People run BRW for white's enchantment removal, Leyline of Sanctity is a card that is very common in sideboard nowadays, if they have this card down on turn 1 is basically good game for a BR burn, but if your running white and least you still have some enchantment removal spells avaliable.
As for the lands, Mmmm still thinking about it.
You are kidding right? Hex proof auras might but in this season LoS has rare play in top 8. I am going to go back to br.
@Gypsyhummus: Ash Zealot is pretty terrible in my opinion. There are too many removal for it to be really effective, and it really can't deal with common blockers. Usually I don't approve too many creatures in Burn build, as you want to keep Deathrite Shaman as uneffective as possible... Which is the reason I don't like Hellspark Elementals (or any other creatures that dies EOT in burn)
@ Kylar: I don't see a reason for Back to Nature being easier to cast than Destructive Revelry. That's because I would cast Back to Nature with RG anyway. So I prefer Damage over the ability to destroy every single enchantment (I really don't care any other Enchantments than Leyline of Sanctity, it really isn't that uncommon in my meta as there are 4 Burns, lol though I'm the only one to prefer 8 creatures and they seem to prefer something like 16-20 creatures...)
If you really want to punish people for playing too many Enchantments, play Aura Barbs and see them to pale
Also, I played another Modern tournament in my local gamestore and I went 3-0-1, defeating Pod, Jund and GW Aggro deck. And I drew with UW Tron deck (so that we both would get more prize credits than other players). We tested out with Tron player and I won first game easy, second game I lost with my play mistake (played BitN instead of Lava spike, he hardcasted Iona in three life :/ Third game he got Wurmcoil Engine with counterbackup...) Deck could have easily go 4-0, my playskills went 3-1 but luckily I went 3-0-1
So what creatures, besides vexing devils, goblin guides, and lavamancers, would fit in a burn deck? I have toyed with the idea of stromblood beserker because in burn, we are doing damage anyway, and he has psuedo evasion. what do you think?
So what creatures, besides vexing devils, goblin guides, and lavamancers, would fit in a burn deck? I have toyed with the idea of stromblood beserker because in burn, we are doing damage anyway, and he has psuedo evasion. what do you think?
In my mind, there are only 4 creatures to consider, drs, glm, vd and gg. 16 is too many creatures for burn. I like 10-12.
U also need to read the op. creatures and the concept of the deck is discussed there. This burn not rdw.
I am happy where my burn deck stands for gp Brisbane in less than 48 hour. Believe it or not after singing the praises of VD I am unsure... I have changed my view on GG based on forum feedback so I have stuck 12 creatures in. 4 GG, 4VD and 4 DRS.
For long games I would like to have 2 GLM but thre is no room in SB so I am considering dropping 4 VD and adding 2GLM and 2 more burn spells. Not sure.
Hey good luck this is the first GP In oz since i got into magic (i am in nsw) and am pretty excited. Do we know if they show the top 8 matches somewhere?
Searing Blaze because it gives you the nice thing of 2 for 1-ing your opponent.
The inclusion of Magma Jet on the other hand, can be avoided by smart deckbuilding.
Smart deck building won't prevent a clump of lands occasionally getting wedged on your top deck or the incorrect spells being the ones you draw. I can see pluses for either of the spells being included, but I don't think it's that easy to be so dismissive about which one is included.
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Current Decks:
Modern
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Legacy
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
If your meta is more Aggro-heavy, then Seaing Blaze is an automatic pick. Both being able to remove a threat as well as dealing 3 is quite strong.
I could imagine cards like Magma Jet being more useful in a more controlling meta, although I don't think Burn would be the best choice for this type of meta.
Of course, if you're going fetchless, then you can't afford to run Searing Blaze anyway, so the consistency of Magma Jet will help much more.
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Eternal Masters 2015 Legacy Champion. Has an unnatural love towards perfectly reasonable respect for Lightning Bolt.
Nothing can prevent a clump of lands. But given the sacrifice you have to make with Magma Jet, meaning to only be able to deal 2 damage for 1R, there is a certain benefit from running a low land amount and just taking the risk.
I personally run 18 Lands now but am thinking of testing a 19th one. I more often have 1 land starter hands then get flooded, so maybe this wont be a bad idea.
