RE: Dpaine1988
I cant speak for whisketbiskett but vs eTron Drev hits basilisk collar mainly. I found it useful against Walking Ballista forcing it to pop unfavorably at times as well as catching the occasional Expedition Map if they didn't have the mana up to crack it in response. Some lists even run hangar back walker so there is that too.
RE: The_Tutor
as for RIP vs Relic i feel it all comes down to personal preference. I don't think one is strictly better than the other. Both have their advantages and disadvantages. Pick you poison
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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'!"
I just had a few questions regarding your SB. Not challenging your decisions- just curious on thought process.
Why is Bridge in there? I would have thought for Eldrazi decks but you dont bring it in there and only against Shadow on the draw.
What the 2nd Deflecting Palm in there for? I only see you sideboard in 1 every time in your post. Surprising you also don't bring it in Burn mirror.
How was 4x D-Rev vs Eldrazi Tron? If you draw 2 and they don't have Chalice- they are pretty dead. Is it just a necessary concession since Chalice is just a beating you have to run 4 drev?
Lastly- how was Skullcrack and the overall density of 2cc spells? I have seen some lists trim Skullcrack from the maindeck as there isnt a ton of MD Lifegain at the moment.
Thanks!
Thank you for the kind words. i will try to answer the best i can.
First, Bridge is a nod to all the decks whole rely on winning through combat. i expected to see other decks, but didnt run into them. So my report may show i only used it seldomly, i had it available for a wider array of decks. Living end, merfolk, abzan are just a few i can name off the top of my head. it may not be everyones answer, but it's mine. i dont like it against the seemingly obvious eTron matchup as they can just rip a huge ballista and sit there shooting and pumping it back up. all the while landing more chalices.
Second. DPalm is great in matchups like TitanShift and Eldrazi. It can be good against burn, but i dont think it's reliably doing more than 3 at which point id rather not have it. against the mirror im more concerned about controling creatures, pathing Kors, landing Kors, and holding Crack for Helix.
Third, DRev against eTron. I believe it to be important as if they lock you on both 1 and 2, you essentially cant win unless you can land some Rift Bolts. I was fortunate to have opponents who didnt mull hard to find them. i also expected to see more affinty, but didnt. surprisingly didnt see any lantern either.
Fourth, Skullcrack. This was a personal choice to just not want to give any room to lifegain. it's a bit greedy in that regard, but it's hard to fight through sometimes. i expexted to see more finks, helix, brutality, blessed alliances, and collars than i did. i like them there, but that's again just how i play the deck.
I hope that answered your questions, if not let me know. i'll admit the board can be adjusted, but it worked for what i expected.
4th inspiring vantage really good? Didnt have same problem as Copperline Gorge, when draw it mid/late?
Thanks Tutor!
I can;t give the definitive answer on whether one is better than the other. i like the card draw personally, and not having to tap out to play a card that doesnt further my plan. it's 2 mana either way, and i feel paying one to land it, and being able to hold up more mana is worth it, as opposed to having a card land and be tapped out not able to represent anything else. small mana investment is my thinking.
I love the 4th Vantage, never ran into a problem with it. i expected to play against aggressive decks and just wanted to go easy on the fetch/shock game. i think in a list like mine if it was copperline gorge that would be a bit rougher, as i would want to guarantee it come in untapped, so i could play the critical green card im siding in. Vantage and Gorge are the same card in design, but Gorge is just a weaker Stomping Ground.
I hope this addresses your questions adequately, but let me know if you'd like me to go more in depth. Thanks for taking time to read and respond.
Earthshaker Khenra 1R Rare
Creature - Jackal Warrior
Haste
When ~ enters the battlefield, target creature with power less than or equal to ~'s power can't block this turn.
Eternalize 4RR
2/1
2/1 with haste with an ETB that stops 1 creature with 2 or less power from blocking you. This will kick ass in limited but I'm still working on my burn skills to find out if this is a budget option for Goblin Guide as a haste that swings for 2 or if the SOB actually has a spot in the modern version.
