Grixis Delver. This is a real deck and is already a big part enough of the metagame. Enough for me to change the Big 4 to the Big 5.
Who's played against it yet? I find it to be stronger than UR Delver was when it had Treasure Cruise. That's a bold statement. YP$, Tasigur, and Angler are real threats. The deck also has no qualms about dealing with Kor Firewalker (hello, Murderous Cut) and runs anywhere from 2-4 Dragon's Claw postboard.
And did I mention the deck can rip your hand apart?
+1 to becoming a tier 1 deck
but i love it! a greedy manabase = more damage for you, burn should have a great match up against this deck (they dont even have good SB against us).
you should not be worried about this deck, they should be afraid of burn.
pd: is like grixis twin vs regular twin, the more greedy the deck, the best is for us, while UR twin MU is under 50%, grixis twin is above 50%, UR delver was something like 50/50, so grixis delver should be better than 50%. Tasigur and Angler are big, but siege rhino is also big and the problem is not the body, but the lifegain! UBR is a manabase i love to be playing against, since dont have access to W/G lifegain and take a lot of damage from fetch/shock.
Grixis Delver. This is a real deck and is already a big part enough of the metagame. Enough for me to change the Big 4 to the Big 5.
Who's played against it yet? I find it to be stronger than UR Delver was when it had Treasure Cruise. That's a bold statement. YP$, Tasigur, and Angler are real threats. The deck also has no qualms about dealing with Kor Firewalker (hello, Murderous Cut) and runs anywhere from 2-4 Dragon's Claw postboard.
Edit: But, yeah, Molten Rain was the stones in a couple of postboard games.
Edit: But yeah, Molten Rain was the stones in a few games.
And did I mention the deck can rip your hand apart?
+1 to becoming a tier 1 deck
but i love it! a greedy manabase = more damage for you, burn should have a great match up against this deck (they dont even have good SB against us).
you should not be worried about this deck, they should be afraid of burn.
pd: is like grixis twin vs regular twin, the more greedy the deck, the best is for us, while UR twin MU is under 50%, grixis twin is above 50%, UR delver was something like 50/50, so grixis delver should be better than 50%. Tasigur and Angler are big, but siege rhino is also big and the problem is not the body, but the lifegain! UBR is a manabase i love to be playing against, since dont have access to W/G lifegain and take a lot of damage from fetch/shock.
It can definitely be a grindy matchup at times. You absolute have to kill Young Peezy as soon as you can, since you cannot reasonably race it. Delvers can go out of control and Tasigur can give a huge beating.
In the small handful of games I've played against it, it feels like a combination of Splinter Twin and the Burn mirror. The worst part is, I feel guilty about bringing in artifact hate into the postboard games, but it's a necessary evil, I suppose.
I would say that Termo Twin is a bigger issue for burn to handle, then grixis twin. I have had several issues against this deck, and I really can't do anything if the twin player just plays 2 Termos, by turn 4.
Here is my criteria for why burn is a combination deck:
1) Burn like other combo decks, must have cards that aim to win the game using a relatively small number of cards that instantly or very quickly win the game when combined.
No, combo decks use a relatively small number of very specific cards that interact well. Seven random cards that do not interact with each other is not a combo. This is not what combo means.
2) Burn like other combo decks, has little to no interaction with your opponents deck. You don't care what your opponent is doing, simply because your concerned about combing off by launching a number of burn spells per turn. (I would say its more like damage by turn, since we have more creatures now, but that is what your calculating the most.)
This is a common misconception. I find myself killing opposing creatures with Lightning Bolt all the time. In theory, it's "get your opponent from 20 to 0 as fast as possible" but no matchup exists in vacuum. Frequently, bolting a Snapcaster Mage to pave the way for your Goblin Guide is the right play, because if the Guide hits next turn you're net positive and if it doesn't they had to waste a spell killing it, which is mana they're not using to counter your next Lava Spike. Other times, it seems pretty obvious that Thalia, Guardian of Thraben has to die by fire because she's a huge Thorn of Amethyst in your side. Other times, making infect waste a pump spell on your turn because you second-main-phase bolted Glistener Elf can give you enough of a time advantage to win the game.
