Too many big creatures in the format not to run Chained to the Rocks.
Can anyone who watched the stream tell me how often Brad couldn't burn a creature and put him in a bad position?
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The red mage lives by the variance and dies by the variance. May the variance be with you, always.
The deck uses Firedrinker Satyrs to put early pressure on UW and mono B so that they have to use their removal spells. This seems to be very effective and Brad Nelson says that Mono B is a very easy matchup.
The first match that Brad lost was in round 5 vs G/R monsters where he couldn't handle a Polukranos. He said this is the decks worst matchup. I guess that chained in the mainboard is not that good since its a dead card vs controll. Plus you can use 2 burn spells on polukranos and its not realy a 2 for 1 with satyr firedancer (both burn spells went to the face also).
When I was looking at the list I feel like it could have used to Hammer of Purphoros or two as a way to use extra mana. While not an instant or sorcery, you really don't need more than 4 lands in play, and hasty 3/3's and 1/1 Pyromancer tokens would speed up this deck even more.
I'll be testing it over the week and trying different things. The real question is if Oracle of Bones is worth using now that the interaction with Toil//Trouble is known. It was cute and good for that weekend, but will it really work when people know what it is?
Oracle of Bones has potential as a two for one even in the mainboard. It can still swing for face or allow you to cast for free. If you already had a firedancer out and they don't pay tribute, you could swing with oracle, hit them in face with free spell, dancer trigger to either kill a critter or finish a blocker. not bad, still maximizes possible damage.
well oracle and toil/trouble will only manage to surprise your opponent at G1, if you play it in sb and your opponent already knows you are playing burn then him paying tribute is very likely. Then again, oracle is also quite beefy...so could be a thing to take note.
Anyway my current list, probably doesnt do much vs proper Mono U and GR monsters but everything else I feel I can win or have a good chance at it.
Finished my main deck last night and playtested with me group for the 5K this weekend. My opponents played MonoBlack.dec, Mono blue, esper, azorious control, and G/r monster and sidenote since i don't think its truly relevent Simic Monsters. Against every deck I was in a good position and I won almost every single match.
I am not running Chandra's Phoenix and I am still working on the sideboard. I will post a list when I get home tonight. Just wanted to say, G/R monsters does seem to be the biggest issue, but i think the strategy to beat here is to play like legacy burn and just ignore the board for the most-part. I only run two creatures: Satyr Firedancer and Firedrinker Satyr. So mono black and esper had so many dead cards and I also run 4 skullcrack so i never had a single person gain life. Just held it for the Gary or Rev.
Edit: Not running Mutavault, kinda wondering how it's been playing for other people. I am thinking about getting two and throwing them in for extra gas. Didn't have to much of a need from my Admitted limited testing, but i think it might be worth grabbing. Any thoughts?
Edit #2: Almost forgot, biggest frustartion moment is having my critter put on top of my library with a fricken azorius charm. Wanted to strangle something
Some card notes: Hammer of Purphoros: Was super good and did exactly what I wanted. On games where it got sided out, generally fast aggro decks, a mountain went out with it to make hitting burn more consistent.
Annihilating Fire: I was expecting some amount of Voice of Resurgence and lots of aggro decks and wanted to switch out Skullcrack to a card that could also go to creatures when I was forced into control role. It was fine. I think it was a good meta call but I wouldn't suggest it for every build.
Fated Conflagration: Killed Polukranos, and Wurm Tokens while setting up my next two draws (if played as sorcery). I like it a lot! I also wanted to add Boros Reckoner to the sideboard (again, expecting lots of aggro) and being able to bounce 5 off him for 4 seems like a good way to close out games where most of the removal goes to creatures. Sadly I couldn't get my hands on any Reckoner so I don't know if it's good, or too cute.
Matchups:
Round 1 - vs. G/R aggro (not Monsters). Game 1 and 3 were easy. Game 2 I kept 5 lands, all of them scrys, and died to a handful of 3/3's for 2 and a turn 3 Polukranos as I still manage to get a few draws of not action. I don't think 5 landers are keepable, ever.
