Using information on this thread I finally decided to ditch the Slith Firewalker (personal card choice -- I know he's not that good) and add in Keldon Marauders, so I am currently running:
Using information on this thread I finally decided to ditch the Slith Firewalker (personal card choice -- I know he's not that good) and add in Keldon Marauders, so I am currently running:
The convincing thing about the argument against browbeat is that there are many scenarios in which you might want either cards or damage, but not the other. Against burn, your opponent never wants to concede a 4 damage lava spike, so you won't strongly prefer the creature over the damage. Sometimes, they'll have removal, and you'll strongly prefer the damage (and they'll choose to let you have the creature), but that's a problem that any other small creature faces. You might also strongly prefer damage if they are at 4 or less life, but that's also a problem for any non-hasty creature. In conclusion, it should be an upgrade over Figure of Destiny, which is 4 damage for 2 mana by turn 3 if they don't have removal, compared to Vexing Devil's 4-for-1, while both are 0 damage for 1 mana (or sometimes 2 for FoD) if they do eat removal.
Having said that, I think Devil is strongest in builds with lots of strong creatures, so you might play both in a Sligh deck with around 16 creatures. If you have other threats, your opponent will be less apt to use removal on Vexing Devil, even if they have it. When they do, you'll get more damage out of your other creatures. On the other hand, a big Lava Spike is only good in a deck with enough burn redundancy to support card-disadvantaging direct damage as a win condition; that's why most Zoo, UR, and RUG lists don't run Lava Spike. So Vexing Devil is at home in a deck with a good mix of creatures and burn spells: Sligh, Delver Burn, or burn heavy zoo.
One of the best analyses of this card that I've read. Complete yet concise. Then again, I might be biased since I agree completely
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lava spike is no good when you play creature heavy burn (or shall we call it, sligh?) since it can't clear the board for your weenie to strike in.
I wasn't suggesting taking out a spell that burned creatures; rather taking out creatures (reducing the need for burning creatures to begin with). But I'm biased towards creature light burn I guess.
So if I'm running 4 goblin guide, 4 grim lavamancer, 3 keldon marauders, and 4 hellspark elemental, I should take out the lava spikes? To be honest, all of those creatures seem to get around other forms of aggro. I feel like you shouldn't have to use your burn to make sure your creatures get through, especially when most of them do that on their own. I don't have too much experience with this deck yet, but still, I've learned you're almost always better off throwing burn at their face as opposed to using your burn to burn off their creatures for the longevity of your own.
The creatures you are using are considered Burn for the purposes of this deck, because they all deal damage regardless of your opponents position (except for Goblin Guide, but he's too good). Once you start running cards like Vexing Devil and FoD you start focusing on the red zone, where cards like Lava Spike do next to nothing. It's efficient at dealing damage, but it doesn't "turn on" your creature base like other burn can.
In a "red zone" burn deck, wasting burn on their creatures is more efficient then in other builds. For example, if you have FoD and Devil out, it's more efficient to burn their blocker than it is to throw it at them. You still deal significant damage (up to 8 in this situation), but you also guarantee some of that damage for next turn, because they have to cast more blockers, which they might not have the mana or cards to do. It also allows you to focus your burn on their walls (KotR, Goyf, Ooze), enabling you to gain CA if they chump.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
Hi guys. I had to read the last 30 pages to be actualized. My Legacy season will begin soon and I will begin training again with my burn deck. I will try to arrange a spot for Grand Prix Ghent, and soon I will have some GPT Ghent. I think to begin with the Yost list only changing FoD for VD (maybe 4 if I cut a HE or KM). The people who are run 4 VD what you think about that number. I see some Burn list for last Star City Open and their only playing with 2...
In some possible meta i think I can run Sulfuric Vortex main, but I will begin with something like this:
I have 51 cards that are untouchable for me (Goblin Guide/16 Bolts/Fireblast/Price/Flame Rift/19 lands) and 9 spots that I can change. Do you think is better 4 VD (so many people rating this like the second best creature in last 30 pages), 3 Keldon and 2 Hellspark or 2 Keldon and 3 Hellspark? Maybe I can cut all of one creature and put 2 Sulfuric Vortex. I have to test it full. What are your advices for my choices?