Basically, having 16 maindeck removal spells is no joke; it comes in handy way more than people give it credit. There's a reason you play Searing Blaze, which is terrible card in a vacuum because it just looks like 2-for-3. Think about why that card is played for a second and you'll understand that killing your opponent's creatures is often very valuable.
3) Burn like other combo decks, finds specific cards quickly and wins as fast as possible. (Just because we don't use cantrips doesn't mean we don't most of the time top deck a burn spell to win the game, since most of our deck is full of 1:3 burn spells, we don't even need cantrips to win the game, because our deck was designed to be a whole cantrip. TAKE THAT BLUE!)
No, burn does not find specific cards quickly. Burn in fact does not find specific cards at all. Burn does not care about specific cards. Your entire deck is probably the most redundant deck that exists. Also, one card per turn is not quickly. That's in fact just as fast as everyone else. Finding cards quickly requires you to see more than one extra card per turn, or it's not "quickly," but rather "fairly average speed."
1) Seven random cards that you draw win you the game, if that isn't combo, I don't understand your logic at all.
2) You still don't get it, burn should NEVER use lightning bolts on creatures if it is possible. Bolting targets that can lock the game for you is a must, but those are just specific match-ups (Same reason why Storm uses lightning bolts). Searing Blaze, is a spell that also contributes to your combo, while destroying a creature. Since, modern burn is somewhat depended on your creatures now, the card works fine, and is the only card in its type that kills a creature along with the fact that it deals damage (along with searing blood). Besides we use searing blaze because its the best VALUE 2:3 burn spell, if we could play another playset of lightning bolts instead, we would use those. The only 2:3 mana spells that we use is because 1) We either have no choice in finding a better burn spell to replace it, 2) It has a added ability that is relevant with the modern meta game (an example skullcrack and searing blaze/blood).
3) Burn is the fastest combo deck in this format, its so fast that other combo decks like twin are weeping over it, and are now using even more greedy manabases just to survive (Grixis and Tarm). Many other decks can't even handle the deck, decks like tron, control, midrange, can't even face it properly. The only thing that can beat burn, are either sideboard options, or decks that are faster or as fast as burn (Affinity). Like I said before, and like how you said it, burn is a redundant deck, and it has the ability to gets its combo off faster then your so called "Combo decks", blue decks can go ahead and waste their mana on cantrips, when we don't even have to bother to get our combo off because it just comes naturally.
Tarmo Twin is definitely a big contender. I was just saying that Grixis Delver is big enough to warrant concern.
Double Goyf is hard to deal with, no matter what deck is playing it (whether it's Zoo, Abzan, GW, etc).
My bad, I thought it was Grixis Twin, but yeah Grixis delver is another decent deck that is doing well in this meta. I don't understand why people are obsessed with the deck, I personally don't have any issues against it, just get an edilion and watch them cry. However, yes its a big deck in the current meta, the biggest tier 2 deck around I would say.
3) Burn is the fastest combo deck in this format, its so fast that other combo decks like twin are weeping over it, and are now using even more greedy manabases just to survive (Grixis and Tarm)...The only thing that can beat burn, are either sideboard options, or decks that are faster or as fast as burn (Affinity).
I speak spanish, but this is a internal logic problem, no?
Also, Amulet Combo is very explosive (specially if his pilot is a cheater )
burn is consistently the fasted deck besides maybe storm, I have a bit of experience with affinity and burn is much faster.
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To see the world in a grain of sand, and to see heaven in a wild flower, hold infinity in the palm of your hands, and eternity in an hour. - William Blake
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
they rarely run hand disruption and if they do it's sideboard.
Dragons Claw is annoying.
it's possible to lose if they get enough counters with a fast clock but their manabase is very painful
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To see the world in a grain of sand, and to see heaven in a wild flower, hold infinity in the palm of your hands, and eternity in an hour. - William Blake
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
It is still a favorable matchup. 3 mana removal spells are too slow. Goblin guide has don't it's work. Even if they run inquistion so what? If you hand falls apart to a discard spell it probably should have been a mulligan. Bring in some revelry post board for claws and other life gain artifacts. It is a easy match up. Sure they can beat you, but rarely do, just kill young pyromancer asap and you should be fine. All the twin match ups are in our favor. Tarmo and grixis twin take even more damage from the mana base then U/R twin. You shouldn't be trying to kill tasigur or tarmo, just race them.