Round 2 - vs. G/W aggro. Game 1 saw turn 1 Experiment One, turn 2 Voice, Turn 3 Ajani, Caller of the Pride, turn 4 Voice/hold up selesnya charm. From there, various 2 power 1 drops and instant speed creatures beat me down and I was unable to out race. Game 2 I sided into being more controlling but didn't have the draws to keep up with all the creatures. An EOT Knight token when I tapped out to kill an Ajani into an Unflinching Courage ended the game. I'm actually unsure how to play this matchup effectively but it made me want Boros Reckoners very badly!
Round 3 - vs. White Weenie. This was an easy win in 2. Being able to use spells at instant speed without being punished and his creatures only played on his main phase allowed me to sequence and play tempo without fear. Even with some amount of life gain on his part I never felt any under any pressure.
Round 4 - vs. B/R Minotaurs. Like Round 3 but Shock and Searing Blood were much worse. A well timed Warleader's Helix ended each game.
Round 5 - vs Mono G Devo. Shock the elf, land a Firedancer, chip down where able till I could burst from 7. Easy win in 2.
Overall I think my sideboard choices worked out well for the meta. I love the deck and look forward to playing it again at FNM. I'll see a lot more of the top decks in the format then and be able to get a good feel of how the deck actually handles. Hopfully I can get some Boros Reckoners by then!
Finished my main deck last night and playtested with me group for the 5K this weekend. My opponents played MonoBlack.dec, Mono blue, esper, azorious control, and G/r monster and sidenote since i don't think its truly relevent Simic Monsters. Against every deck I was in a good position and I won almost every single match.
I am not running Chandra's Phoenix and I am still working on the sideboard. I will post a list when I get home tonight. Just wanted to say, G/R monsters does seem to be the biggest issue, but i think the strategy to beat here is to play like legacy burn and just ignore the board for the most-part. I only run two creatures: Satyr Firedancer and Firedrinker Satyr. So mono black and esper had so many dead cards and I also run 4 skullcrack so i never had a single person gain life. Just held it for the Gary or Rev.
Edit: Not running Mutavault, kinda wondering how it's been playing for other people. I am thinking about getting two and throwing them in for extra gas. Didn't have to much of a need from my Admitted limited testing, but i think it might be worth grabbing. Any thoughts?
Edit #2: Almost forgot, biggest frustartion moment is having my critter put on top of my library with a fricken azorius charm. Wanted to strangle something
Curious how you are able to beat UW without Phoenix.
How i did against UW was a mix of i never ran out of gas, as well as baiting out counter-spells with less relevant spells. The average Azorius control deck plays roughly six to eight counterspells, their threats are completely limited to elspth and aetherling, both which don't come down until turn six. By turn six we either have them dead or so close that a good topdeck can finish. Omenspeaker is a wall for the firedrinker but you just ssearing blood it, take your one damage and move on. I play this deck like a classic Burn deck, not an aggro varient. If there where enough good burn spells I wouldn't even run creatures. The thing about blue white control is that it wants lands more than anything for the rev, but we have the perfect card in Skullcrack. I literally consider it a rev counter, you can have your cards but no life and then i burn you out.
This is a basic list of what i run, i'm thinking about replacing silence with mutvault. Silence is actually a very good card in a burn style count to 20 deck. It gives us a free turn or it eats a counterspell. However i think Mutavault might be a better choice, not sure yet.
Note: Played some W/x Heroics earlier and that deck can be a real issue, had to side in my AotG and take out my Firedrinkers.
I really want to grind this deck online, i think it is well positioned right now. When i play Rw Devotion i have so many useless spells against control and against Mono B they can disrupt me too easily with Thoughtseize and never ending creature kill spells.
Burn goes up against both these decks fairly strongly as long as you can prevent them from gaining too much life, alla Skullcrack. MODO is so annoying with the late card releases.
