Here's my new list, thanks for the advice Korhal, Reckless is out, after some great luck with it I had a string of times where it was dead. Curse is out. The only matchups where I really want it are MBC and Dimir Draw-go but I don't need it. It's allright in situations where you want to be more controlling as well but It's been consistently underwhelming for me. Curse is back in, I faced a slew of delver and UR control where they were able to stack their hand with counter and sit pretty at 2 life. I'm running Thermo, F-Blast, Keldon and Searing as 3 ofs because, while they are the most powerful spells, they've consistently been jamming up my hand as multiples.
Lands: 19
17 Mountain
2 Forgotten Cave
I have found thermo alchemist to be fantastic for me, he usually ends up dealing like 4 damage on his own plus he adds one damage to every spell I cast plus the opponent usually doesn't realize he's a threat until he's dealt 5+ damage which is already plenty, I HIGHLY recommend him, at least WAY over curse
Has anyone else been testing with Gitaxian Probe? I'm really on the fence between it and Insolent Neonate. I liked having all my can-trips besides Forgotten Cave being able to deal damage but seeing an opponents hand can be invaluable since burn almost always has to make the correct plays to win.
Edit- G probe is out. All can-trips have to be able to deal damage, I just have to try and read my opponents hand
Has anyone else been testing with Gitaxian Probe? I'm really on the fence between it and Insolent Neonate. I liked having all my can-trips besides Forgotten Cave being able to deal damage but seeing an opponents hand can be invaluable since burn almost always has to make the correct plays to win.
Edit- G probe is out. All can-trips have to be able to deal damage, I just have to try and read my opponents hand
I did a B/R burn deck but I went a different route and used madness. I used Faithless Looting, Tormenting Voice, Fiery Temper, Alms of the Vein, and Bump in the Night. Turn 2 Alchemist into Turn 3: Looting, Temper/Alms, Temper/Alms is SO GOOD. That's 9 damage, +0-6 Life, and is dang near card parity. Looting and Bump both have Flashback which REALLY help you keep the gas late into the game. You can Looting away dead lands or Flashback Bump to close out a game. Tormenting Voice is card parity as well. Actually its technically card advantage since you are casting the discarded card so you are only losing Voice but gaining two new cards. Its a lot of fun. I think a simple tuned mono-r list is better but its got some nice advantages.
I love Curse btw. It is a little slow sometimes but it is AWESOME against decks that run any number of counters because resolving it basically means they are on a set clock they have to race. Even if they counter every single other spell you cast (they won't) they still will die if they do nothing else. I like Thermo-Alchemist and Goblin Fireslinger for the same reason. I will say though, I think that Insolent Neonate looks kind of awesome for a Madness based version of burn because it easily replaces Fireslinger, Menace means it will probably earn about the same amount of damage, and then it blocks, replaces itself, and is an additional mana-free madness enabler. At the very least its another way to cycle a mountain into more gas. I'm definitely going to have to try that!
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The following link is an invitation to join Pucatrade (card trading service though similar to TCGPLayer). If you follow the link then it awards me with tokens to exchange for actual cards. Thanks! https://pucatrade.com/invite/gift/86097
Yeah, Nate's consistently been a sweet deal, I've even had him hrydro blasted a couple times. I can only run 3, I tried 4. But 4 sounds right in a madness deck. The toughest choice I find with him is whether or not to cash him in when you're opponent is at 3 or less.
Yeah I ended up running curse as a 4 of in the main because I faced 3 delver and 2 ur drake in a league once. I now run 2 Seal of Fire for playing through counter too and to keep my curve low, also works with topped needles.
I also cut Thermo to a 2 of because of his blow out potential and because, with 3 neonate, I don't want too many things that don't deal damage immediately. I found Snap in mono U and removal in ux is reason enough not to rely on him, the tempo loss of having him removed is real.
Also, I found that with 19 land I should be running as close to 12 2 drops as possible, I've found my deck started working far more consistently after cutting down to 13 2 drops, a hand with lots of 2 drops usually isn't fast enough.
I am One_Man_Party and this past FNM at a local game store I go to pretty regularly. This local game store hosts Paper pauper on Fridays and this past Friday April 6th, I went 3-0 in a 6 person event playing burn.
//Instants: 21
4 Lightning Bolt
4 Needle Drop
3 Shard Volley
4 Magma Jet
2 Thunderous Wrath
4 Fireblast
//Enchantments: 4
4 Curse of Pierced Heart
//Sideboard: 15
4 Relic of Progenitus
4 Pyroblast
2 Gorilla Shaman
2 Harvest Pyre
3 Smash to Smithereens
My Matches were as follows
UB Teachings
UR Deliver
Bant Turbo Fog
All I can say is that the teachings deck was too slow for me on burn.