I like a lot my sideboard And only change it to include Chaos Warp, or if I put the vortex to main.
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The Izmagnus are the most powerful members of the Izmundi
Modern: Grixis DS ; UR Phoenix ; Storm ; Burn Standard: MonoRed ; Ral Spells ; UR Phoenix ; Izzet Drakes Commander: Locust God
A really cheap nice burn spell that I feel gets overlooked a lot and helps close the gap in many games is Reckless Abandon. It's only made more powerful when you play creatures you expect to die, such as Hellspark and Marauders, plus Goblin Guide and/or Vexing Devils that make it into play.
While you have a solid list, I think 19 lands is excessive for burn since you don't really operate on a whole lot of them and Fireblast will only set you back, but it's a game winning play, so rarely is it ever an issue. I'm sure you could cut your Barbarian Rings or two Mountains and still be a thorough race.
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A really cheap nice burn spell that I feel gets overlooked a lot and helps close the gap in many games is Reckless Abandon. It's only made more powerful when you play creatures you expect to die, such as Hellspark and Marauders, plus Goblin Guide and/or Vexing Devils that make it into play.
While you have a solid list, I think 19 lands is excessive for burn since you don't really operate on a whole lot of them and Fireblast will only set you back, but it's a game winning play, so rarely is it ever an issue. I'm sure you could cut your Barbarian Rings or two Mountains and still be a thorough race.
19 lands is not excessive. It's extensively test by so many people and is in all decks that make good results recently. We want to have at least 3 lands in turn 3 or 4, and you can read it better in the prime. Barbarian Ring running only 2 it's OK. I didn't remember never draw both in one rush game, only when someone lock me, and many times it gives me the extra damage I need to win (don't forget it's colourless damage and real hard to prevent...)
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The Izmagnus are the most powerful members of the Izmundi
Modern: Grixis DS ; UR Phoenix ; Storm ; Burn Standard: MonoRed ; Ral Spells ; UR Phoenix ; Izzet Drakes Commander: Locust God
A really cheap nice burn spell that I feel gets overlooked a lot and helps close the gap in many games is Reckless Abandon. It's only made more powerful when you play creatures you expect to die, such as Hellspark and Marauders, plus Goblin Guide and/or Vexing Devils that make it into play.
While you have a solid list, I think 19 lands is excessive for burn since you don't really operate on a whole lot of them and Fireblast will only set you back, but it's a game winning play, so rarely is it ever an issue. I'm sure you could cut your Barbarian Rings or two Mountains and still be a thorough race.
Its' been talked about extensively but most don't run enough creatures to justify it. Also, it's a horrible top deck if you don't have a creature in play, where as most people want your next card to do guaranteed damage. Obviously, we're all guilty of playing Hellsparks/Devils and other cards that don't necessarily hit instantly but the few of those cards the better. In addition, those cards aren't dependent on a creature already in play, so it makes a pretty big difference. I think burn decks with 16+ creatures can potentially play 2 of them, though it's hard for me to comment as I don't fit that criteria
Hi guys. I had to read the last 30 pages to be actualized. My Legacy season will begin soon and I will begin training again with my burn deck. I will try to arrange a spot for Grand Prix Ghent, and soon I will have some GPT Ghent. I think to begin with the Yost list only changing FoD for VD (maybe 4 if I cut a HE or KM). The people who are run 4 VD what you think about that number. I see some Burn list for last Star City Open and their only playing with 2...
In some possible meta i think I can run Sulfuric Vortex main, but I will begin with something like this:
I have 51 cards that are untouchable for me (Goblin Guide/16 Bolts/Fireblast/Price/Flame Rift/19 lands) and 9 spots that I can change. Do you think is better 4 VD (so many people rating this like the second best creature in last 30 pages), 3 Keldon and 2 Hellspark or 2 Keldon and 3 Hellspark? Maybe I can cut all of one creature and put 2 Sulfuric Vortex. I have to test it full. What are your advices for my choices?