Mono B: Out: 4 Searing Blood, 4 Shock
In: 4 Firedrinker Satyr, 3 Chained to the Rocks, 1 Mizzium Mortars
G/R Monsters: Out: 4 Skullcrack
In: 3 Chained to the Rocks, 1 Mizzium Mortars
If you are siding in Firedrinker in both MBD and UW Control matches, maybe its right to include it in the main? That's a lot of the meta. Same with Searing Blood coming out in those matches.
I'm not sold on Firedrinker Satyr. He's reasonable in the MBD and UW matches because opponents will seldom deal him damage. I understand you sometimes get to pump Firedrinker, but how often and for how much?
What about putting Cackler in the Main, moving Searing Spear to the SB, and dropping Firedrinker?
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"Because we cannot prevent draws in paper Magic we allow IDs. If we could prevent draws we would not have IDs in paper Magic. " Scott Larabee.
Firedrinker main is bad with a burn game plan. The reason you bring him in in MBD and UW is because having early aggression is a key to getting ahead in those matchups. Removing the worst burn spells (4 shock) for 4 1 drops is a no brainer. Firedrinker is bad vs every other deck for a burn decks MD.
Firedrinker main is bad with a burn game plan. The reason you bring him in in MBD and UW is because having early aggression is a key to getting ahead in those matchups. Removing the worst burn spells (4 shock) for 4 1 drops is a no brainer. Firedrinker is bad vs every other deck for a burn decks MD.
I understand that Firedrinker is bad against decks that are not MBD (or BW Midrange) or UW Control. Cackler is not so bad main against the rest of the field. And, including it in the main allows us to apply the early pressure to MBD and UW in game 1.
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"Because we cannot prevent draws in paper Magic we allow IDs. If we could prevent draws we would not have IDs in paper Magic. " Scott Larabee.
I find it hard to believe that people think a 2 power one drop i bad in BURN deck. Yes he has his drawbacks but at the same time i think he is valuable. I would never side out a shock. Never. Burn people, not an aggro creatures hit board and swing deck. Perhaps I am off topic but I thought that since this was a burn forum thread that the actual burn style would also be discussed. I think that FDS has his downsides and yes he isn't the best card against certain decks but that is how Magic goes. There are some cards that are good here, not there. I think that some of the above lists with stormbreath etc are more aggro than burn, but this is only my opinion and I am not demeaning them in any way.
As far as a burn style deck I think FDS gets a main board slot. Below is a really good and well thought out analysis of FDS, IMO.
Once again to reiterate: I am not saying that he is the best card, nor that decks that don't run him are bad, i just think that people who play certain decks a certain way can benefit from including him.
Yes, He is talking about FDS as a second one drop. This is true. On that same point however I havn't seen a single list in this thread yet running any one drops mainboarded. I think the Trading up argument is valid. My opinion. To me, FDS comes in mostly against MBD or UW for most of these lists right? Both of those lists run things that can be traded up to, Pack rat, nightveil spectre, omenspeaker, mutavault to name a couple. All of these can be traded up to and yes you take a hit. But at the same time, people know that you have the mana open or dont, they choose to block or not, so they are making a gamble that their card (which as far as i can tell they care about more for their gameplan then you care about yours) is going to beat yours. This then becomes a simple topic of playstyle.
While on the topic of Aggro, is anyone playing AotG? It seems like the best option for that matchup to me. I run it in the side and yes i do take out my FDS for them when necessary.
Once again again i will say: Quote: "I am not saying that he is the best card, nor that decks that don't run him are bad, i just think that people who play certain burn decks a certain way can benefit from including him."
Sorry about it not being in the right format, it seems to act weird when i try to use the deck clamps. As to why I never side out shock is that I run this like a classic BURN deck. I am trying to do 20 as fast as possible while keeping my mana to damage ratio as low:high as possible. I have been playing this style of deck for roughly the last three rotations, low creatures, high spell volume with the idea of doing as much damage as possible while exploiting my opponents weaknesses.The primary Weakness of the average deck against my list is that i only run two creatures. They wrack up dead cards that deal in removal or any sort of 'interact with my boardstate' cards. By running primarily spells and low creatures I maximize my effectiveness as accumulating damage on my opponent as the only thing that can stop a damage spell is a counterspell which only roughly three decks even play right now. Of those three decks the average number of counterspells are only roughly six to eight per deck which means while people try and stop me, there isn't any stopping my damage. You can stop one or two things, but even then the average control player will attempt to deal with a creature before a spell.
