2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Chandra, Fire of Kaladesh Mono Red Control
    Quote from urdjur »
    I think it is a fine choice of commander for mono red. I think a lot of what you're aiming at with your list would be feasible, if only this format (when played to its most cutthroat potential) wasn't more like Legacy than EDH. Extraplanar Lens is a good example of a card that seems so good because hey, it's miniature EDH! But really, this format is more like "Legacy without Jace". So in light of this, here are a few suggestions:

    Blood Moon: A SB card. You don't have the acceleration and consistency of Dragon Stompy, and most decks can't run that many duals, but many fetches, which means everybody can fetch basics. Consider for the SB.

    Red Sun's Zenith, Starstorm, Magmaquake, Comet Storm: These are much too slow X-spells. Unless you're playing dudes of your own, Bonfire of the Damned is too slow (unless Miracled, which is inconsistent) too. A few more reasonably costed cards that might interest you: Ensnaring Bridge, Searing Blood, Ratchet Bomb, Pyroclasm.

    Faithless Looting: Card disadvantage in a control deck is bad. Also most of your spells do the same thing, so digging is not that important. Suggested cut, perhaps consider Burning Wish instead.

    Circle of Flame, Seal of Fire, Forked Bolt, Char, Extraplanar Lens: You can do better. You're also about three lands short, especially for control, I'd recommend Mishra's Factory and Mutavault for starters. You're also missing Grim Lavamancer and Cursed Scroll which should probably always be in MRC unless you're on a tight budget.

    I'm working on a Chandra list myself, but it is more a RDW approach (more creature heavy) where almost every card is a threat, however all the burn is also removal and it has a few nice hate bears for additional disruption. Let me know if you want to see the list in progress Smile


    Would also like to see this list. I'm working on Zurgo Bellstriker but would consider switching to Chandra, Kaladesh and would love more decklists to study.
    Posted in: Variant Commander
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Quote from Nevelo »
    What I want to know is how they preformed with the list. If they had Goyf it sounds like just a lower to the ground Zoo deck than a Burn deck.


    Tarmogoyf was just theory crafting, but Nacatl x4 was in both decks.

    As for results, Pascal didn't play the deck, and I'm not sure Josh made Day 2
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Quote from GRP17 »
    Did someone just advocate Wild Nacatl? I was very surprised but he made some sense.


    Scroll down to the middle of the article

    Burn with Wild Nacatl
    http://www.channelfireball.com/articles/what-i-played-and-what-i-should-have-played-in-charlotte/


    Josh Utter-Leyton also ran 4x Wild Nacatl in his Burn deck at GP Charlotte:

    http://magic.wizards.com/en/events/coverage/gpcha15/modern-history-2015-06-13

    I think Eidolon is better then Swiftspear in the main here, especially if you try adding Tarmogoyf or using 16 creatures. Atarka's Command is also likely better in the maindeck then Skullcrack if you add the green creatures.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Quote from Sirius_B »
    I have noticed we don't really need the 3 Sacred Foundry or the 2 Stomping Ground. So long as you have 12+ fetchlands you'll always have the mana you need. I've also noticed the matches where you would need Rain of Gore are not usually the same matches where you will need Destructive Revelry.

    So why not both?

    Landbase
    12 Fetchlands
    2 Sacred Foundry
    1 Stomping Ground
    1 Blood Crypt
    3 Mountain

    MB = Standard RWg list.

    SB
    4 Destructive Revelry
    3 Volcanic Fallout/Anger of the Gods
    3 Rakdos Charm
    3 Path to Exile
    2 Deflecting Palm

    Looks like we'd have all bases covered.


    Where in the SB would the Rain of Gore be? I don't think we really need the 3rd Path/Rakdos Charm, or 3rd sweeper IMO.

    http://www.starcitygames.com/article/30926_The-Burnsey-Scale.html

    Adrian Sullivan posted a great read about aggressive red deck strategy and theory, and how you want to value cards relative to the overall attacking strategy your deck has. Much of it is know info, but it's a great read anyway.

    I think it might be worth trying Rain of Gore again, with or without Bump in the Night. The majority of lifegain now is effect based (Kitchen Finks, Kor Firewalker, Lightning Helix, Siege Rhino, Scavenging Ooze, Timely Reinforcements, Feed the Clan), and while Skullcrack/Atarka's Command are better against one-shot cards, they're not very effective against anything gaining life repeatedly, which is problematic when Jund/Junk are popular decks. I think it might be worth it to try a couple of copies and try 6 anti-lifegain spells, while SB-ing 2 Rain of Gore.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Hi all - I'm a infinite modo grinder (I was ranked 34th in the player of the year race during 2014 despite my long break).