Edit: Since I dont want to make a double post, did you guys see this:
Hey all. Was chuffed to see this up here mate. I'm Samuel and piloted my pet mono-red burn to 11-3 at the Brisbane GP. I am still more stunned than you are!
You've gotta play to your meta though so I hope my list won't lead any of you burn lovers astray.
If I could throw my two cents at your lands/magma jet comment, I've found in my countless burn games that the 19 lands gets me a consistent 2-4 lands a game and I could see myself dropping a magma jet or two for more gas, but they do work and are worth playing to make sure you hit that third land or don't hit the 4th. It slows the deck a tad but makes up for it ten-fold in keeping it consistent.
I also found all off-colour variants to be far less explosive and will continue to avoid them. If it doesn't deal damage as soon as it resolves and its not Goblin Guide, I can't make myself play it.
First of all congratulations for ranking a such high place.
I got a few questions for you if you mind answering them
first of all: didn't you miss Rakdos Charm, Bump in the Night or Boros Charm. In my understanding these cards add more to the explosiveness since the latter two just have an awesome card/mana/damage ratio and Rakdos Charm seems like the swiss tool for sideboards.
2. Didn't you come across any Leyline of Sanctity in your playtesting or on the tournament? Are 8 creatures really enough to play around (giving that 4 of them leave after one attack).
Thanks if you take the time to answer these questions.
Greets
1. I had noticed inconsistencies with mana in my testing and did not want to have to shock myself to play helix, bump, charms. I also often needed to wait with my fetches for landfall triggers at eot. Not having Rakdos Charm is the most appealing card of those though.
2. Note that there were no Leylines in the top 16 deck lists of GP Brisbane. I have to be aware of it though for sure, which is one of a few reasons why I put ball lightning in the side board.
3. Occasionally the megalith will hit the board early and slow me down a turn but I can generally empty my hand very quickly and from that point megalith just provides that little bit more reach in tight games.
4. I had seen a lot of jund and junk decks that play Thoughtseize, Inquisition and Liliana and having an answer to discard seemed of great importance. Lili's and later discard spells become free burn.
5. Playing the 7 fetches guaranteed landfalled searing blazes when I wanted them and thinned the deck out, if only slightly. 7 was a number that just worked in testing. I'm sure others will run different amounts.
6. 4 Searing Blazes is definitely not too much. I am finding the format heavily populated by midrange decks, with exceptions of course. What it does for me in matchups against mana-dorks, deathrites, Kiki, other gobby guides, confidants, vault scourges, pestermites etc etc makes up for it being almost dead against Tron.
No problems I am happy to discuss with anyone keen to see more RDW doing well out there!
Searing Blaze is IMO the second best burn spell in Modern behind Lightning Bolt. I have been playing searing blaze ever since it came out, first in standard now in modern. People always theory craft on this site and others that it is too slow or too conditional, but based on my testing it is a solid burn spell 99.99% of the time even if you aren't running fetchlands and can't play it instant speed on your opponents turn.
It's power makes up for its conditionality IMO.
Removal+bolt to the head. Its the closest thing mono-red has to card advantage in modern.
People need to stop theorycrafting against this card. It should be a 4 of in all mono-red decks.
If I am a jund player, the first cards I want to side out G2 are thoughtseize and liliana, because they are really bad against burn decks, trading cards and tempo is usually bad against decks like burn, so do not plan something against that, you will find nothing but maybe 2 inquisition of Kozilek.
Thoughtseizes would be taken out for sure, but I've seen Lili on g2/3 on more than one occasion, which seems like the right call if hee is on the play. Taking cards from my hand is huge, especially when they can t2 it with deathrite before I can searing blaze him.
Are you sure Tactics works with lili ? 2 or 3 months ago on MTGO I didn't work for me...
maybe a BUG.
Ball lightning is for Urza tron and jund right ? or for other stuff ?
Don't you think 1 thunderous wrath could be good ? with the magama jet it could be good
Thanks so much
I want desperately for Thunderous to be a thing but the risk of having a dead card in hand is too much for me to even run one copy. Maybe in the future we'll get a good burn spell that requires you to discard a card from your hand as an additional cost. Then I wouldn't feel so bad if I saw Thunderous in my opening hand.
Ball lightning was for Ad Nauseam, RG Tron, Eggs, Living End and other non-interactive decks that can't deal with it.