I know I am going on and on and for that I am sorry. I do feel like this list is very solid however, I have been grinding it on cockatrice and playing as much as possible with my local meta which consists of a fairly broad range of tier 1 decks. If you really want to know the full ideas behind my list then take a look at Modern Burn decks. Those ideals are what i developed this deck from.
I really didn't mean to get into an argument over the value of FDS. I thought:
+ This burn deck wants to have a 2 power one-drop in against MBD and UW in order to apply pressure.
+ FDS is available out of the SB for this.
+ FDS is relegated to the SB because it is dangerous to play vs aggro decks (and decks that have damage based removal).
+ Cackler does not suffer from this problem.
+ Maybe it would be good to play Cackler because then we can have a one-drop in game one against the decks we want to have one.
+ True, Cackler can be dead, but in that case it is just a one-drop when we might not have otherwise had a turn one play. (From memory, the only other turn 1 option is Shock.)
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Mono B: Out: 4 Searing Blood, 4 Shock
In: 4 Firedrinker Satyr, 3 Chained to the Rocks, 1 Mizzium Mortars
G/R Monsters: Out: 4 Skullcrack
In: 3 Chained to the Rocks, 1 Mizzium Mortars
These are just some guesses on the Sideboard plan.
I'd love to hear more about SB plans.
Searing Blood seems to have some use against MBD: hits rats when they enter the board and hits activated mutavault. Shock does too. I understand we probably need the 3 Chained to the Rocks to deal with Desecration Demon and something has to come out, but...
The above GR plan has 4 Skullcracks coming out, but there are only 3 in the main. I think it would probably be OK to just go 3 Skullcrack for 3 Chained?
We also probably want the Chained for the Mono-U match. Again just -3 Skullcrack, +3 Chained?
I am tempted by Spark Trooper. Someone talk me off the ledge.
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3 Young Pyromancer
4 Satyr Firedancer
9 Mountain
3 Mutavault
4 Sacred Foundry
1 Temple of Malice
2 Temple of Silence
4 Temple of Triumph
4 Lightning Strike
4 Magma Jet
4 Searing Blood
4 Shock
3 Skullcrack
3 Warleader's Helix
2 Oracle of Bones
1 Young Pyromancer
3 Chained to the Rocks
1 Skullcrack
1 Mizzium Mortars
3 Toil
R/W burn played by Brad Nelson this weekend at SCGNASH. Love the list and will give it a try.
Sideboard:
UW: Out: 4 Satyr Firedancer, 4 Searing Blood, 3 Warleader's Helix
In: 4 Firedrinker Satyr, 2 Oracle of Bones, 1 Skullcrack, 3 Toil, 1 Young Pyromancer
Mono B: Out: 4 Searing Blood, 4 Shock
In: 4 Firedrinker Satyr, 3 Chained to the Rocks, 1 Mizzium Mortars
G/R Monsters: Out: 4 Skullcrack
In: 3 Chained to the Rocks, 1 Mizzium Mortars
These are just some guesses on the Sideboard plan.
Also, why the Firedrinker Satyrs?
Retired
Modern
Burn
Legacy
Burn
Can anyone who watched the stream tell me how often Brad couldn't burn a creature and put him in a bad position?
The first match that Brad lost was in round 5 vs G/R monsters where he couldn't handle a Polukranos. He said this is the decks worst matchup. I guess that chained in the mainboard is not that good since its a dead card vs controll. Plus you can use 2 burn spells on polukranos and its not realy a 2 for 1 with satyr firedancer (both burn spells went to the face also).
I'll be testing it over the week and trying different things. The real question is if Oracle of Bones is worth using now that the interaction with Toil//Trouble is known. It was cute and good for that weekend, but will it really work when people know what it is?