    Anyhow I'm back now - slightly rusty but still inf.



    Modern Single Elimination (8-Man) Video Report:

    R1 Naya Burn vs Scapeshift Modern SE 8232334
    R2 Naya Burn vs Junk Modern SE 8232334
    R3 Naya Burn vs Tron Modern SE 8232334

    ^Click to watch

    Why bother watching these video?

    For fun, SB'ing examples (though haphazard) and maybe inspiration to try out MODO because if I can go inf. (heck even make money) even with all my mistakes - you can as well!.


    I apologize if you answered this in the videos, but why no copies of Eidolon of the Great Revel?

    Also, did 4 Shard Volley ever feel excessive? I'd feed comfortable with two copies, but I'd be afraid of it clogging my hand at that point.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Quote from yrock »
    So this might be a bad idea, but has anyone tested Wild Nacatl in a naya build? More attackers seems good with Atarka's Command, and a repeatable, non-targeted, non-red source of damage is good against a lot of the hate we see. Falls prey to bad topdeckability and efficient removal of course, but it puts some tension on your opponent's sideboarding choices. Might be better than lavamancer. Thoughts?


    I think it's a fair rival to Swiftspear here, if you run 2x Sacred Foundry and 2x Stomping Ground (plus at least 2 Atarka's Command main). I've been trying 4 Command and 4 Skullcrack main and I like it, but I also prefer Nacatl not requiring spells to attack for 3.

    It's going to hurt in the mirror though, so you might want Helix mained.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Quote from TylerStegman »
    I'm solo testing my r/b list with 24 bolts and get more turn 3-4 kills. I don't even anticipate that my opponent is using fetches or shocks. Just counting from 0-20 with my attacks and bolts. Def quicker now. Thinking about r/b list with 2 foundry/maybe s. Grounds and sb hate for leyline.


    24 being Lightning Bolt, Lava Spike, Rift Bolt, Bump in the Night, Shard Volley, and Collateral Damage?
    Posted in: Modern Archives - Proven
  • posted a message on [[Official]] Standard Huge Gainers
    Quote from Kirblar »
    There's a supply crunch on this set, similar to Innistrad. Prices keep jumping because we haven't hit the second/third product wave to meet demand.


    What there isn't, though, is another wave of M15, which I think is contributing to this. I've heard that V4 being out out the same time curtailed drafting and redeeming, so there's less of it from online sources, plus less drafted in paper because KTK was released earlier.

    I think that's why even uncommons like Stoke are up to $4 while in-print, and same with Rabblemaster - both are generically good cards, on already stressed supply, same with Painlands.
    Posted in: Market Street Café Archive
  • posted a message on Burn
    Quote from LandBoySteve »
    Was instructed by the mods to come here for specific card recommendations for this deck.

    In short, am thinking of playing this deck again now that it seems to be a lot better, partly due to some new cards. Recently sold my Chain Lightnings due to monetary issues. Also, don't own several of the cards that I am seeing in decklists such as Sulfuric Vortex.

    So here's my question. What cards are absolutely must haves in order to run this deck and which ones can be substituted for?

    Thanks for the assistance.


    Cards you'll need:

    4x goblin guide
    4x eidolon of the great revel
    2x grim lavamancer
    4x lightning bolt
    4x chain lightning
    4x lava spike
    4x rift bolt
    4x fireblast
    4x price of progress

    Optional, but worth it:
    4x searing blaze
    4x flame rift
    + 2x grim lavamancer
    8-12 red fetchlands (I'd recommend at least 8 with 2x Grim. The reprint in Khans makes this much cheaper)

    SB

    2-3 Sulfuric Vortex

    Sadly, most of the optimal burn cards aren't really replaceable. Vexing Devil is ok, but I think Grim is generally better.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Quote from Brentane »
    Noob question. Why 3 Grim Lavamancers instead of 4?
    You never want 2 in your hand or on the field at the same time at any time in the game. If that's what you think of a card, you add only 3 of it.
    But conversely, you're not guaranteed to draw one. And if you do, it is still susceptible to discard, counter, removal, etc.


    I agree much more with this, plus it's also a great 1-drop. If you want to play them, 4 is correct if you run 10-12 fetchlands. Drawing 2 just means the first one immediately gets destroyed, which is not that big of a deal. Run 2-3 with 8 or less fetches.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Quote from Dutch253 »
    Hey guys, I'm currently playing RWB Burn and had a question. Is there another variant of the deck that has a little more depth/reach? I'm finding myself getting dragged into the midgame in my meta and being in top deck mode with no cards in hand is getting old. Also, while the deck is fun to play it does get a bit boring! The only thing I can think of is adding some Grim Lavamancers to give me a little reach.