I like a lot my sideboard And only change it to include Chaos Warp, or if I put the vortex to main.
Pretty solid IMO, I really like your sideboard also - though dredge, Nic Fit and Reanimator are all played a lot here so I always have 3 cages in my board. That's definitely a meta-call though... I also only play with 1 Barbarian Ring, and while I know most successful decks do run 2 of them I hate (hate, HATE ) getting two in my opening hand/first 3 turns..... and you'd be amazed how often that happens. Perhaps I have bad luck though, I dunno.... anyways I only run 1 to make that a 0% chance of happening
One last comment, I noticed you put Flame Rift in the "must play" card set - do you find it's that good in your playtesting? Don't get me wrong, it's not a bad card and I played with it for a good while but Im still not convinced it's a must-include. Maybe it is, I've been testing different combinations of the last 9-10 or so slots that I've been working with but I haven't found the right one yet.
I can no longer stand the single mindedness of this deck. Its simply not powerful enough to deal with many other decks anymore and there's no surprise factor with playing burn anymore.
Here's the issues I have with this deck:
1. Spell snare wins games for no reason. It hits marauders, sparks, rifts, pops.
2. Batterskull wrecks your face.
3. Delver of secrets is a much more powerful card in the long run when compared to goblin guide.
4. The amount of hate you can have to deal with is incredulous.
5. Turn 2 Iona.
Anyway, I'm kinda done dealing with the short comings of this deck so I'm off to another deck.
A really cheap nice burn spell that I feel gets overlooked a lot and helps close the gap in many games is Reckless Abandon. It's only made more powerful when you play creatures you expect to die, such as Hellspark and Marauders, plus Goblin Guide and/or Vexing Devils that make it into play.
I can no longer stand the single mindedness of this deck. Its simply not powerful enough to deal with many other decks anymore and there's no surprise factor with playing burn anymore.
Here's the issues I have with this deck:
1. Spell snare wins games for no reason. It hits marauders, sparks, rifts, pops.
2. Batterskull wrecks your face.
3. Delver of secrets is a much more powerful card in the long run when compared to goblin guide.
4. The amount of hate you can have to deal with is incredulous.
5. Turn 2 Iona.
Anyway, I'm kinda done dealing with the short comings of this deck so I'm off to another deck.
Ummmm... Okay? I'm not sure what you were hoping for when you came to Burn to suddenly be turned off by its single mindedness. That's always been a central characteristic of the deck. As for its power level - although there's always meta fluctuation, Burn has always been something of a Tier 1.5 underdog. So again, no surprise there. As for the other issues:
1. The build can be altered to be hit less by Spell Snare. My build is tuned to be pretty strong against Spell Snare (heavy on one casting cost spells).
2 & 3. Again, for several months now my build has been tuned to be more interactive with my opponent's creatures because of the need to kill Stoneforge Mystic and Delver of Secrets ASAP. Grim Lavamancer and Searing Blaze help immensely with this while still maintaining pressure on the opponent's life total. People will hate on those cards, but you just change the build and play style and they work fine. If you're flexible, the matchups you describe are far from unwinnable.
4. I don't really run up against sideboard hate specifically against Burn in my local play group....
5. Turn 2 Iona hurts a lot of decks. That's usually why Burn runs Faerie Macabre sideboard.
Pretty solid IMO, I really like your sideboard also - though dredge, Nic Fit and Reanimator are all played a lot here so I always have 3 cages in my board. That's definitely a meta-call though... I also only play with 1 Barbarian Ring, and while I know most successful decks do run 2 of them I hate (hate, HATE ) getting two in my opening hand/first 3 turns..... and you'd be amazed how often that happens. Perhaps I have bad luck though, I dunno.... anyways I only run 1 to make that a 0% chance of happening
I had think that too, but I never had that bad luck and so I still run 2, if I have that problem maybe I change one Barbarian Ring for a Mountain.