Anyway my current list, probably doesnt do much vs proper Mono U and GR monsters but everything else I feel I can win or have a good chance at it.
4 Chandra's Phoenix
4 Young Pyromancer
1 Purphoros, God of the Forge
Planeswalkers (2)
2 Chandra, Pyromaster
Lands (23)
9 Mountain
2 Mutavault
4 Sacred Foundry
4 Temple of Triumph
3 Temple of Silence
1 Temple of Malice
2 Assemble the Legion
4 Chained to the Rocks
4 Lightning Strike
4 Magma Jet
4 Boros Charm
3 Warleader's Helix
2 Skullcrack
3 Searing Blood
2 Skullcrack
2 Anger of the Gods
4 Satyr Firedancer
4 Toil/Trouble
1 Searing Blood
1 Warleader's Helix
1 Pithing Needle
Standard: Mardu Midrange, Jeskai Wins, Naya Walkers, Boss Sligh, Mono Black Aggro
Modern: RUG Scapeshift, Burn, UG Infect
Legacy: Death n Taxes, Burn, Tendrils
EDH: Teysa, Orzhov Scion, Krenko, Mob Boss, Narset, Enlightened Master
I am not running Chandra's Phoenix and I am still working on the sideboard. I will post a list when I get home tonight. Just wanted to say, G/R monsters does seem to be the biggest issue, but i think the strategy to beat here is to play like legacy burn and just ignore the board for the most-part. I only run two creatures: Satyr Firedancer and Firedrinker Satyr. So mono black and esper had so many dead cards and I also run 4 skullcrack so i never had a single person gain life. Just held it for the Gary or Rev.
Edit: Not running Mutavault, kinda wondering how it's been playing for other people. I am thinking about getting two and throwing them in for extra gas. Didn't have to much of a need from my Admitted limited testing, but i think it might be worth grabbing. Any thoughts?
Edit #2: Almost forgot, biggest frustartion moment is having my critter put on top of my library with a fricken azorius charm. Wanted to strangle something
3 Young Pyromancer
4 Chandra's Phoenix
3 Searing Blood
3 Warleader's Helix
4 Shock
4 Skullcrack
4 Lightning Strike
4 Boros Charm
4 Magma Jet
9 Mountain
1 Temple of Malice
2 Temple of Silence
4 Temple of Triumph
4 Sacred Foundry
3 Mutavault
1 Satyr Firedancer
1 Young Pyromancer
1 Mizzium Mortars
2 Fated Conflagration
2 Oracle of Bones
2 Annihilating Fire
3 Toil // Trouble
3 Chained to the Rocks
Some card notes:
Hammer of Purphoros: Was super good and did exactly what I wanted. On games where it got sided out, generally fast aggro decks, a mountain went out with it to make hitting burn more consistent.
Annihilating Fire: I was expecting some amount of Voice of Resurgence and lots of aggro decks and wanted to switch out Skullcrack to a card that could also go to creatures when I was forced into control role. It was fine. I think it was a good meta call but I wouldn't suggest it for every build.
Fated Conflagration: Killed Polukranos, and Wurm Tokens while setting up my next two draws (if played as sorcery). I like it a lot! I also wanted to add Boros Reckoner to the sideboard (again, expecting lots of aggro) and being able to bounce 5 off him for 4 seems like a good way to close out games where most of the removal goes to creatures. Sadly I couldn't get my hands on any Reckoner so I don't know if it's good, or too cute.
Matchups:
Round 1 - vs. G/R aggro (not Monsters). Game 1 and 3 were easy. Game 2 I kept 5 lands, all of them scrys, and died to a handful of 3/3's for 2 and a turn 3 Polukranos as I still manage to get a few draws of not action. I don't think 5 landers are keepable, ever.
Round 2 - vs. G/W aggro. Game 1 saw turn 1 Experiment One, turn 2 Voice, Turn 3 Ajani, Caller of the Pride, turn 4 Voice/hold up selesnya charm. From there, various 2 power 1 drops and instant speed creatures beat me down and I was unable to out race. Game 2 I sided into being more controlling but didn't have the draws to keep up with all the creatures. An EOT Knight token when I tapped out to kill an Ajani into an Unflinching Courage ended the game. I'm actually unsure how to play this matchup effectively but it made me want Boros Reckoners very badly!