As for G.Tactics the wording of "When a spell or ability an opponent controls causes you to discard CARDNAME, CARDNAME ruins their day" is shared with cards like Obstinate Baloth and Loxodon Smiter and definitely triggers off Lili.
The Unstable Frontier is the secret weapon that allows you to tap for mana or change a mountain into a different basic land (e.g. Swamp, plains, etc). This makes it splashable with a cheap mana base for those who are broke. The caveat is getting that card at the right time. Two other choices are Shimmering Grotto and Transguild Promenade. Personally Shimmering grotto is a close equivalent to Unstable Frontier, so having both will create some flexibility, caveat is that you will always be down one mana when tapping for colors.
For fetching basics, there is always Teramorphic Expanse and Evolving Wilds. Problem is the lands that are fetched come in tapped, this is where Shimmering Grotto and Unstable Frontier have the upper hand.
Forgot to mention that Theros has a Shimmering Grotto equivalent Unknown Shores
While I can see that the Mono-R Deck has his advantages over BWR [not getting manascrewed, and racing better due to not schocking yourself.], there are still 2 questions that bug me A LOT.
1. Mono Red, So why no Grim Lavamancer? It seems like the 2nd best creature for Mono-R. We don't really wan't Keldonds, Failsparks and stuff in DRS/ Ooze Meta,
2. Even when I can see the Mana-consistency, where is the Problem for Black?
seems like very easy do-able. Only Splash B for Bump as they are 4 other Bolts, and kick the Smash to Smithereens in the board for Rakdos Charm. 13 possibilities to get black mana, for such a light splash seems VERY good. Why don't you did this?
Anyways, congratz for your finish, I hope for a response.
While I can see that the Mono-R Deck has his advantages over BWR [not getting manascrewed, and racing better due to not schocking yourself.], there are still 2 questions that bug me A LOT.
1. Mono Red, So why no Grim Lavamancer? It seems like the 2nd best creature for Mono-R. We don't really wan't Keldonds, Failsparks and stuff in DRS/ Ooze Meta,
2. Even when I can see the Mana-consistency, where is the Problem for Black?
seems like very easy do-able. Only Splash B for Bump as they are 4 other Bolts, and kick the Smash to Smithereens in the board for Rakdos Charm. 13 possibilities to get black mana, for such a light splash seems VERY good. Why don't you did this?
Anyways, congratz for your finish, I hope for a response.
Thanks mate.
After testing and GP trails that included him in my list, I decided that although Grim lavamancer had the potential to deal a fair amount of damage during a game, it wasn't the right meta to play him in. The top played decks deal with him too easily. The sheer amount of Deathrite Shamans and Scavenging Oozes in Pod, Junk, Jund, GB, etc that are exiling fuel would make him very underwhelming if he ever got to lose summoning sickness, which he often wouldn't, as he just ate removal during my opponents turn. In the American control matchup, which I played twice, Lavamancer can gets Helixed, Pathed, Eletrolyzed or Bolted and when there is a good chance a card in my hand will do 0 damage, that card gets scrapped. Also important to remember that he is a bad bad topdeck when I need to deal that last damage when games go down to the wire, which they often do. Not to count him out though. He has very strong match-ups again't certain decks.
In the same breath, Marauders WILL deal 1 Damage upon resolution, another 1 upon leaving that battlefield with a potential 3 in between. That's more potential damage than any card in the deck. While I will be the first to admit he rarely attacks unanswered, he is very versatile in that he can: a.) Block huge ground-pounders, b.) force a Voice, Ooze, Finx, mana dork, Affinity piece to chump him, which to me is a two for one and red doesn't get that kind of card advantage, c.) Very relevantly forces Restoration Angel to come down in my attackers step, so when they try to block and blink finx, I get the chance to respond to the life gain and not the other way around, d.) Baits removal I don't want aimed at my face or Goblin Guide. There are others but I feel I am rambling. He does all of the above while guaranteeing 2 damage. He is the nuts.
For your question about playing black...
Bump is a good card for the deck, and it is an upgrade to Rift Bolt and Shard Volley. Rakdos Charm is also a huge card to have in the sideboard. It is something that I will continue to test for sure.
You are kidding right? Hex proof auras might but in this season LoS has rare play in top 8. I am going to go back to br.
Modern : Huh?