Eternalize is cool but if we are ever at 6 mana and our opponant isn't dead, we are.
ATTACHMENTS
XYn6woplnEey8LWz0TS8A
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Modern - Pyro Prison
Modern - GW Tron
Modern - Mono G Tron
Modern - RWg Burn
Commander - Yisan, The Wanderer Bard cEDH build
Commander - Edric, Spymaster of Trest - Budget/Casual list - complete
Commander - Kynaios and Tiro of Meletis - $35 Budget upgrade
Commander - Edgar Markov - $150 upgrade
Earthshaker Khenra 1R Rare
Creature - Jackal Warrior
Haste
When ~ enters the battlefield, target creature with power less than or equal to ~'s power can't block this turn.
Eternalize 4RR
2/1
2/1 with haste with an ETB that stops 1 creature with 2 or less power from blocking you. This will kick ass in limited but I'm still working on my burn skills to find out if this is a budget option for Goblin Guide as a haste that swings for 2 or if the SOB actually has a spot in the modern version.
Eternalize is cool but if we are ever at 6 mana and our opponant isn't dead, we are.
That card might be fine for a standard RDW list, but it has no legs in Burn. For budget options at 2 mana, I'm not sure there's much better than Hellspark Elemental and Keldon Marauders. Ash Zealot is ok, too.
I just had a few questions regarding your SB. Not challenging your decisions- just curious on thought process.
Why is Bridge in there? I would have thought for Eldrazi decks but you dont bring it in there and only against Shadow on the draw.
What the 2nd Deflecting Palm in there for? I only see you sideboard in 1 every time in your post. Surprising you also don't bring it in Burn mirror.
How was 4x D-Rev vs Eldrazi Tron? If you draw 2 and they don't have Chalice- they are pretty dead. Is it just a necessary concession since Chalice is just a beating you have to run 4 drev?
Lastly- how was Skullcrack and the overall density of 2cc spells? I have seen some lists trim Skullcrack from the maindeck as there isnt a ton of MD Lifegain at the moment.
Thanks!
Thank you for the kind words. i will try to answer the best i can.
First, Bridge is a nod to all the decks whole rely on winning through combat. i expected to see other decks, but didnt run into them. So my report may show i only used it seldomly, i had it available for a wider array of decks. Living end, merfolk, abzan are just a few i can name off the top of my head. it may not be everyones answer, but it's mine. i dont like it against the seemingly obvious eTron matchup as they can just rip a huge ballista and sit there shooting and pumping it back up. all the while landing more chalices.
Second. DPalm is great in matchups like TitanShift and Eldrazi. It can be good against burn, but i dont think it's reliably doing more than 3 at which point id rather not have it. against the mirror im more concerned about controling creatures, pathing Kors, landing Kors, and holding Crack for Helix.
Third, DRev against eTron. I believe it to be important as if they lock you on both 1 and 2, you essentially cant win unless you can land some Rift Bolts. I was fortunate to have opponents who didnt mull hard to find them. i also expected to see more affinty, but didnt. surprisingly didnt see any lantern either.
Fourth, Skullcrack. This was a personal choice to just not want to give any room to lifegain. it's a bit greedy in that regard, but it's hard to fight through sometimes. i expexted to see more finks, helix, brutality, blessed alliances, and collars than i did. i like them there, but that's again just how i play the deck.
I hope that answered your questions, if not let me know. i'll admit the board can be adjusted, but it worked for what i expected.
Thanks for taking the time for detailed replies. I just have a few followups.
I agree Palm is great but unless I missed it in your report- you rarely bring in both, usually just 1. Is there a time when you would bring in both?
Also, you agree that there is less finks, helix, brutaliity, collars etc - this makes me think cutting 1-2 Skullcrack could be good for potentially more velocity with Shard Volley. It is nice running 4 main though as you dont have to waste SB slots on the other skullcracks.