One last comment, I noticed you put Flame Rift in the "must play" card set - do you find it's that good in your playtesting? Don't get me wrong, it's not a bad card and I played with it for a good while but Im still not convinced it's a must-include. Maybe it is, I've been testing different combinations of the last 9-10 or so slots that I've been working with but I haven't found the right one yet.
Flame rift is for now before go to some tournaments here a full playset. The last tournaments I go I see so much Leyline of Sanctity, that I will keep the Flame Rift in main, and this is one thing that make me want to play with Vexing Devil right now with a full Playset too
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The Izmagnus are the most powerful members of the Izmundi
Modern: Grixis DS ; UR Phoenix ; Storm ; Burn Standard: MonoRed ; Ral Spells ; UR Phoenix ; Izzet Drakes Commander: Locust God
So i attended a small last minute legacy tournament 2 days ago. It was truly enlightening not only about my build but how I will evolve my build.
It was 4 rounds and in the end I went 2 win // 2 lose
The first match up was affinity. I lost in 3. Being an affinity player myself I knew what i could and couldn't suffer to survive. So I did my best but he took it in 3. Drawing double plating hurts, alot. His build featured several older or inferior cards to what is the current norm for affinity including Lodestone Myr and Signal Pest. It didn't help I never drew my artifact removal from sideboard. I'm definitely thinking of buffing Smash to smithereens to a 3 of.
2nd game was against Combo Elves featuring glimpse of nature, Summoner's Pact, and a crap ton of 1 drops. I won in 3. No lords. The first game, Volcanic Fallout did me proud and wiped his field putting him into an unrecoverable state. Game 2 I wound up getting 2 Sulfuric Vortexes out and would have won. However due to a random Concordant Crossroads (which i didn't see game 1), he hit me hard and let the vortex finish me off for him. Game 3 I let him combo off about to swing for lethal and droped Volcanic Fallout to watch his jaw drop with it. Volcanic Fallout FTW!
3rd game was against some new popular deck that I don't know its name. I won in 3. It featured Jace, the Mind Sculptor, Liliana of the Veil, Pernicious Deed, and your typical legacy counterspell suite. First game he locked my hand and field between liliana, jace, and counterspells. I sideboarded my blue hate in. (Though I only saw one of the sideboarded cards.) Game 2 was long gruling and I won on a hardcasted topdecked Fireblast. Game 3 was easy street. I finished him off with a Price of Progress for 8. (he ran the expensive as hell b/u duel.) The price for those lands were too damn high!
Game 4 was a muddled mixture of annoyance. The deck was a BW variation of Stoneblade. I lost in 2. The first game was a race. There was this whole funny thing on how he needed to keep casting snapcaster mages just to attack with them because he had nothing else. I had played a Sulfuric Vortex at one point and it wound up killing me. (never saw any equipment that game.) Game 2 Jitte got out and there was nothing I could do that he didnt counter, buff the equiped creature or gain the life. We played a game 3 for fun, I got stuck on one land due to a countered Fireblast and after he got out batterskull.
My thoughts about the whole thing? Sulfuric is going sideboard. Its great, for its function but it drags me down too much. Volcanic Fallout and Price of Progress were heros! I'll probably throw in Vexing Devils to replace the vortexes. They seem legit. Not only can they survive a volcanic fallout (Guides cannot.) But no matter what they choose the opponent suffers. And if they have removal for creatures? Well that same removal would have worked on a guide but we still run those.
[Note: I know my sideboard is a little subpar with the inclusion of certain cards over others. Like I said the tournement was last minute and I threw in what I had for a tourney a long time ago.]
I'm probably going to play this deck for the first time, at a small local tournament this weekend. I've got a list I've been working with, but would like suggestions from the community.
It's a semi-unknown meta, though my experience at tournaments in Japan over the years is that 8 out of 10 decks seem to play heavy blue, almost like a religion. The same goes for non-basic lands, hence 4 Price of Progress main deck.