I've played against Grixis Delver on cockatrice a few times, and I'm 16-5 against it so far. It seems like the inclusion of Kolaghan's Command is a newer development for them, newer than Atarka's Command getting used in Burn.
I like Deflecting Palm and Molten Rain in these. You might get out ahead in a similar way to Abzan if they're on the play and they Shock to Serum Visions toGit Probe. I always deal with a Young Pyromancer as soon as possible. I don't think a Delver clock is too much to worry about since it'll take them a while to get there on a Delver. The Delve monsters can get out of hand if they end up with a T2 Tasigur, but a Deflecting Palm fogs a turn for you and hits them for a Boros Charm worth.
2) You still don't get it, burn should NEVER use lightning bolts on creatures if it is possible.
Obviously, if you can spare a lightning bolt at their face, that's where it should go. You don't always have that luxury. Sometimes, cards like a Turn 1 Martyr of Sands are too dangerous. Also, the correct play is almost always to bolt Thalia, Guardian of Thraben because the extra gas you would have from the bolt is completely negated by the tempo loss of having all your spells cost 2.
Refusing to ever deal with an opponent's creature because "you're not supposed to do that" is not really the correct way to play a deck. You make the play that maximizes your chance of winning, depending on what deck you're playing against, what cards are in your hand, what the board state looks like, and what the life totals are. Yes, both life totals, yours included, even if "you're not supposed to care about that," regardless of how the deck "is supposed to play out." Newer burn players have this problem, but you have to deviate from the deck's original strategy quite frequently or you'll lose. Merfolk is actually quite hard to win if you don't deal with their creatures eventually. All they have to do is stall with Vapor Snag and Spell Pierce to let them win with creature beatdown.
3) Burn is the fastest combo deck in this format, its so fast that other combo decks like twin are weeping over it, and are now using even more greedy manabases just to survive (Grixis and Tarm). Many other decks can't even handle the deck, decks like tron, control, midrange, can't even face it properly. The only thing that can beat burn, are either sideboard options, or decks that are faster or as fast as burn (Affinity). Like I said before, and like how you said it, burn is a redundant deck, and it has the ability to gets its combo off faster then your so called "Combo decks", blue decks can go ahead and waste their mana on cantrips, when we don't even have to bother to get our combo off because it just comes naturally.
1) Burn has moved to Tier 1 recently mostly of Eidolon of the Great Revel, (Monastery Swiftspear to a much lesser extent), which IMO is the best card if not one of the best cards in the deck. That's the thing: Burn is now better than it ever was in Modern because of its ability to still win middle-game. I've noticed that it plays slightly more slowly than before much much more consistently. Turn 3 wins are rare, and they didn't used to be.
2) Burn is also Tier 1 because it's harder to hate out. Most builds run 12 maindeck creatures (Goblin Guide, Monastery Swiftspear, and Eidolon of the Great Revel, not counting a typical 2-of Grim Lavamancer) instead of zero as "it's supposed to be done." I've played the current version (the post-Eidolon version) basically the entire time it's existed, and it plays like an aggro deck. You have threats that your opponent must respond to in time, and if they don't, they lose. The only difference is that you have enough Lava Spike effects in your deck that each one is a threat. Sometimes the way to interact is by killing Guide, sometimes it's by gaining life, and sometimes it's by countering spells, and sometimes it's by hand disruption. It's not as simple as dropping Leyline of Sanctity and watching the burn player cry.
(I play an RG build with Atarka's Command maindeck and Destructive Revelry sideboard. I'm surprisingly not very scared of Leyline. My least favorite cards to see by far are Martyr of Sands, Wurmcoil Engine, Spellskite, and Kitchen Finks. God, I hate playing against that damn Ouphe.)
4) It's true that some decks are very hard to beat burn because they are control decks focused on visible state. Tron, The Rack, and Skred cannot beat burn. However, Twin is a very intense matchup because they can combo off extremely easily before you can finish them off, with no easy out other than "double-bolt the Exarch." They have to play control until they just win. It's quite close actually. Also, burn is actually unfavored against URW control. Spell Snare, Lightning Helix and Mana Leak are all very good against you. Remand is pretty bad but it buys time and cantrips. You also have to adjust your play style, like suspending a Rift Bolt even though you could hardcast it, to either dodge a mana leak or to load all your spells into one turn so some can resolve. You have to bait out spell snares by throwing less important two-drops before Skullcrack, which is needed to beat Lightning Helix. Sometimes you have to play mind games, like point a burn spell at their face when they have a spellskite out. If they pay blue to redirect, you then kill the spellskite with Searing Blaze while they tapped their blue. Doing that early-game makes them more likely to let it through next time, which is a win.