Did you ever wish you played Grim Lavamancer at any point in event?
Earthshaker Khenra 1R Rare
Creature - Jackal Warrior
Haste
When ~ enters the battlefield, target creature with power less than or equal to ~'s power can't block this turn.
Eternalize 4RR
2/1
2/1 with haste with an ETB that stops 1 creature with 2 or less power from blocking you. This will kick ass in limited but I'm still working on my burn skills to find out if this is a budget option for Goblin Guide as a haste that swings for 2 or if the SOB actually has a spot in the modern version.
Eternalize is cool but if we are ever at 6 mana and our opponant isn't dead, we are.
That card might be fine for a standard RDW list, but it has no legs in Burn. For budget options at 2 mana, I'm not sure there's much better than Hellspark Elemental and Keldon Marauders. Ash Zealot is ok, too.
Depends... if tokens is huge in your metagame it could see some room in sideboard. Kinda like Harsh mentor vs HateBears or Kor vs Mirror or Taag vs Combo.
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():
Rollback Post to RevisionRollBack
Enjoy Standard, Modern and Music (also some Pauper, Momir, Gaming, Animations and Legacy)? Then visit my channel:Here
Earthshaker Khenra 1R Rare
Creature - Jackal Warrior
Haste
When ~ enters the battlefield, target creature with power less than or equal to ~'s power can't block this turn.
Eternalize 4RR
2/1
2/1 with haste with an ETB that stops 1 creature with 2 or less power from blocking you. This will kick ass in limited but I'm still working on my burn skills to find out if this is a budget option for Goblin Guide as a haste that swings for 2 or if the SOB actually has a spot in the modern version.
Eternalize is cool but if we are ever at 6 mana and our opponant isn't dead, we are.
That card might be fine for a standard RDW list, but it has no legs in Burn. For budget options at 2 mana, I'm not sure there's much better than Hellspark Elemental and Keldon Marauders. Ash Zealot is ok, too.
Depends... if tokens is huge in your metagame it could see some room in sideboard. Kinda like Harsh mentor vs HateBears or Kor vs Mirror or Taag vs Combo.
It stops only one creature less than or equal to its power from blocking it for only one turn. A tokens deck probably has more than one creature hanging around, so stopping one spirit token from blocking on one turn doesn't help much. The no-block clause is basically flavor text. It's a 2/1 Haste that comes back for 6 mana and the eternalize is basically flavor text, too.
For that matter, Ash Zealot is much stronger against tokens. First strike and the graveyard text are both relevant there.
I just had a few questions regarding your SB. Not challenging your decisions- just curious on thought process.
Why is Bridge in there? I would have thought for Eldrazi decks but you dont bring it in there and only against Shadow on the draw.
What the 2nd Deflecting Palm in there for? I only see you sideboard in 1 every time in your post. Surprising you also don't bring it in Burn mirror.
How was 4x D-Rev vs Eldrazi Tron? If you draw 2 and they don't have Chalice- they are pretty dead. Is it just a necessary concession since Chalice is just a beating you have to run 4 drev?
Lastly- how was Skullcrack and the overall density of 2cc spells? I have seen some lists trim Skullcrack from the maindeck as there isnt a ton of MD Lifegain at the moment.
Thanks!
Thank you for the kind words. i will try to answer the best i can.
First, Bridge is a nod to all the decks whole rely on winning through combat. i expected to see other decks, but didnt run into them. So my report may show i only used it seldomly, i had it available for a wider array of decks. Living end, merfolk, abzan are just a few i can name off the top of my head. it may not be everyones answer, but it's mine. i dont like it against the seemingly obvious eTron matchup as they can just rip a huge ballista and sit there shooting and pumping it back up. all the while landing more chalices.
Second. DPalm is great in matchups like TitanShift and Eldrazi. It can be good against burn, but i dont think it's reliably doing more than 3 at which point id rather not have it. against the mirror im more concerned about controling creatures, pathing Kors, landing Kors, and holding Crack for Helix.