Round 3 - vs. White Weenie. This was an easy win in 2. Being able to use spells at instant speed without being punished and his creatures only played on his main phase allowed me to sequence and play tempo without fear. Even with some amount of life gain on his part I never felt any under any pressure.
Round 4 - vs. B/R Minotaurs. Like Round 3 but Shock and Searing Blood were much worse. A well timed Warleader's Helix ended each game.
Round 5 - vs Mono G Devo. Shock the elf, land a Firedancer, chip down where able till I could burst from 7. Easy win in 2.
Overall I think my sideboard choices worked out well for the meta. I love the deck and look forward to playing it again at FNM. I'll see a lot more of the top decks in the format then and be able to get a good feel of how the deck actually handles. Hopfully I can get some Boros Reckoners by then!
4 Temple of Triumph
4 Sacred Foundry
4 Temple of Silence
2 Mutavault
2 Young Pyromancer
4 Chandra's Phoenix
3 Satyr Firedancer
2 Stormbreath Dragon
4 Boros Charm
4 Lightning Strike
4 Magma Jet
2 Shock
3 Warleader's Helix
4 Skullcrack
2 Searing Blood
Had about a 13-3 record.
Today I am testing
4 Temple of Triumph
4 Sacred Foundry
4 Temple of Silence
2 Mutavault
4 Chandra's Phoenix
4 Satyr Firedancer
3 Chained to the Rocks
4 Boros Charm
4 Lightning Strike
4 Magma Jet
2 Shock
3 Warleader's Helix
4 Skullcrack
2 Searing Blood
2 Young Pyromancer
1 Pyromancer's Gauntlet
Trying to find an answer to UW control matchup. It's very difficult. BW will be on the rise this weekend as well
Curious how you are able to beat UW without Phoenix.
4 Satyr Firedancer[/cards]
Shock4 Magma Jet4 Boros Charm4 Lightning Strike4 Searing Blood4 Skullcrack3 Wild Guess2 Silence3 Warleader's Helix
4 Shock
4 Magma Jet
4 Boros Charm
4 Lightning Strike
4 Searing Blood
4 Skullcrack
3 Wild Guess
2 Silence
3 Warleader's Helix
4 Temple of Triumph
10 Mountain
2 Plains[/cards]
This is a basic list of what i run, i'm thinking about replacing silence with mutvault. Silence is actually a very good card in a burn style count to 20 deck. It gives us a free turn or it eats a counterspell. However i think Mutavault might be a better choice, not sure yet.
Note: Played some W/x Heroics earlier and that deck can be a real issue, had to side in my AotG and take out my Firedrinkers.
Burn goes up against both these decks fairly strongly as long as you can prevent them from gaining too much life, alla Skullcrack. MODO is so annoying with the late card releases.
If you are siding in Firedrinker in both MBD and UW Control matches, maybe its right to include it in the main? That's a lot of the meta. Same with Searing Blood coming out in those matches.
I'm not sold on Firedrinker Satyr. He's reasonable in the MBD and UW matches because opponents will seldom deal him damage. I understand you sometimes get to pump Firedrinker, but how often and for how much?
What about putting Cackler in the Main, moving Searing Spear to the SB, and dropping Firedrinker?
Here is my list:
4 Temple of Triumph
4 Sacred Foundry
4 Temple of Silence
2 Mutavault
4 Satyr Firedancer
2 Stormbreath Dragon
3 Chained to the Rocks
4 Boros Charm
4 Lightning Strike
4 Magma Jet
3 Shock
3 Warleader's Helix
4 Skullcrack
2 Searing Blood
SB will be one of these 3.