The delver match boiled down to me drawing my pyroblasts to counter my opponents counter spells against my burn spells.
The bant turbo fog matchup, I burned my opponent out on turn 3, game 2 my opponent crushed me with CoP: Red and game three, I just drew well and the opponent was able to get CoP Red but I was able to race the life gain via Archer, Thermo and two curses.
This deck can't win. It can't beat Elves, it can't beat Boros, it can't beat Tron, it can't beat Affinity, it can't beat Reanimator, it can't beat UB control.
What's the point?
This deck can't win. It can't beat Elves, it can't beat Boros, it can't beat Tron, it can't beat Affinity, it can't beat Reanimator, it can't beat UB control.
What's the point?
Lands: 19
17 Mountain
2 Forgotten Cave
Enchantments: 6
4 Curse of the Pierced Heart
2 Seal of Fire
Creatures: 8
3 Keldon Marauders
2 Thermo-Alchemist
3 Insolent Neonate
Sorceries: 12
4 Rift Bolt
4 Chain Lightning
4 Lava Spike
Instants: 15
4 Lightning Bolt
3 Searing Blaze
3 Fireblast
4 Needle Drop
1 Incinerate
Side Board: 15
1 Gorilla Shaman
3 Martyr of Ashes
2 Electrickery
2 Raze
2 Relic of Progenitus
3 Pyroblast
2 Smash to Smithereens
Edit- G probe is out. All can-trips have to be able to deal damage, I just have to try and read my opponents hand
I did a B/R burn deck but I went a different route and used madness. I used Faithless Looting, Tormenting Voice, Fiery Temper, Alms of the Vein, and Bump in the Night. Turn 2 Alchemist into Turn 3: Looting, Temper/Alms, Temper/Alms is SO GOOD. That's 9 damage, +0-6 Life, and is dang near card parity. Looting and Bump both have Flashback which REALLY help you keep the gas late into the game. You can Looting away dead lands or Flashback Bump to close out a game. Tormenting Voice is card parity as well. Actually its technically card advantage since you are casting the discarded card so you are only losing Voice but gaining two new cards. Its a lot of fun. I think a simple tuned mono-r list is better but its got some nice advantages.
I love Curse btw. It is a little slow sometimes but it is AWESOME against decks that run any number of counters because resolving it basically means they are on a set clock they have to race. Even if they counter every single other spell you cast (they won't) they still will die if they do nothing else. I like Thermo-Alchemist and Goblin Fireslinger for the same reason. I will say though, I think that Insolent Neonate looks kind of awesome for a Madness based version of burn because it easily replaces Fireslinger, Menace means it will probably earn about the same amount of damage, and then it blocks, replaces itself, and is an additional mana-free madness enabler. At the very least its another way to cycle a mountain into more gas. I'm definitely going to have to try that!
https://pucatrade.com/invite/gift/86097
Yeah I ended up running curse as a 4 of in the main because I faced 3 delver and 2 ur drake in a league once. I now run 2 Seal of Fire for playing through counter too and to keep my curve low, also works with topped needles.
I also cut Thermo to a 2 of because of his blow out potential and because, with 3 neonate, I don't want too many things that don't deal damage immediately. I found Snap in mono U and removal in ux is reason enough not to rely on him, the tempo loss of having him removed is real.
Also, I found that with 19 land I should be running as close to 12 2 drops as possible, I've found my deck started working far more consistently after cutting down to 13 2 drops, a hand with lots of 2 drops usually isn't fast enough.
I am One_Man_Party and this past FNM at a local game store I go to pretty regularly. This local game store hosts Paper pauper on Fridays and this past Friday April 6th, I went 3-0 in a 6 person event playing burn.
Here is my list as follows
//Lands: 16
16 Mountains
//Creatures: 8
4 Firebrand Archer
4 Thermo-Alchemist
//Sorceries: 7
4 Chain Lightning
4 Rift Bolt
3 Lava Spike
//Instants: 21
4 Lightning Bolt
4 Needle Drop
3 Shard Volley
4 Magma Jet
2 Thunderous Wrath
4 Fireblast
//Enchantments: 4
4 Curse of Pierced Heart
//Sideboard: 15
4 Relic of Progenitus
4 Pyroblast
2 Gorilla Shaman
2 Harvest Pyre
3 Smash to Smithereens
My Matches were as follows
UB Teachings
UR Deliver
Bant Turbo Fog
All I can say is that the teachings deck was too slow for me on burn.
The delver match boiled down to me drawing my pyroblasts to counter my opponents counter spells against my burn spells.
The bant turbo fog matchup, I burned my opponent out on turn 3, game 2 my opponent crushed me with CoP: Red and game three, I just drew well and the opponent was able to get CoP Red but I was able to race the life gain via Archer, Thermo and two curses.
What's the point?
Okay, fine.