Why should Skitter of Lizards even be mentioned? Is a Raging Goblin :| and with kicker is even worse, a 3cc 2/2 haster... compare with Ball Lightning and Hell's Thunder at the same casting cost.
I was just asking why use goblin guide over skitter ?
I've tried Shusher, but am not convinced it fills the needs of the SB.
I still haven't tried Manamorphose, but I may try them (drop the hammers and 1 thunder for them).
I think that flame javelin will work nice in my deck as it ups the damage kill faster. Everything does 3 or 4 damage and there is the potential from the rings as well, and the guides helps make sure it gets out there fast enough.
No offense, but without further explanation, this deck seems pretty unoptimized. What is its goldfish speed (and how much damage are you assuming with Pillar for that speed)? In burn, Simian Spirit Guide is best used to throw down a first turn Ankh of Mishra. You will almost never want to cast it, and you don't really want all that early mana in a deck that lives and breathes by its card efficiency (1-shot mana effects are worse than land unless you absolutely need something to land turn-1). Also, the fact that it is RFGed for mana means you don't build Thresh for Barbarian Ring (Lotus Petal would be better for that, but then you're looking at Shrapnel Blast/Ankh Burn.). Pyrostatic Pillar seems like your Ankh replacement, but everything in burn is 3 or less too, so you'll take a lot of damage as well. Are you finding that you can't race with decks in your meta? Is there a lot of storm combo?
2 Fanatics seems odd (either you want them or you don't, but try Keldon Marauders anyway), and 2 Fireblast is suboptimal but understandable with your low Mountain count.
Chain of Plasma, Volcanic Hammer, Thunderbolt, and Incinerate are all pretty inefficient burn. I'd suggest running Price of Progress (meta-dependent), Flames of the Blood Hand, Browbeat, Flame Rift, or Keldon Marauders first for cards that costs more than 1. In a powered meta with plenty of nonbasics, definitely use Price of Progress in the main. In a powered meta, 3-drops like Browbeat and Flames also get around Thresh decks' Counterbalance and Spell Snare. If you're not battling tier 1 combo decks, taking a more traditional burn deck stance might be worth a try. I'd rather play the suicide game with Flame Rift in a fast burn deck than hurt myself with Pillar in a slower deck (incidentally, the slower speed will give their combo strategy or recurring aggro threats better game against you).
No offense taken.
Here's some of my philosophy. Burn doesn't get first place much. It has a strong weakness to run out of gas. And all we do is try to optimize the burn to mana ratio and keep it cheap. Nothing wrong with idea, but there is no way to be top tier with staight burn. So I've played straight burn for years (look at all my past posting over the years) and every so often I tweak it out. Usually too far and then rein it back in. Those 3 cast cards you mention I've tried and they are no better and 3 cast is just not ideal. You may consider some of the 2 cast choices I'm using as less than ideal, but aside from the 1 for 3 spells (and blast) all are debateable. Most folks have no problem running pillar as solid SB card, and most folks don't mind running some suicide cards MD. So I've found putting in the pillar MD gives all sorts of damage and deterents - and the better the deck often the most deterrent. As for running the Simians - I find if I don't run 20 mana I get screwed to much, yet then I can get swamped, these guys seem to fill the spot and help with suprise tactics. I also find the 2 rings can be helpful in many situations (last 2 points and against blue). Yeah, the 2 fanatics are not my first choice, but I don't have a better first choice at this point (not favoring the marauders yet, and especially as it's another 2 cast). This deck still goldfishes 3-6 without any damage from the pillars. Now a goldfish is nice guide, but in most situations the goldfish doesn't happen and then our damage is left short and to the whims of the topdeck.
it's all good
thanks and enjoy
Well after going out and over exploring one route I come back with just few tweaks from the regular configuration that help make this run a little smoother in my opinion.
if mogg fanatic is not good enough to run then neither is spark elemental. aside from turn 1 when is he going to hit?
It is a very iffy call to use sparky as often turn one is it's only use, but it's another 1 for 3 so with fast mana this can be good critter, but yes he is the first card I will consider replacing if he starts blowing games at all.