#1
4 Toil // Trouble
3 Firedrinker Satyr
1 Chained to the Rocks
1 Glare of Heresy
1 Erebos
2 Mizzium Mortars
#2
4 Toil // Trouble
3 Firedrinker Satyr
1 Chained to the Rocks
2 Glare of Heresy
2 Mizzium Mortars
#3
4 Toil // Trouble
4 Firedrinker Satyr
1 Chained to the Rocks
2 Glare of Heresy
1 Erebos
I understand that Firedrinker is bad against decks that are not MBD (or BW Midrange) or UW Control. Cackler is not so bad main against the rest of the field. And, including it in the main allows us to apply the early pressure to MBD and UW in game 1.
As far as a burn style deck I think FDS gets a main board slot. Below is a really good and well thought out analysis of FDS, IMO.
Once again to reiterate: I am not saying that he is the best card, nor that decks that don't run him are bad, i just think that people who play certain decks a certain way can benefit from including him.
From that link:
He's talking about Firedrinker Satyr as a 2nd one-drop.
The "trading up" argument is not relevant because we aren't ever playing Firedrinker Satyr against Aggro decks.
While on the topic of Aggro, is anyone playing AotG? It seems like the best option for that matchup to me. I run it in the side and yes i do take out my FDS for them when necessary.
Once again again i will say: Quote: "I am not saying that he is the best card, nor that decks that don't run him are bad, i just think that people who play certain burn decks a certain way can benefit from including him."
4 Firedrinker Satyr
4 Satyr Firedancer
Spells (32)
4 Shock
4 Magma Jet
4 Boros Charm
4 Lightning Strike
4 Searing Blood
4 Skullcrack
3 Wild Guess
2 Silence
3 Warleader's Helix
4 Sacred Foundry
4 Temple of Triumph
10 Mountain
2 Plains
Side
3 Chained to the rocks
3 Anger of the gods
3 Peak Eruption
3 Revoke Existence
3 Glare of Hersey
Sorry about it not being in the right format, it seems to act weird when i try to use the deck clamps. As to why I never side out shock is that I run this like a classic BURN deck. I am trying to do 20 as fast as possible while keeping my mana to damage ratio as low:high as possible. I have been playing this style of deck for roughly the last three rotations, low creatures, high spell volume with the idea of doing as much damage as possible while exploiting my opponents weaknesses.The primary Weakness of the average deck against my list is that i only run two creatures. They wrack up dead cards that deal in removal or any sort of 'interact with my boardstate' cards. By running primarily spells and low creatures I maximize my effectiveness as accumulating damage on my opponent as the only thing that can stop a damage spell is a counterspell which only roughly three decks even play right now. Of those three decks the average number of counterspells are only roughly six to eight per deck which means while people try and stop me, there isn't any stopping my damage. You can stop one or two things, but even then the average control player will attempt to deal with a creature before a spell.
I know I am going on and on and for that I am sorry. I do feel like this list is very solid however, I have been grinding it on cockatrice and playing as much as possible with my local meta which consists of a fairly broad range of tier 1 decks. If you really want to know the full ideas behind my list then take a look at Modern Burn decks. Those ideals are what i developed this deck from.
+ This burn deck wants to have a 2 power one-drop in against MBD and UW in order to apply pressure.
+ FDS is available out of the SB for this.
+ FDS is relegated to the SB because it is dangerous to play vs aggro decks (and decks that have damage based removal).
+ Cackler does not suffer from this problem.
+ Maybe it would be good to play Cackler because then we can have a one-drop in game one against the decks we want to have one.
+ True, Cackler can be dead, but in that case it is just a one-drop when we might not have otherwise had a turn one play. (From memory, the only other turn 1 option is Shock.)
I'd love to hear more about SB plans.
Searing Blood seems to have some use against MBD: hits rats when they enter the board and hits activated mutavault. Shock does too. I understand we probably need the 3 Chained to the Rocks to deal with Desecration Demon and something has to come out, but...
The above GR plan has 4 Skullcracks coming out, but there are only 3 in the main. I think it would probably be OK to just go 3 Skullcrack for 3 Chained?
We also probably want the Chained for the Mono-U match. Again just -3 Skullcrack, +3 Chained?
I am tempted by Spark Trooper. Someone talk me off the ledge.