Burn is not the deck it used to be. You have a variety of threats, some of which are less efficient but count as toolbox cards, whereas some are designed to be as efficient as possible.
Debate aside, I've found that I like playing RG burn much better than RW. Instead of Boros Charm, you play Atarka's Command, which I think is just better. It doesn't target your opponent and doesn't prevent your own lifegain (Dragon's Claw). It doesn't "always do 4" the way boros charm does, but it always does 3 and can occasionally do 4 or 5 with the pump-team mode. It just makes Leyline of Sanctity look dumb.
Green also gets you Destructive Revelry instead of Wear // Tear and Smash to Smithereens, which I think has the best of both worlds. You lose the ability to spend three mana to kill an artifact and an enchantment, but how often did you do that anyway? Green also gets you Ancient Grudge for the tons of artifact hate you need against affinity. (They're just too fast. You have to stop them.) and it's quite amusing against Eight-rack.
My store is extremely blue heavy, including Merfolk, so I run Choke in the board, which I replace with Blood Moon when venturing into the realm of the unknown. It's very funny when they expect blood moon and they fetch out basic islands, only to be hit with Choke.
Green also gets you Back To Nature against boggles if you see that a lot. My store has two boggles players so I run 2 in the board. Comes in handy a lot actually.
With regards to Grixis Delver this deck should not be too difficult for Burn (except for 1 aspect of the deck more on that in the 2nd paragraph). It is much slower than Delver with Treasure Cruise. With Burn having access to both Volcanic Fallout and Destructive Revelry there shouldn't even be anything to worry about. Sure they can play a 4/5 and 5/5, but that is generally a turn 2-3 play not a turn 1 play. If you are having that much trouble look to add Rest in Peace to the SB and that will definitely help.
As for the hand disruption that is where it can get annoying. Holding the SB cards in hand only to get them removed is tough. I have played against discard heavy decks such as 8Rack, MonoBlack Control, and a W/B midrange. The games are winnable but, it is much easier being on the play so you can play a creature T1.
No one's playing discard in Grixis Delver (discard is pretty terrible in a tempo deck) and Deep Dive shows the match-up as a bye for Burn. I am actively hoping that I play vs Delver, not trying to figure out ways to address it.
I'm making the change from Boros to Naya for Burn, is there a generally accepted manabase somewhere? I'm finding that 8 fetches aren't cutting it like they were in the Boros version. Are people mostly on 10 fetches, 4-5 shocks, 3-4 mountains and 0-2 checklands?
+1 to becoming a tier 1 deck
but i love it! a greedy manabase = more damage for you, burn should have a great match up against this deck (they dont even have good SB against us).
you should not be worried about this deck, they should be afraid of burn.
pd: is like grixis twin vs regular twin, the more greedy the deck, the best is for us, while UR twin MU is under 50%, grixis twin is above 50%, UR delver was something like 50/50, so grixis delver should be better than 50%. Tasigur and Angler are big, but siege rhino is also big and the problem is not the body, but the lifegain! UBR is a manabase i love to be playing against, since dont have access to W/G lifegain and take a lot of damage from fetch/shock.
I'd love to hear your feedback on the Burn articles I've been writing.
It can definitely be a grindy matchup at times. You absolute have to kill Young Peezy as soon as you can, since you cannot reasonably race it. Delvers can go out of control and Tasigur can give a huge beating.
In the small handful of games I've played against it, it feels like a combination of Splinter Twin and the Burn mirror. The worst part is, I feel guilty about bringing in artifact hate into the postboard games, but it's a necessary evil, I suppose.
Legacy: BUWRG Manaless Dredge
Double Goyf is hard to deal with, no matter what deck is playing it (whether it's Zoo, Abzan, GW, etc).
1) Seven random cards that you draw win you the game, if that isn't combo, I don't understand your logic at all.