(1) Critters
I went somewhat heavy on critters, hoping to maximize Vexing Devil's effectiveness. In particular, I wanted lots of one-drop creatures, hence Figure of Destiny in the list despite all the debate on here --> I like that it's only 1 mana, and poses a long-term threat if it lands and isn't dealt with. 10 one-drop creatures means I'll nearly always have one in my starting hand.
(2) I generally prefer Keldon Marauders over Hellspark Elemental because of the guaranteed damage, but chose the latter here because of its resilience to all the counters I expect to see.
If you have a spots in sideboard, put more 2 pyroblast. You will not regret.
I own more, so I could do that.
Just curious, I know there are targeting differences between Pyroblast and REB, but could someone give me an actual game example where that becomes relevant?
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"That's right!" shouted Vroomfondel, "we demand rigidly defined areas of doubt and uncertainty!"
I own more, so I could do that.
Just curious, I know there are targeting differences between Pyroblast and REB, but could someone give me an actual game example where that becomes relevant?
With having both REB and Pyroblast, if they extract one, you still have the other card.
I think he means in those situations where it would be beneficial for him to cast Pyroblast without a blue target just to get it out of his hand.
I've heard situations do come up very rarely, but I couldn't tell you exactly what. haha
I own more, so I could do that.
Just curious, I know there are targeting differences between Pyroblast and REB, but could someone give me an actual game example where that becomes relevant?
Red Elemental Blast can't be misdirection to one of your non-blue spells. (They can still just change it to the misdirection itself though)
Pyroblast can help add to your storm count ... >_____>
16 Mountain
Creatures
4 Goblin Guide
4 Grim Lavamancer
4 Hellspark Elemental
4 Kiln Fiend
4 Keldon Marauders
4 Lightning Bolt
4 Chain Lightning
4 Incinerate
4 Rift Bolt
4 Magma Jet
4 Fireblast
4 Pyroblast
4 Price of Progress
3 Tormod's Crypt
2 Sulfuric Vortex
2 Shattering Spree
Dude, take out the Kiln Fiend and put in Vexing Devil. VD is second only to Goblin Guide when it comes to creatures in burn.
RBurn
G Agro Elves
One of the best analyses of this card that I've read. Complete yet concise. Then again, I might be biased since I agree completely
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Lava Spike would be even better! Also 20 creatures seems too many and 16 lands seems too few.
https://fieldmarshalshandbook.wordpress.com/
RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats
What's the theoretical line where a list goes from Burn to Sleigh?
(serious question, not being a prick)
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I wasn't suggesting taking out a spell that burned creatures; rather taking out creatures (reducing the need for burning creatures to begin with). But I'm biased towards creature light burn I guess.
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RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats
Modern Junk Primer
Legacy ANT Primer
L1 Judge
In a "red zone" burn deck, wasting burn on their creatures is more efficient then in other builds. For example, if you have FoD and Devil out, it's more efficient to burn their blocker than it is to throw it at them. You still deal significant damage (up to 8 in this situation), but you also guarantee some of that damage for next turn, because they have to cast more blockers, which they might not have the mana or cards to do. It also allows you to focus your burn on their walls (KotR, Goyf, Ooze), enabling you to gain CA if they chump.
- To my youngest sister when she was 6.
Modern Junk Primer
Legacy ANT Primer
L1 Judge
In some possible meta i think I can run Sulfuric Vortex main, but I will begin with something like this:
4 Vexing devil
3 Keldon Marauders
2 Hellspark Elemental
4 Lightning Bolt
4 Chain Lightning
4 Rift Bolt
4 Lava Spike
4 Price of Progress
4 Flame Rift
2 Barbarian Ring
17 Mountain
2 Sulfuric vortex
3 Faerie macabre
3 Pyrostatic Pillar
3 Smash to Smithereens
4 Pyroblast
I have 51 cards that are untouchable for me (Goblin Guide/16 Bolts/Fireblast/Price/Flame Rift/19 lands) and 9 spots that I can change. Do you think is better 4 VD (so many people rating this like the second best creature in last 30 pages), 3 Keldon and 2 Hellspark or 2 Keldon and 3 Hellspark? Maybe I can cut all of one creature and put 2 Sulfuric Vortex. I have to test it full. What are your advices for my choices?