Third, DRev against eTron. I believe it to be important as if they lock you on both 1 and 2, you essentially cant win unless you can land some Rift Bolts. I was fortunate to have opponents who didnt mull hard to find them. i also expected to see more affinty, but didnt. surprisingly didnt see any lantern either.
Fourth, Skullcrack. This was a personal choice to just not want to give any room to lifegain. it's a bit greedy in that regard, but it's hard to fight through sometimes. i expexted to see more finks, helix, brutality, blessed alliances, and collars than i did. i like them there, but that's again just how i play the deck.
I hope that answered your questions, if not let me know. i'll admit the board can be adjusted, but it worked for what i expected.
Thanks for taking the time for detailed replies. I just have a few followups.
I agree Palm is great but unless I missed it in your report- you rarely bring in both, usually just 1. Is there a time when you would bring in both?
Also, you agree that there is less finks, helix, brutaliity, collars etc - this makes me think cutting 1-2 Skullcrack could be good for potentially more velocity with Shard Volley. It is nice running 4 main though as you dont have to waste SB slots on the other skullcracks.
Did you ever wish you played Grim Lavamancer at any point in event?
I never wanted Grim. Not a card for me. I still don't want it. If i dont land him on turn 1 he gets worse and worse as the game goes for me.
Palm. Yes there are matchups I will bring in two. If i only brought in one, that's because i had nothing i wanted to take out. Please understand the report is only of the matches i played that day, it doesnt represent every possible matchup i prepared for.
Skullcrack. I don't agree there are less finks, helix, brutality, collars, etc. I remarked i personally didnt run into them as much as i expected. thats just how the matchups happened. nearly half of the top 32 of vegas have or are likely to have (im not going to scour every deck right now) MD lifegain. i just didnt see them. that is not reason enough, imo, to drop them lower.
before the tournament i was running a single Shard Volley, however i took it out. If we are going to talk about my least exciting cards throughout the tourney, it's gotta be Searing Blaze. too much variance and i put the 4th in there with much trepidation. searing blaze comes out often, and if i was going to talk about cutting a card it would the one with higher variance (cant always do 3, doesnt always have a target). it's fantastic in matchups it is fantastic in and terrible in matchups it's terrible in.
I know that I said I wasn't there during the last time it was asked whether Searing Blaze should be a sideboard card, but I'm leaning that way a bit more. It gets sided out a LOT. That said... I don't really have many palatable cards that I would want to replace it with. Maybe maindeck Lavaman and jam a couple of Shard Volleys? I think I'll test that and report back.
Here is a little history of the good and bad I experienced when/since Burn became tier 1....
The good
1. Burn finally was taken seriously as a top deck and not taken lightly at events.
2. It was winning and putting up good results at big events.
3. More players picked it up not because it was seen as budget option but because it was more of a force to be reckon with.
4. We started to get more/better cards to help us.
The bad
1. More people started to sideboard for Burn and I have tougher match ups post board.
2. Since more players are playing Burn at times Ive had to use sideboard spots to play against Burn.
3. More anti Burn and life gain cards were made.
4. The cost of the deck has gone way up.
Either way I luv playing this deck and all the different color variations.
Here is a little history of the good and bad I experienced when/since Burn became tier 1....
The bad
1. More people started to sideboard for Burn and I have tougher match ups post board.
2. Since more players are playing Burn at times Ive had to use sideboard spots to play against Burn.
3. More anti Burn and life gain cards were made. 4. The cost of the deck has gone way up.
I'm curious which cards caused the deck's cost of entry to increase? GG's reprint in MM17 alone made it so a play set could be had for the same price as a single copy pre-MM17. Eidolon saw a modest spike as a result, but surely not enough that it would make the deck any more cost-prohibitive than it was pre-MM17. I suppose with more players buying what they need to build Burn, the value of cards like Spike and Rift Bolt would naturally trend upwards, but I was under the impression that overall Burn has become much more affordable?