2) You still don't get it, burn should NEVER use lightning bolts on creatures if it is possible. Bolting targets that can lock the game for you is a must, but those are just specific match-ups (Same reason why Storm uses lightning bolts). Searing Blaze, is a spell that also contributes to your combo, while destroying a creature. Since, modern burn is somewhat depended on your creatures now, the card works fine, and is the only card in its type that kills a creature along with the fact that it deals damage (along with searing blood). Besides we use searing blaze because its the best VALUE 2:3 burn spell, if we could play another playset of lightning bolts instead, we would use those. The only 2:3 mana spells that we use is because 1) We either have no choice in finding a better burn spell to replace it, 2) It has a added ability that is relevant with the modern meta game (an example skullcrack and searing blaze/blood).
3) Burn is the fastest combo deck in this format, its so fast that other combo decks like twin are weeping over it, and are now using even more greedy manabases just to survive (Grixis and Tarm). Many other decks can't even handle the deck, decks like tron, control, midrange, can't even face it properly. The only thing that can beat burn, are either sideboard options, or decks that are faster or as fast as burn (Affinity). Like I said before, and like how you said it, burn is a redundant deck, and it has the ability to gets its combo off faster then your so called "Combo decks", blue decks can go ahead and waste their mana on cantrips, when we don't even have to bother to get our combo off because it just comes naturally.
Legacy: BUWRG Manaless Dredge
My bad, I thought it was Grixis Twin, but yeah Grixis delver is another decent deck that is doing well in this meta. I don't understand why people are obsessed with the deck, I personally don't have any issues against it, just get an edilion and watch them cry. However, yes its a big deck in the current meta, the biggest tier 2 deck around I would say.
Legacy: BUWRG Manaless Dredge
I speak spanish, but this is a internal logic problem, no?
Also, Amulet Combo is very explosive (specially if his pilot is a cheater )
Legacy: BUWRG Manaless Dredge
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
1907 Constructed Rating on Magic Online.
they have a suicidal manabase, and run probes.
they rarely run hand disruption and if they do it's sideboard.
Dragons Claw is annoying.
it's possible to lose if they get enough counters with a fast clock but their manabase is very painful
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
1907 Constructed Rating on Magic Online.
I like Deflecting Palm and Molten Rain in these. You might get out ahead in a similar way to Abzan if they're on the play and they Shock to Serum Visions toGit Probe. I always deal with a Young Pyromancer as soon as possible. I don't think a Delver clock is too much to worry about since it'll take them a while to get there on a Delver. The Delve monsters can get out of hand if they end up with a T2 Tasigur, but a Deflecting Palm fogs a turn for you and hits them for a Boros Charm worth.
If you can't look at that sentence and see the irony, then I can't explain it to you.
Obviously, if you can spare a lightning bolt at their face, that's where it should go. You don't always have that luxury. Sometimes, cards like a Turn 1 Martyr of Sands are too dangerous. Also, the correct play is almost always to bolt Thalia, Guardian of Thraben because the extra gas you would have from the bolt is completely negated by the tempo loss of having all your spells cost 2.
Refusing to ever deal with an opponent's creature because "you're not supposed to do that" is not really the correct way to play a deck. You make the play that maximizes your chance of winning, depending on what deck you're playing against, what cards are in your hand, what the board state looks like, and what the life totals are. Yes, both life totals, yours included, even if "you're not supposed to care about that," regardless of how the deck "is supposed to play out." Newer burn players have this problem, but you have to deviate from the deck's original strategy quite frequently or you'll lose. Merfolk is actually quite hard to win if you don't deal with their creatures eventually. All they have to do is stall with Vapor Snag and Spell Pierce to let them win with creature beatdown.
1) Burn has moved to Tier 1 recently mostly of Eidolon of the Great Revel, (Monastery Swiftspear to a much lesser extent), which IMO is the best card if not one of the best cards in the deck. That's the thing: Burn is now better than it ever was in Modern because of its ability to still win middle-game. I've noticed that it plays slightly more slowly than before much much more consistently. Turn 3 wins are rare, and they didn't used to be.