    With the ONS fetches, add more Grim Lavamancers, and play more fetches. Searing effects and Flames of the Blood Hand are good for reach, but you really don't want that many 3-CMC spells, and Grim makes playing them harder.
    Posted in: Modern Archives - Proven
  • posted a message on Burn
    Quote from f1r3wa11 »
    Because
    (1) It is a 3cmc spell.
    (2) isn't fantastic in multiples
    (3) is a 3cmc spell.
    (4) is a 3cmc spell.


    This. Also, Vortex is good SB card, but is not as good in the maindeck as it use to be due to Abrupt Decay, the increased number of creatures in decks, and Ediolon being good enough to warrant maindeck play. It's also only really amazing versus Miracles, and is good versus Blade if the board is kind of clear.

    I agree on this being a deck where "don't fix it if it's not broken" applies, with a little room for flex slots. The SB is where you can experiment a bit more.
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    What are your guys thoughts on 2x Dragon's Claw in the SB? I know it's a good card, but I don't know if it's worth the SB space. I don't play online, and mostly play in blind metas. How popular do you think Burn (all variants) really is to warrant it?

    Current SB:

    4x Searing Blood (any creature deck, 4x Searing Blaze main)
    4x Molten Rain (UWR decks, possibly BG if on the draw, needs testing)
    3x Smash to Smithereens (Affinity)
    2x Torpor Orb (Twin, Pod, UWR Kikki Twin, any UW Flash or Finks decks) (I've found these to really be worth it even though they aren't Burn)
    2x Flex slot (between Relic of Progenitus, Guerilla Tactics, Cryoclasm, Ensnaring Bridge, Dragon's Claw)
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Quote from Dalems44 »
    I think of it this way.

    Q. What does my deck want to do?
    A. Play 7 spells for 3 damage each over 3-4 turns

    Q. How many land do I want to play in 1 game?
    A. 3 land

    Q. I don't want to draw any land after I have 3
    A. So I want to be able to draw 2 land in my opening hand. 1 land in the next 3 cards. (Being at 19-20 land and then fetching your needed lands gives the deck the most probability to only draw 3 land in 10 cards).

    4 Bloodstained mire
    4 Arid Mesa
    3 Scalding tarn
    4 Wooded Foothills
    2 Mountain
    2 Sacred factory (If you are going to run Boros charm, Wear // tear, Lightning Helix, etc)
    1 Stomping ground (If you want to run Destructive Revelry)
    1 Blood Crypt (If you are going to run Bump in the Night)

    If you need a color you can fetch it. If you don't need black or white just go get a mountain to avoid taking unnecessary damage.
    Here is the deck that I will run now



    The added fetchlands allow us to play Bump in the night along side Boros Charm.


    While I agree with the logic behind the amount of land you want, I would highly recommend against running more than 12 fetches for filtering. At that point you border on drawing dead fetches pretty often and start taking about 3-4 damage per game, not counting untapped shock lands. This is from experience in Legacy, where running 4 Grim and 4 Searing Blaze is much more common.

    I'd suggest 12 red fetches, 20 total land (it's the same as 19 with 12 fetches) and maxing out on Grim and Searing Blaze.

    I'd highly recommend never playing any non-red land in this deck. We don't care about Blood Moon and IMO can't risk playing around it.
    Posted in: Modern Archives - Proven
  • posted a message on Khans of Tarkir Spoiler Thread (fetches talk ONLY here)
    Quote from Lantern »
    Where is everyone getting these prices... Zen fetches were always around 20 bucks. Arid mesa was the most expensive one... as Boros was the best deck for a while... And yes, it used a lot of land fall...

    Really, the only time they dropped to 7 was before the legacy boom, at roation, before modern was a thing, and they very very quickly went up to 12. Then 15, than 20. Like within a year.

    Regardless, this is the SPoiler thread people. Not price. I think we ought to get back on topic. Even me. Move the fetches price to price threads.


    Fetches were around 10-12 each throughout there T2 tenure, with the exception of release as everyone scrambled to get copies for non T2 formats. I remember buying Arid Mesas for 10 each from TNT and trading for Marsh Flats at 8 around the release of ROE. The ZEN fetches didn't break 10-12 until about a year or more after rotation.
    Posted in: Modern
  • To post a comment, please or register a new account.