The problem isnt a matter of whether or not he is going to hit, the problem is that you cannot be assured that he will do damage because he makes their removal relevant.
I suggest to try out Keldon Marauders. There is nothing else I'd rather play on 2nd turn, as it can often mean 5 damage... something that helps out a *ton* against fast combo.
Explanation posted soon, in the mean time feel free to comment.
Not really intersted in marauders - to slow and to vulnerable; I can't see him actually having a successful attack.
Your deck looks fine, it's fairly standard. I'm not sure that 18 mountains is enough for shard volleys and fireblasts. Plus the flamebreaks and rolling quakes as mana demanding, I used to feel they were needed, but more often the speed was more needed. If the PoP works for your meta good, but I would have a full 4 incinerates.
Shard volley seems okay, but not with fireblasts would I consider running a full set. I have updated my list and it seems to be consistent and can often squeak out first game win that would often not happen without pillar and speed mana.
I'm looking for some sidebord options to get around a Chalice at 1. Some options I've looked at are Crash, Smash, Shattering Pulse or Scrap. I often find Shattering Spree dead with Chalice at 1 and that being my only answer. What do you think would be the best?
I believe you can replicate the spree and zap the chalice.
Im not really going to bother saying anything bout the maindeck... but Glacial Chasm SB is an interesting choice...
And could be sac'd with Shard Volley as well...
I understand the point there is to get as many 1 cost burn spells in as possible, but some cards just aren't worth it.
Mainboard Pyrostatic Pillar is actually a pretty cool choice, though it will kill you more often than not against some decks. So is the idea to build of the damage the oponent does themselves through Pillar? Then take care of them with stacks of low cost burn? It's not a bad plan, but cards like Shock don't help really, with pillar it's R: 2 damage to each player. And heaven forbid you have to deal with a creature...
Yeah, shock is on of my least favorite. But the idea of the non-land mana and MD for pillar is the premise. It's can rattle off burn like nothing but I haven't tested some other choices enough. Like normally I avoid Spark Elemental, but here I'm considering it. I'm open for any suggestion as to how to tweak the list with it's basic premise. And as for why pillar MD is that it such a great SB card that it seems that it can be run MD without much ill effects. It has been finding decent results but I'd like it better still. I want more consistent turn 3 kills, it does fine in 4 and 5 turn like most burn configuratiions, but I want it better which is the hope of this premise.
it's all good
thanks and enjoy
I was just asking why use goblin guide over skitter ?
4 chain lightning
4 rift bolt
4 thunderbolt
4 lava spike
4 incinerate
4 chain of plasma
3 volcanic hammer
4 flame javelin
4 fireblast
1 fork
17 mountain
3 simian spirit guide
2 red elemental blast
1 scald
4 anarchy
4 pyrostatic pillar
I've tried Shusher, but am not convinced it fills the needs of the SB.
I still haven't tried Manamorphose, but I may try them (drop the hammers and 1 thunder for them).
it's all good
enjoy
4 chain lightning
4 rift bolt
4 thunderbolt
4 lava spike
4 incinerate
4 chain of plasma
4 volcanic hammer
4 flame javelin
3 fireblast
1 pulse of the forge
2 barbarian ring
4 simian spirit guide
Maybe Flame Javelin .
it's all good
enjoy
No offense taken.
Here's some of my philosophy. Burn doesn't get first place much. It has a strong weakness to run out of gas. And all we do is try to optimize the burn to mana ratio and keep it cheap. Nothing wrong with idea, but there is no way to be top tier with staight burn. So I've played straight burn for years (look at all my past posting over the years) and every so often I tweak it out. Usually too far and then rein it back in. Those 3 cast cards you mention I've tried and they are no better and 3 cast is just not ideal. You may consider some of the 2 cast choices I'm using as less than ideal, but aside from the 1 for 3 spells (and blast) all are debateable. Most folks have no problem running pillar as solid SB card, and most folks don't mind running some suicide cards MD. So I've found putting in the pillar MD gives all sorts of damage and deterents - and the better the deck often the most deterrent. As for running the Simians - I find if I don't run 20 mana I get screwed to much, yet then I can get swamped, these guys seem to fill the spot and help with suprise tactics. I also find the 2 rings can be helpful in many situations (last 2 points and against blue). Yeah, the 2 fanatics are not my first choice, but I don't have a better first choice at this point (not favoring the marauders yet, and especially as it's another 2 cast). This deck still goldfishes 3-6 without any damage from the pillars. Now a goldfish is nice guide, but in most situations the goldfish doesn't happen and then our damage is left short and to the whims of the topdeck.