I like a lot my sideboard And only change it to include Chaos Warp, or if I put the vortex to main.
Modern: Grixis DS ; UR Phoenix ; Storm ; Burn
Standard: MonoRed ; Ral Spells ; UR Phoenix ; Izzet Drakes
Commander: Locust God
While you have a solid list, I think 19 lands is excessive for burn since you don't really operate on a whole lot of them and Fireblast will only set you back, but it's a game winning play, so rarely is it ever an issue. I'm sure you could cut your Barbarian Rings or two Mountains and still be a thorough race.
B Infect
BW Death & Taxes
UBR Affinity
R Burn
UBR Sac Land Tendrils
UBRG Oops, All Spells
WUG Phelddagrif
GGG Omnath, Locus of Mana
BBB Xiahou Dun, the One-Eyed
RRR Ashling, the Pilgrim
BBW Teysa, Scion of Orzhov
UUU Talrand, Sky Summoner
UUB Vela the Night-Clad
GGB Vhati il-Dal
RUW Ruhan of the Fomori
19 lands is not excessive. It's extensively test by so many people and is in all decks that make good results recently. We want to have at least 3 lands in turn 3 or 4, and you can read it better in the prime. Barbarian Ring running only 2 it's OK. I didn't remember never draw both in one rush game, only when someone lock me, and many times it gives me the extra damage I need to win (don't forget it's colourless damage and real hard to prevent...)
Modern: Grixis DS ; UR Phoenix ; Storm ; Burn
Standard: MonoRed ; Ral Spells ; UR Phoenix ; Izzet Drakes
Commander: Locust God
Its' been talked about extensively but most don't run enough creatures to justify it. Also, it's a horrible top deck if you don't have a creature in play, where as most people want your next card to do guaranteed damage. Obviously, we're all guilty of playing Hellsparks/Devils and other cards that don't necessarily hit instantly but the few of those cards the better. In addition, those cards aren't dependent on a creature already in play, so it makes a pretty big difference. I think burn decks with 16+ creatures can potentially play 2 of them, though it's hard for me to comment as I don't fit that criteria
Pretty solid IMO, I really like your sideboard also - though dredge, Nic Fit and Reanimator are all played a lot here so I always have 3 cages in my board. That's definitely a meta-call though... I also only play with 1 Barbarian Ring, and while I know most successful decks do run 2 of them I hate (hate, HATE ) getting two in my opening hand/first 3 turns..... and you'd be amazed how often that happens. Perhaps I have bad luck though, I dunno.... anyways I only run 1 to make that a 0% chance of happening
One last comment, I noticed you put Flame Rift in the "must play" card set - do you find it's that good in your playtesting? Don't get me wrong, it's not a bad card and I played with it for a good while but Im still not convinced it's a must-include. Maybe it is, I've been testing different combinations of the last 9-10 or so slots that I've been working with but I haven't found the right one yet.
Here's the issues I have with this deck:
1. Spell snare wins games for no reason. It hits marauders, sparks, rifts, pops.
2. Batterskull wrecks your face.
3. Delver of secrets is a much more powerful card in the long run when compared to goblin guide.
4. The amount of hate you can have to deal with is incredulous.
5. Turn 2 Iona.
Anyway, I'm kinda done dealing with the short comings of this deck so I'm off to another deck.
I've never stopped running it as a 2-of.
Standard: UWR
Modern: RDW, Twin
Legacy: I am 3 Candelabra of Tawnos from being able to build almost any tier 1 or 1.5 deck. Here are the ones I care about right now:
-Aggro: UWR/RUB/WUB/RUG/UR Delver; Affinity; Burn
-Control: Stoneblade; UWr Miracles; UB Tezzeret
-Combo: Hive Mind; Combo Elves; Omni Tell; T.E.S.