I'm curious which cards caused the deck's cost of entry to increase? GG's reprint in MM17 alone made it so a play set could be had for the same price as a single copy pre-MM17. Eidolon saw a modest spike as a result, but surely not enough that it would make the deck any more cost-prohibitive than it was pre-MM17. I suppose with more players buying what they need to build Burn, the value of cards like Spike and Rift Bolt would naturally trend upwards, but I was under the impression that overall Burn has become much more affordable?
After the arrival of Eidolon and Revelry, Naya took center stage as the most played/best version. Then Atarka's became a staple. With Burn going into more 3 color builds like Naya, Jund, Mardu more Fetch and Shock Lands were added to the deck. Before Burn saw more Mono and 2 color variants, there were some 3+ color builds scattered around but werent as prevalent as they are now. An example of a new card released that increased Burn's cost a play set Inspiring Vantage ($16-$20) is a better card then Battlefield Forge ($3-$55). Heck Lava Spike is $20 a play set now and when I got them they were $4 a play set.
Yes the Goblin Guide reprint (dont like they bew pic) helped recently but those who bought into Burn months prior to MM17 paid the highest prices of GG. I was lucky since Ive been playing Burn for so long I bought most of my cards way back and picked up some of the newer stuff early. Ive paid less then $250 for my Burn deck but now a days it can cost $550 to $600 if you dont have any cards prior to. The Lands and GG costing the most.
Arid Mesa only recently returned to the price it was had when KTK came out. Mire and Foothills were both sub-$10 in the months following KTK and they're both pushing $20 these days.
Back when players played the mono red version of burn before the printing of Eidolon you could build the deck for around 75-100 dollars. Goblin Guide was 7-8 dollars and vexing Devil was 5-6 dollars the rest of the deck was bulk Prices. Searing Blaze is bad at the Moment but we don't really have anything better to run in its place. I'm seeing bigger creatures, more creatures with hexproof and creatures that have Come into play abilities. Sadly I don't see wizards ever printing another burn spell that will be good enough for modern.
I didn't play back then, but if I had to guess when it was that Burn picked up a color, it would be during RTR block when Boros Charm and Wear//Tear got printed. I might be wrong, considering Lightning Helix goes back to original Ravnica block and Disenchant has been Modern legal for ages. Theros block added DRev and Eidolon made Burn significantly better as a deck. I feel like RB Burn was more popular back then, too.
I didn't play back then, but if I had to guess when it was that Burn picked up a color, it would be during RTR block when Boros Charm and Wear//Tear got printed. I might be wrong, considering Lightning Helix goes back to original Ravnica block and Disenchant has been Modern legal for ages. Theros block added DRev and Eidolon made Burn significantly better as a deck. I feel like RB Burn was more popular back then, too.
It's a better deck now for sure but a lot of the competition wasn't even developed yet, so there wasn't as much need to splash back then. Return to Ravnica is when splashing become the norm.
I cant speak for whisketbiskett but vs eTron Drev hits basilisk collar mainly. I found it useful against Walking Ballista forcing it to pop unfavorably at times as well as catching the occasional Expedition Map if they didn't have the mana up to crack it in response. Some lists even run hangar back walker so there is that too.
RE: The_Tutor
as for RIP vs Relic i feel it all comes down to personal preference. I don't think one is strictly better than the other. Both have their advantages and disadvantages. Pick you poison
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'!"
Thank you for the kind words. i will try to answer the best i can.
First, Bridge is a nod to all the decks whole rely on winning through combat. i expected to see other decks, but didnt run into them. So my report may show i only used it seldomly, i had it available for a wider array of decks. Living end, merfolk, abzan are just a few i can name off the top of my head. it may not be everyones answer, but it's mine. i dont like it against the seemingly obvious eTron matchup as they can just rip a huge ballista and sit there shooting and pumping it back up. all the while landing more chalices.