it's all good
thanks and enjoy
14 Mountain
2 Barbarian Ring
4 simian spirit guide
Creatures
2 mogg fanatic
Enchantments
4 pyrostatic pillar
Spells
4 rift bolt
4 Chain Lightning
4 Lightning Bolt
4 Lava Spike
4 Incinerate
4 volcanic hammer
4 chain of plasma
4 thunderbolt
2 fireblast
2 glacial chasm
4 Red Elemental Blast
2 pyroblast
4 Anarchy
3 sulfuric vortex
So far so good, the pillars are helping a lot.
I announce playing fireblast and my opponent responds with a counterspell, do I still have to sac the mountains ?
Thanks
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It is a very iffy call to use sparky as often turn one is it's only use, but it's another 1 for 3 so with fast mana this can be good critter, but yes he is the first card I will consider replacing if he starts blowing games at all.
Not really intersted in marauders - to slow and to vulnerable; I can't see him actually having a successful attack.
Your deck looks fine, it's fairly standard. I'm not sure that 18 mountains is enough for shard volleys and fireblasts. Plus the flamebreaks and rolling quakes as mana demanding, I used to feel they were needed, but more often the speed was more needed. If the PoP works for your meta good, but I would have a full 4 incinerates.
it's all good
thanks and enjoy
10 Mountain
3 Barbarian Ring
3 lotus petal
4 simian spirit guide
Creatures
4 spark elemental
Enchantments
3 pyrostatic pillar
Spells
4 rift bolt
4 Chain Lightning
4 Lightning Bolt
4 Lava Spike
4 Incinerate
4 volcanic hammer
4 chain of plasma
3 thunderbolt
2 shard volley
4 glacial chasm
4 Red Elemental Blast
3 Anarchy
2 ghostfire
1 barbarian ring
1 pyrostatic pillar
10 Mountain
2 Barbarian Ring
4 lotus petal
4 simian spirit guide
Creatures
4 spark elemental
Enchantments
4 pyrostatic pillar
Spells
4 rift bolt
4 Chain Lightning
4 Lightning Bolt
4 Lava Spike
4 Incinerate
4 volcanic hammer
4 chain of plasma
3 flames of the blood hand
1 fork
4 glacial chasm
4 Red Elemental Blast
3 Anarchy
2 ghostfire
2 barbarian ring
I believe you can replicate the spree and zap the chalice.
And glacial chasm compliments pyrostatic pillar.
Yeah, shock is on of my least favorite. But the idea of the non-land mana and MD for pillar is the premise. It's can rattle off burn like nothing but I haven't tested some other choices enough. Like normally I avoid Spark Elemental, but here I'm considering it. I'm open for any suggestion as to how to tweak the list with it's basic premise. And as for why pillar MD is that it such a great SB card that it seems that it can be run MD without much ill effects. It has been finding decent results but I'd like it better still. I want more consistent turn 3 kills, it does fine in 4 and 5 turn like most burn configuratiions, but I want it better which is the hope of this premise.
it's all good
thanks and enjoy
10 Mountain
3 Barbarian Ring
4 lotus petal
4 simian spirit guide
Creatures
3 Mogg Fanatic
Enchantments
4 pyrostatic pillar
Spells
4 chain of plasma
4 Chain Lightning
4 Lightning Bolt
4 Lava Spike
4 Incinerate
3 shock
3 thunderbolt
3 rift bolt
2 flames of the blood hand
1 fork
1 cave-in
4 glacial chasm
4 Red Elemental Blast
1 pyroblast
3 Anarchy
2 ghostfire