EDH : UBGW Thrasios / Tymna Combo UBGW // GRW Mayael Big Stuff GRW // GU Edric Timewalkers GU
So what creatures, besides vexing devils, goblin guides, and lavamancers, would fit in a burn deck? I have toyed with the idea of stromblood beserker because in burn, we are doing damage anyway, and he has psuedo evasion. what do you think?
In my mind, there are only 4 creatures to consider, drs, glm, vd and gg. 16 is too many creatures for burn. I like 10-12.
U also need to read the op. creatures and the concept of the deck is discussed there. This burn not rdw.
For long games I would like to have 2 GLM but thre is no room in SB so I am considering dropping 4 VD and adding 2GLM and 2 more burn spells. Not sure.
Modern : Huh?
EDH : UBGW Thrasios / Tymna Combo UBGW // GRW Mayael Big Stuff GRW // GU Edric Timewalkers GU
Smart deck building won't prevent a clump of lands occasionally getting wedged on your top deck or the incorrect spells being the ones you draw. I can see pluses for either of the spells being included, but I don't think it's that easy to be so dismissive about which one is included.
Modern Warp / UR Control / UR Storm / Naya Breachshift / ElectroBalance
Solidarity / Lands / Sneak and Show / Grixis Delver / Reanimator / Belcher / Storm / Dredge
I could imagine cards like Magma Jet being more useful in a more controlling meta, although I don't think Burn would be the best choice for this type of meta.
Of course, if you're going fetchless, then you can't afford to run Searing Blaze anyway, so the consistency of Magma Jet will help much more.
an unnatural love towardsperfectly reasonable respect for Lightning Bolt.The Kiwi third of The Salt Mine Podcast: An Australian Legacy Podcast
Hey all. Was chuffed to see this up here mate. I'm Samuel and piloted my pet mono-red burn to 11-3 at the Brisbane GP. I am still more stunned than you are!
You've gotta play to your meta though so I hope my list won't lead any of you burn lovers astray.
If I could throw my two cents at your lands/magma jet comment, I've found in my countless burn games that the 19 lands gets me a consistent 2-4 lands a game and I could see myself dropping a magma jet or two for more gas, but they do work and are worth playing to make sure you hit that third land or don't hit the 4th. It slows the deck a tad but makes up for it ten-fold in keeping it consistent.
I also found all off-colour variants to be far less explosive and will continue to avoid them. If it doesn't deal damage as soon as it resolves and its not Goblin Guide, I can't make myself play it.
1. I had noticed inconsistencies with mana in my testing and did not want to have to shock myself to play helix, bump, charms. I also often needed to wait with my fetches for landfall triggers at eot. Not having Rakdos Charm is the most appealing card of those though.
2. Note that there were no Leylines in the top 16 deck lists of GP Brisbane. I have to be aware of it though for sure, which is one of a few reasons why I put ball lightning in the side board.
3. Occasionally the megalith will hit the board early and slow me down a turn but I can generally empty my hand very quickly and from that point megalith just provides that little bit more reach in tight games.
4. I had seen a lot of jund and junk decks that play Thoughtseize, Inquisition and Liliana and having an answer to discard seemed of great importance. Lili's and later discard spells become free burn.
5. Playing the 7 fetches guaranteed landfalled searing blazes when I wanted them and thinned the deck out, if only slightly. 7 was a number that just worked in testing. I'm sure others will run different amounts.
6. 4 Searing Blazes is definitely not too much. I am finding the format heavily populated by midrange decks, with exceptions of course. What it does for me in matchups against mana-dorks, deathrites, Kiki, other gobby guides, confidants, vault scourges, pestermites etc etc makes up for it being almost dead against Tron.
No problems I am happy to discuss with anyone keen to see more RDW doing well out there!
Amen
Thoughtseizes would be taken out for sure, but I've seen Lili on g2/3 on more than one occasion, which seems like the right call if hee is on the play. Taking cards from my hand is huge, especially when they can t2 it with deathrite before I can searing blaze him.
Thanks so much
I want desperately for Thunderous to be a thing but the risk of having a dead card in hand is too much for me to even run one copy. Maybe in the future we'll get a good burn spell that requires you to discard a card from your hand as an additional cost. Then I wouldn't feel so bad if I saw Thunderous in my opening hand.