Second. DPalm is great in matchups like TitanShift and Eldrazi. It can be good against burn, but i dont think it's reliably doing more than 3 at which point id rather not have it. against the mirror im more concerned about controling creatures, pathing Kors, landing Kors, and holding Crack for Helix.
Third, DRev against eTron. I believe it to be important as if they lock you on both 1 and 2, you essentially cant win unless you can land some Rift Bolts. I was fortunate to have opponents who didnt mull hard to find them. i also expected to see more affinty, but didnt. surprisingly didnt see any lantern either.
Fourth, Skullcrack. This was a personal choice to just not want to give any room to lifegain. it's a bit greedy in that regard, but it's hard to fight through sometimes. i expexted to see more finks, helix, brutality, blessed alliances, and collars than i did. i like them there, but that's again just how i play the deck.
I hope that answered your questions, if not let me know. i'll admit the board can be adjusted, but it worked for what i expected.
Thanks Tutor!
I can;t give the definitive answer on whether one is better than the other. i like the card draw personally, and not having to tap out to play a card that doesnt further my plan. it's 2 mana either way, and i feel paying one to land it, and being able to hold up more mana is worth it, as opposed to having a card land and be tapped out not able to represent anything else. small mana investment is my thinking.
I love the 4th Vantage, never ran into a problem with it. i expected to play against aggressive decks and just wanted to go easy on the fetch/shock game. i think in a list like mine if it was copperline gorge that would be a bit rougher, as i would want to guarantee it come in untapped, so i could play the critical green card im siding in. Vantage and Gorge are the same card in design, but Gorge is just a weaker Stomping Ground.
I hope this addresses your questions adequately, but let me know if you'd like me to go more in depth. Thanks for taking time to read and respond.
Creature - Jackal Warrior
Haste
When ~ enters the battlefield, target creature with power less than or equal to ~'s power can't block this turn.
Eternalize 4RR
2/1
2/1 with haste with an ETB that stops 1 creature with 2 or less power from blocking you. This will kick ass in limited but I'm still working on my burn skills to find out if this is a budget option for Goblin Guide as a haste that swings for 2 or if the SOB actually has a spot in the modern version.
Eternalize is cool but if we are ever at 6 mana and our opponant isn't dead, we are.
Modern - GW Tron
Modern - Mono G Tron
Modern - RWg Burn
Commander - Yisan, The Wanderer Bard cEDH build
Commander - Edric, Spymaster of Trest - Budget/Casual list - complete
Commander - Kynaios and Tiro of Meletis - $35 Budget upgrade
Commander - Edgar Markov - $150 upgrade
That card might be fine for a standard RDW list, but it has no legs in Burn. For budget options at 2 mana, I'm not sure there's much better than Hellspark Elemental and Keldon Marauders. Ash Zealot is ok, too.
Thanks for taking the time for detailed replies. I just have a few followups.
I agree Palm is great but unless I missed it in your report- you rarely bring in both, usually just 1. Is there a time when you would bring in both?
Also, you agree that there is less finks, helix, brutaliity, collars etc - this makes me think cutting 1-2 Skullcrack could be good for potentially more velocity with Shard Volley. It is nice running 4 main though as you dont have to waste SB slots on the other skullcracks.
Did you ever wish you played Grim Lavamancer at any point in event?
Depends... if tokens is huge in your metagame it could see some room in sideboard. Kinda like Harsh mentor vs HateBears or Kor vs Mirror or Taag vs Combo.
Enjoy Standard, Modern and Music (also some Pauper, Momir, Gaming, Animations and Legacy)? Then visit my channel:Here
It stops only one creature less than or equal to its power from blocking it for only one turn. A tokens deck probably has more than one creature hanging around, so stopping one spirit token from blocking on one turn doesn't help much. The no-block clause is basically flavor text. It's a 2/1 Haste that comes back for 6 mana and the eternalize is basically flavor text, too.