Vintage: Grixis Painter
EDH: Rith, the Awakener
Ummmm... Okay? I'm not sure what you were hoping for when you came to Burn to suddenly be turned off by its single mindedness. That's always been a central characteristic of the deck. As for its power level - although there's always meta fluctuation, Burn has always been something of a Tier 1.5 underdog. So again, no surprise there. As for the other issues:
1. The build can be altered to be hit less by Spell Snare. My build is tuned to be pretty strong against Spell Snare (heavy on one casting cost spells).
2 & 3. Again, for several months now my build has been tuned to be more interactive with my opponent's creatures because of the need to kill Stoneforge Mystic and Delver of Secrets ASAP. Grim Lavamancer and Searing Blaze help immensely with this while still maintaining pressure on the opponent's life total. People will hate on those cards, but you just change the build and play style and they work fine. If you're flexible, the matchups you describe are far from unwinnable.
4. I don't really run up against sideboard hate specifically against Burn in my local play group....
5. Turn 2 Iona hurts a lot of decks. That's usually why Burn runs Faerie Macabre sideboard.
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I had think that too, but I never had that bad luck and so I still run 2, if I have that problem maybe I change one Barbarian Ring for a Mountain.
Flame rift is for now before go to some tournaments here a full playset. The last tournaments I go I see so much Leyline of Sanctity, that I will keep the Flame Rift in main, and this is one thing that make me want to play with Vexing Devil right now with a full Playset too
Modern: Grixis DS ; UR Phoenix ; Storm ; Burn
Standard: MonoRed ; Ral Spells ; UR Phoenix ; Izzet Drakes
Commander: Locust God
4 Goblin Guide
3 Keldon Marauders
//1 CMC
4 Lightning Bolt
4 Chain Lightning
4 Lava Spike
//2 CMC
3 Price of Progress
2 Flame Rift
2 Magma Jet
4 Rift Bolt
3 Sulfuric Vortex
3 Volcanic Fallout
//6 CMC
4 Fireblast
20 Mountain
3 Pyroblast
3 Red Elemental Blast
2 Smash to Smithereens
3 Combust
2 Ratchet Bomb
1 Relic of Progenitus
1 Tormod's Crypt
So i attended a small last minute legacy tournament 2 days ago. It was truly enlightening not only about my build but how I will evolve my build.
It was 4 rounds and in the end I went 2 win // 2 lose
The first match up was affinity. I lost in 3. Being an affinity player myself I knew what i could and couldn't suffer to survive. So I did my best but he took it in 3. Drawing double plating hurts, alot. His build featured several older or inferior cards to what is the current norm for affinity including Lodestone Myr and Signal Pest. It didn't help I never drew my artifact removal from sideboard. I'm definitely thinking of buffing Smash to smithereens to a 3 of.
2nd game was against Combo Elves featuring glimpse of nature, Summoner's Pact, and a crap ton of 1 drops. I won in 3. No lords. The first game, Volcanic Fallout did me proud and wiped his field putting him into an unrecoverable state. Game 2 I wound up getting 2 Sulfuric Vortexes out and would have won. However due to a random Concordant Crossroads (which i didn't see game 1), he hit me hard and let the vortex finish me off for him. Game 3 I let him combo off about to swing for lethal and droped Volcanic Fallout to watch his jaw drop with it. Volcanic Fallout FTW!
3rd game was against some new popular deck that I don't know its name. I won in 3. It featured Jace, the Mind Sculptor, Liliana of the Veil, Pernicious Deed, and your typical legacy counterspell suite. First game he locked my hand and field between liliana, jace, and counterspells. I sideboarded my blue hate in. (Though I only saw one of the sideboarded cards.) Game 2 was long gruling and I won on a hardcasted topdecked Fireblast. Game 3 was easy street. I finished him off with a Price of Progress for 8. (he ran the expensive as hell b/u duel.) The price for those lands were too damn high!
