the board. The sorcery speed of AotG doesn't make me happy.
@thom: bob isn't too bad, I guess; I would just rather run another burn spell. Counting to 20 (or 15 vs jund, as it were) isn't that hard, and if they have a creature on the board, you can bolt it and swing with bob for 2, or you can bolt them twice for 6 instead. The only time I really see bob doing good things for you is when you're already in a bad spot, and by then the life loss, however minimal, might be the final straw in the game.
Now that Deathrite Shaman is gone, I've updated my Burn list. I tried dropping white, but it was really difficult to find something better than Boros Charm. I ended up adding Dark Confidant to the list as a way to refuel.
Thankfully for me, my deck doesn't change at all after the Deathrite Shaman ban. I ditched it a few months ago for Grim Lavamancer, because it felt slow and clunky sitting opposite other Deathrite Shamans. Of course, Grim Lavamancer now becomes slightly worse as an extension of such.
To all the people interested in Dark Confidant, I've tested it a while ago. Personally; I found it rather slow, and didn't really help my UWR match-ups enough to justify it. Given that Deathrite Shaman is no longer in Modern, I think that UWR decks will start coming back into the metagame. (Having BG/x decks become a turn slower, with the added effect of also losing one of the most efficient creatures against Snapcaster Mage and Uxx Control by extension, has made UWR more viable.)
I think that one card that could become useful if UWR becomes a player again is Jötun Grunt. It blanks all removal aside from Path to Exile in the early game, and usually swings for 4-8 damage in that circumstance. The added benefit of slowly removing your opponents Snapcaster Mage targets is a bonus. It's also good against other graveyard strategies, from Tarmogoyf to Living End and Pyromancer's Ascension. Mind you, if UB Faeries is the deck that takes off, then Jötun Grunt is much weaker.
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Eternal Masters 2015 Legacy Champion. Has an unnatural love towards perfectly reasonable respect for Lightning Bolt.
Yo, it has been a while since I have posted on this forum, mostly been in standard and legacy. In legacy I play affinity and burn. The modern tide has been growing in my play group so I have been looking to convert my Legacy Burn to a more modern legal form.
I'd also like to discuss Searing Blood vs Searing Blaze. I know a few people have tried to bring it up in the past few pages but to no great length was it discussed.
Searing Blaze:
Pros: 3 to creature and 3 to player
Cons: Needs landfall to be worth casting normally.
Searing Blood
Pros: requires no previous set up
Cons: needs to kill the creauture to hit the player, only deals 2 damage to the creature.
So the trade off is 1 less damage to the creature but no landfall required.
Or
needs landfall to deal 3 and 3.
With fetches I know landfall isn't terribly hard. But which is more consistent? 2 toughness creatures to remove or landfall? With Wild Nacatl back is searing blood made irrelevant?
Yo, it has been a while since I have posted on this forum, mostly been in standard and legacy. In legacy I play affinity and burn. The modern tide has been growing in my play group so I have been looking to convert my Legacy Burn to a more modern legal form.
I'd also like to discuss Searing Blood vs Searing Blaze. I know a few people have tried to bring it up in the past few pages but to no great length was it discussed.
Searing Blaze:
Pros: 3 to creature and 3 to player
Cons: Needs landfall to be worth casting normally.
Searing Blood
Pros: requires no previous set up
Cons: needs to kill the creauture to hit the player, only deals 2 damage to the creature.
So the trade off is 1 less damage to the creature but no landfall required.
Or
needs landfall to deal 3 and 3.
With fetches I know landfall isn't terribly hard. But which is more consistent? 2 toughness creatures to remove or landfall? With Wild Nacatl back is searing blood made irrelevant?
With the unbanning of Wild Nacatl searing blaze just might outclass searing blood, with the emergance of zoo which has x/3 toughness in the form of loam lion wild nacatl kird ape, experiment one and even watchwolf if they play the card
I tested against R/W soul sisters (using Norin the Wary and Bolts) the other day at my LGS. Even though I MD the full set of Skullcracks, Game 1 was a loss. You do have to burn their creatures and I didn't have any MD Searing Blaze. (I play a R/B fetchless version of burn).