2) Burn is also Tier 1 because it's harder to hate out. Most builds run 12 maindeck creatures (Goblin Guide, Monastery Swiftspear, and Eidolon of the Great Revel, not counting a typical 2-of Grim Lavamancer) instead of zero as "it's supposed to be done." I've played the current version (the post-Eidolon version) basically the entire time it's existed, and it plays like an aggro deck. You have threats that your opponent must respond to in time, and if they don't, they lose. The only difference is that you have enough Lava Spike effects in your deck that each one is a threat. Sometimes the way to interact is by killing Guide, sometimes it's by gaining life, and sometimes it's by countering spells, and sometimes it's by hand disruption. It's not as simple as dropping Leyline of Sanctity and watching the burn player cry.
(I play an RG build with Atarka's Command maindeck and Destructive Revelry sideboard. I'm surprisingly not very scared of Leyline. My least favorite cards to see by far are Martyr of Sands, Wurmcoil Engine, Spellskite, and Kitchen Finks. God, I hate playing against that damn Ouphe.)
3) Twin plays green for Tarmogoyf and Ancient Grudge or black for Tasigur, the Golden Fang and Terminate or Murderous Cut because those cards are good, not because they beat burn.
4) It's true that some decks are very hard to beat burn because they are control decks focused on visible state. Tron, The Rack, and Skred cannot beat burn. However, Twin is a very intense matchup because they can combo off extremely easily before you can finish them off, with no easy out other than "double-bolt the Exarch." They have to play control until they just win. It's quite close actually. Also, burn is actually unfavored against URW control. Spell Snare, Lightning Helix and Mana Leak are all very good against you. Remand is pretty bad but it buys time and cantrips. You also have to adjust your play style, like suspending a Rift Bolt even though you could hardcast it, to either dodge a mana leak or to load all your spells into one turn so some can resolve. You have to bait out spell snares by throwing less important two-drops before Skullcrack, which is needed to beat Lightning Helix. Sometimes you have to play mind games, like point a burn spell at their face when they have a spellskite out. If they pay blue to redirect, you then kill the spellskite with Searing Blaze while they tapped their blue. Doing that early-game makes them more likely to let it through next time, which is a win.
Burn is not the deck it used to be. You have a variety of threats, some of which are less efficient but count as toolbox cards, whereas some are designed to be as efficient as possible.
EDH - GU Kruphix, God of Horizons, WB Teysa, Envoy of Ghosts, GUR Surrak Dragonclaw, WBG Ghave, Guru of Spores, R Purphoros, God of the Forge, RW Archangel Avacyn
Green also gets you Destructive Revelry instead of Wear // Tear and Smash to Smithereens, which I think has the best of both worlds. You lose the ability to spend three mana to kill an artifact and an enchantment, but how often did you do that anyway? Green also gets you Ancient Grudge for the tons of artifact hate you need against affinity. (They're just too fast. You have to stop them.) and it's quite amusing against Eight-rack.
My store is extremely blue heavy, including Merfolk, so I run Choke in the board, which I replace with Blood Moon when venturing into the realm of the unknown. It's very funny when they expect blood moon and they fetch out basic islands, only to be hit with Choke.
Green also gets you Back To Nature against boggles if you see that a lot. My store has two boggles players so I run 2 in the board. Comes in handy a lot actually.
EDH - GU Kruphix, God of Horizons, WB Teysa, Envoy of Ghosts, GUR Surrak Dragonclaw, WBG Ghave, Guru of Spores, R Purphoros, God of the Forge, RW Archangel Avacyn
As for the hand disruption that is where it can get annoying. Holding the SB cards in hand only to get them removed is tough. I have played against discard heavy decks such as 8Rack, MonoBlack Control, and a W/B midrange. The games are winnable but, it is much easier being on the play so you can play a creature T1.
I'm making the change from Boros to Naya for Burn, is there a generally accepted manabase somewhere? I'm finding that 8 fetches aren't cutting it like they were in the Boros version. Are people mostly on 10 fetches, 4-5 shocks, 3-4 mountains and 0-2 checklands?
Trade Thread
Modern
RWGBurnGWR
GUInfectUG
GRTronRG
UWGifts TronWU
URBGrixis DelverBRU
RGWZooWGR
Legacy
BUWTinFinsWUB
UROmniTellRU
BURTESRUB
GElves!G
GBPSIBG
RGBelcherGR
UBRGWDredgeWGRBU
UBAffinityBU
RBurnR
Vintage
UBGDoomsdayGBU
0Martello Shops0
GElves!G
UBTPSBU
UBelcherU
0Dredge0