Ball lightning was for Ad Nauseam, RG Tron, Eggs, Living End and other non-interactive decks that can't deal with it.
As for G.Tactics the wording of "When a spell or ability an opponent controls causes you to discard CARDNAME, CARDNAME ruins their day" is shared with cards like Obstinate Baloth and Loxodon Smiter and definitely triggers off Lili.
I have been trying to work on a splashable burn deck that is mostly mono red. Here is the baseline without splash:
Counts : 60 main / 15 sideboard
Creatures:8
4 Goblin Guide
4 Grim Lavamancer
Spells:32
4 Lava Spike
4 Lightning Bolt
4 Shard Volley
4 Incinerate
4 Searing Spear
4 Skullcrack
4 Thunderbolt
4 Rift Bolt
Lands:20
16 Mountain
4 Unstable Frontier
Sideboard:15
4 Smash to Smithereens
2 Torpor Orb
3 Aura Barbs
2 Blood Moon
2 Ensnaring Bridge
2 Leyline of Punishment
The Unstable Frontier is the secret weapon that allows you to tap for mana or change a mountain into a different basic land (e.g. Swamp, plains, etc). This makes it splashable with a cheap mana base for those who are broke. The caveat is getting that card at the right time. Two other choices are Shimmering Grotto and Transguild Promenade. Personally Shimmering grotto is a close equivalent to Unstable Frontier, so having both will create some flexibility, caveat is that you will always be down one mana when tapping for colors.
For fetching basics, there is always Teramorphic Expanse and Evolving Wilds. Problem is the lands that are fetched come in tapped, this is where Shimmering Grotto and Unstable Frontier have the upper hand.
Forgot to mention that Theros has a Shimmering Grotto equivalent Unknown Shores
While I can see that the Mono-R Deck has his advantages over BWR [not getting manascrewed, and racing better due to not schocking yourself.], there are still 2 questions that bug me A LOT.
1. Mono Red, So why no Grim Lavamancer? It seems like the 2nd best creature for Mono-R. We don't really wan't Keldonds, Failsparks and stuff in DRS/ Ooze Meta,
2. Even when I can see the Mana-consistency, where is the Problem for Black?
8 Fetch
4 Blackcleave Cliffs
1 Blood Crypt
5 Mountain
1 Keldon Whatever
seems like very easy do-able. Only Splash B for Bump as they are 4 other Bolts, and kick the Smash to Smithereens in the board for Rakdos Charm. 13 possibilities to get black mana, for such a light splash seems VERY good. Why don't you did this?
Anyways, congratz for your finish, I hope for a response.
Thanks mate.
After testing and GP trails that included him in my list, I decided that although Grim lavamancer had the potential to deal a fair amount of damage during a game, it wasn't the right meta to play him in. The top played decks deal with him too easily. The sheer amount of Deathrite Shamans and Scavenging Oozes in Pod, Junk, Jund, GB, etc that are exiling fuel would make him very underwhelming if he ever got to lose summoning sickness, which he often wouldn't, as he just ate removal during my opponents turn. In the American control matchup, which I played twice, Lavamancer can gets Helixed, Pathed, Eletrolyzed or Bolted and when there is a good chance a card in my hand will do 0 damage, that card gets scrapped. Also important to remember that he is a bad bad topdeck when I need to deal that last damage when games go down to the wire, which they often do. Not to count him out though. He has very strong match-ups again't certain decks.
In the same breath, Marauders WILL deal 1 Damage upon resolution, another 1 upon leaving that battlefield with a potential 3 in between. That's more potential damage than any card in the deck. While I will be the first to admit he rarely attacks unanswered, he is very versatile in that he can: a.) Block huge ground-pounders, b.) force a Voice, Ooze, Finx, mana dork, Affinity piece to chump him, which to me is a two for one and red doesn't get that kind of card advantage, c.) Very relevantly forces Restoration Angel to come down in my attackers step, so when they try to block and blink finx, I get the chance to respond to the life gain and not the other way around, d.) Baits removal I don't want aimed at my face or Goblin Guide. There are others but I feel I am rambling. He does all of the above while guaranteeing 2 damage. He is the nuts.
For your question about playing black...
Bump is a good card for the deck, and it is an upgrade to Rift Bolt and Shard Volley. Rakdos Charm is also a huge card to have in the sideboard. It is something that I will continue to test for sure.