For that matter, Ash Zealot is much stronger against tokens. First strike and the graveyard text are both relevant there.
Enjoy Standard, Modern and Music (also some Pauper, Momir, Gaming, Animations and Legacy)? Then visit my channel:Here
I never wanted Grim. Not a card for me. I still don't want it. If i dont land him on turn 1 he gets worse and worse as the game goes for me.
Palm. Yes there are matchups I will bring in two. If i only brought in one, that's because i had nothing i wanted to take out. Please understand the report is only of the matches i played that day, it doesnt represent every possible matchup i prepared for.
Skullcrack. I don't agree there are less finks, helix, brutality, collars, etc. I remarked i personally didnt run into them as much as i expected. thats just how the matchups happened. nearly half of the top 32 of vegas have or are likely to have (im not going to scour every deck right now) MD lifegain. i just didnt see them. that is not reason enough, imo, to drop them lower.
before the tournament i was running a single Shard Volley, however i took it out. If we are going to talk about my least exciting cards throughout the tourney, it's gotta be Searing Blaze. too much variance and i put the 4th in there with much trepidation. searing blaze comes out often, and if i was going to talk about cutting a card it would the one with higher variance (cant always do 3, doesnt always have a target). it's fantastic in matchups it is fantastic in and terrible in matchups it's terrible in.
Mahalo!
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
The good
1. Burn finally was taken seriously as a top deck and not taken lightly at events.
2. It was winning and putting up good results at big events.
3. More players picked it up not because it was seen as budget option but because it was more of a force to be reckon with.
4. We started to get more/better cards to help us.
The bad
1. More people started to sideboard for Burn and I have tougher match ups post board.
2. Since more players are playing Burn at times Ive had to use sideboard spots to play against Burn.
3. More anti Burn and life gain cards were made.
4. The cost of the deck has gone way up.
Either way I luv playing this deck and all the different color variations.
I'm curious which cards caused the deck's cost of entry to increase? GG's reprint in MM17 alone made it so a play set could be had for the same price as a single copy pre-MM17. Eidolon saw a modest spike as a result, but surely not enough that it would make the deck any more cost-prohibitive than it was pre-MM17. I suppose with more players buying what they need to build Burn, the value of cards like Spike and Rift Bolt would naturally trend upwards, but I was under the impression that overall Burn has become much more affordable?
Link to Discord server where anybody from MTGS can keep up with thread topics while everything is being sorted out with the new site.
After the arrival of Eidolon and Revelry, Naya took center stage as the most played/best version. Then Atarka's became a staple. With Burn going into more 3 color builds like Naya, Jund, Mardu more Fetch and Shock Lands were added to the deck. Before Burn saw more Mono and 2 color variants, there were some 3+ color builds scattered around but werent as prevalent as they are now. An example of a new card released that increased Burn's cost a play set Inspiring Vantage ($16-$20) is a better card then Battlefield Forge ($3-$55). Heck Lava Spike is $20 a play set now and when I got them they were $4 a play set.
Yes the Goblin Guide reprint (dont like they bew pic) helped recently but those who bought into Burn months prior to MM17 paid the highest prices of GG. I was lucky since Ive been playing Burn for so long I bought most of my cards way back and picked up some of the newer stuff early. Ive paid less then $250 for my Burn deck but now a days it can cost $550 to $600 if you dont have any cards prior to. The Lands and GG costing the most.
4 Arid Mesa
12 Mountain
Creatures (17)
4 Goblin Guide
4 Hellspark Elemental
4 Grim Lavamancer
3 Vexing Devil
2 Ball Lightning
4 Lightning Bolt
4 Rift Bolt
4 Lava Spike
4 Shard Volley
2 Thunderous Wrath
3 Burst Lightning
2 Slagstorm
Good lord. So much of that deck is "because there's nothing better, so I have no choice".