Games 2 and 3 Torpor Orb and Leyline of Punishment came in from the side along with the Searing Blazes and helped out a ton. Soul Sisters is one matchup where I really think Searing Blood will shine moreso than Blaze once BotG comes out.
I just bought 4x Lightning Bolt's because I forgot to get those when I was purchasing my cards. I tried this deck with shocks in place of those Lightning Bolts. The way I'm playing it I'm running 4x Skullcracks and 4 Flames of the Bloodhand mainboard. I have 3 Volcanic Fallout's mainboard. I noticed most people were either playing this deck with 4 Goblin Guide, 4 Keldon Marauders, 3 Hellspark Elemental or 4 Goblin Guide, 4 Keldon Marauders, 2 Vexing Devil and 1 Grim Lavamancer. I'm thinking of running this deck with 4 Goblin Guide, 4 Keldon Marauders and 1 Grim Lavamancer.
I play mono-red and really like Earthquake. You might consider it over your Fallouts. The ability to go for just 1 damage to save your 2/2's and do go past 2 damage to all players has won me games. A finishing quake for 5+ damage is unexpected. However, I only run 2 in my list.
Try atleast 2 Faithless Looting. They work great at filtering cards. Plus you have your Hellspark Elemental to discard and they also feed your Lavamancers.
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
Storm Crow is strictly worse than Seacoast Drake.
Level 2 Judge
Oh, and we can run Hellspark Elemental again!
Modern: RWB Burn G Infect B Infect BR Nivmiseit
Standard: R Red Deck Wins
board sweepers, then burn them.
I also ran into some enchantment decks that can gave me problems. If the opponent gets the white leyline out then it will be very hard to kill that opponent. If he is lucky enough to have it in his opening hand then game over. Red doesn't have any way of getting of rid enchantments. If that doesn't happen then the opponent may get Daybreak Coronet on a creature and that will also kill you. Red Burn can't deal very well with lifelink creatures. If I'm playing against an Affinity Deck that has Vault Skirge that isn't a problem. If I'm playing against a Tron Deck with a Wurmcoil Engine that isn't huge problem either. The problem is having a 7/7 hexproof creature with first strike and lifelink. If I'm playing against an enchantment deck and this happens there is no way I'm beating that opponent.
It is still safe to play three colours without the mana fixing provided by shaman?
It is ok to run black anyway just for bump in the night ?
Will the fact that other decks now have one less lifegain tool improve our deck?
Will now hellspark elemental, keldon marauders, vexing devil become better choices ?
Have you tried Skullcracking them?
I hear cracking skulls is pretty tech.
4 City of Brass
2 Blood Crypt
2 Sacred Foundry
4 Blackcleave Cliffs
2 Mountain
3 Arid Mesa
3 Scalding Tarn
CREATURES (12)
4 Goblin Guide
4 Vexing Devil
4 Dark Confidant
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
4 Bump in the Night
4 Skullcrack
4 Boros Charm
4 Lightning Helix
2 Molten Rain
2 Stony Silence
2 Flamebreak
2 Wear // Tear
3 Rakdos Charm
2 Torpor Orb
2 Rain of Gore
Current decks:
Standard - Abzan Aggro
Modern - Deadguy Ale, UWR Control, Blue Moon
Legacy - UR Painter, UR Delver
Volcanic Fallout vs. Anger of the Gods vs. Ensnaring Bridge vs. Searing Blaze
How do you deal with those things called creatures? Fallout kills the blue/red decks, AotG kills the pod decks, bridge stops mostly everything, and blaze kills a Wild Nacatl. Currently, I have 4 blaze in the main (goodbye DRS, hello searing blaze), and 4 fallout and 4 bridge in the board. The sorcery speed of AotG doesn't make me happy.
@thom: bob isn't too bad, I guess; I would just rather run another burn spell. Counting to 20 (or 15 vs jund, as it were) isn't that hard, and if they have a creature on the board, you can bolt it and swing with bob for 2, or you can bolt them twice for 6 instead. The only time I really see bob doing good things for you is when you're already in a bad spot, and by then the life loss, however minimal, might be the final straw in the game.
Legacy: dragon stompy
Pauper: UG madness
MTGO: big_hat
4x Scalding Tarn
4x Arid Mesa
1x Marsh Flats
4x Blackcleave Cliffs
2x Blood Crypt
2x Sacred Foundry
2x Mountain
Creatures (14)
4x Goblin Guide
4x Vexing Devil
3x Grim Lavamancer
3x Dark Confidant
4x Lightning Bolt
4x Lava Spike
4x Bump in the Night
4x Skullcrack
4x Boros Charm
3x Searing Blaze
4x Rift Bolt
4x Smash to Smithereens
2x Rakdos Charm
3x Ensnaring Bridge
2x Molten Rain
2x Volcanic Fallout
2x Flames of the Blood Hand
To all the people interested in Dark Confidant, I've tested it a while ago. Personally; I found it rather slow, and didn't really help my UWR match-ups enough to justify it. Given that Deathrite Shaman is no longer in Modern, I think that UWR decks will start coming back into the metagame. (Having BG/x decks become a turn slower, with the added effect of also losing one of the most efficient creatures against Snapcaster Mage and Uxx Control by extension, has made UWR more viable.)
I think that one card that could become useful if UWR becomes a player again is Jötun Grunt. It blanks all removal aside from Path to Exile in the early game, and usually swings for 4-8 damage in that circumstance. The added benefit of slowly removing your opponents Snapcaster Mage targets is a bonus. It's also good against other graveyard strategies, from Tarmogoyf to Living End and Pyromancer's Ascension. Mind you, if UB Faeries is the deck that takes off, then Jötun Grunt is much weaker.
an unnatural love towardsperfectly reasonable respect for Lightning Bolt.The Kiwi third of The Salt Mine Podcast: An Australian Legacy Podcast
What about Flamebreak?
Also,with Zoo, B/W tokens, and anything running Bitter Blossom on the horizon, could Goblin Guide loose it's standing in the deck? Another thing, I feel as if Keldon Maurader, Hellspark Elemental, and Vexing Devil are a bit more playable for us. Thoughts?
Decks:
I'd also like to discuss Searing Blood vs Searing Blaze. I know a few people have tried to bring it up in the past few pages but to no great length was it discussed.
Searing Blaze:
Pros: 3 to creature and 3 to player
Cons: Needs landfall to be worth casting normally.
Searing Blood
Pros: requires no previous set up
Cons: needs to kill the creauture to hit the player, only deals 2 damage to the creature.
So the trade off is 1 less damage to the creature but no landfall required.
Or
needs landfall to deal 3 and 3.
With fetches I know landfall isn't terribly hard. But which is more consistent? 2 toughness creatures to remove or landfall? With Wild Nacatl back is searing blood made irrelevant?
[i]Legacy:[/i]
UBW Affinity
RRR Burn
WWW Death and Taxes
[i]EDH:[/i]
UUU Azami's High Tide Wizards
0R0 Daretti's Staxheep
URG Animar Combo
WUBRG Progenitus Superfriends
WWGSissay's Sissies
[i] Tiny Leaders EDH
1RR Chandra Burn
RBW Alesha's Aristocrats & Taxes
UUU Kira's Merfolk Cult
GGG Ezuri's Elfball
With the unbanning of Wild Nacatl searing blaze just might outclass searing blood, with the emergance of zoo which has x/3 toughness in the form of loam lion wild nacatl kird ape, experiment one and even watchwolf if they play the card
4 Goblin Guide
4 Vexing Devil
3 Grim Lavamancer
Spells: 28
4 Lightning Bolt
4 Lava Spike
4 Bump in the Night
4 Rift Bolt
4 Searing Blood
4 Searing Blaze
2 Shard Volley
2 Slagstorm
4 Arid Mesa
4 Scalding Tarn
4 Blood Crypt
1 Dragonskull Summit
8 Mountain
4 Rakdos Charm
3 Anger of the Gods
3 Blood Moon
2 Torpor Orb
3 Shattering Spree
FREE BLOODBRAID ELF
EDIT: While I'm thinking about it, I could probably go with a couple of Volcanic Fallout in the board as well.
FREE BLOODBRAID ELF