Game 4 was a muddled mixture of annoyance. The deck was a BW variation of Stoneblade. I lost in 2. The first game was a race. There was this whole funny thing on how he needed to keep casting snapcaster mages just to attack with them because he had nothing else. I had played a Sulfuric Vortex at one point and it wound up killing me. (never saw any equipment that game.) Game 2 Jitte got out and there was nothing I could do that he didnt counter, buff the equiped creature or gain the life. We played a game 3 for fun, I got stuck on one land due to a countered Fireblast and after he got out batterskull.
My thoughts about the whole thing? Sulfuric is going sideboard. Its great, for its function but it drags me down too much. Volcanic Fallout and Price of Progress were heros! I'll probably throw in Vexing Devils to replace the vortexes. They seem legit. Not only can they survive a volcanic fallout (Guides cannot.) But no matter what they choose the opponent suffers. And if they have removal for creatures? Well that same removal would have worked on a guide but we still run those.
[Note: I know my sideboard is a little subpar with the inclusion of certain cards over others. Like I said the tournement was last minute and I threw in what I had for a tourney a long time ago.]
[i]Legacy:[/i]
UBW Affinity
RRR Burn
WWW Death and Taxes
[i]EDH:[/i]
UUU Azami's High Tide Wizards
0R0 Daretti's Staxheep
URG Animar Combo
WUBRG Progenitus Superfriends
WWGSissay's Sissies
[i] Tiny Leaders EDH
1RR Chandra Burn
RBW Alesha's Aristocrats & Taxes
UUU Kira's Merfolk Cult
GGG Ezuri's Elfball
4 Vexing Devil
2 Figure of Destiny
4 Hellspark Elemental
4 Lightning Bolt
4 Chain Lightning
4 Rift Bolt
4 Lava Spike
4 Price of Progress
4 Fireblast
3 Volcanic Fallout
2 Barbarian Ring
4 Faerie Macabre
3 Smash to Smithereens
2 Pyroblast
2 Red Elemental Blast
2 Sulfuric Vortex // I only own two.
2 ???
It's a semi-unknown meta, though my experience at tournaments in Japan over the years is that 8 out of 10 decks seem to play heavy blue, almost like a religion. The same goes for non-basic lands, hence 4 Price of Progress main deck.
(1) Critters
I went somewhat heavy on critters, hoping to maximize Vexing Devil's effectiveness. In particular, I wanted lots of one-drop creatures, hence Figure of Destiny in the list despite all the debate on here --> I like that it's only 1 mana, and poses a long-term threat if it lands and isn't dealt with. 10 one-drop creatures means I'll nearly always have one in my starting hand.
(2) I generally prefer Keldon Marauders over Hellspark Elemental because of the guaranteed damage, but chose the latter here because of its resilience to all the counters I expect to see.
(3) Volcanic Fallout -- Would I be better served with Magma Jet or Flame Rift in the main deck slot?
Again, I'm very new to the archetype, so any comments on these points and on the remaining sideboard slots are welcome. Thanks in advance!
My 1994 Magic Cube
Japanese cards on eBay -- Legacy, Modern, EDH, Cube.
Modern: Grixis DS ; UR Phoenix ; Storm ; Burn
Standard: MonoRed ; Ral Spells ; UR Phoenix ; Izzet Drakes
Commander: Locust God
I own more, so I could do that.
Just curious, I know there are targeting differences between Pyroblast and REB, but could someone give me an actual game example where that becomes relevant?
My 1994 Magic Cube
Japanese cards on eBay -- Legacy, Modern, EDH, Cube.
Surgical Extraction and like cards.
With having both REB and Pyroblast, if they extract one, you still have the other card.
:symw::symg::symu:Turbo Fog:symu::symg::symw:
Legacy:
Dredge
:symg::symw::symr:Enchantress:symr::symw::symg:
:symg:Combo Elves:symg:
:symr:Burn:symr:
Modern:
:symr::symu:PiF Storm:symu::symr:
EDH
:symr:Norin the Wary:symr:
:symg::symu:Experiment Kraj:symu::symg:
:symu::symb:Wrexial, the Risen Deep:symb::symu:
:symw::symg::symr::symb::symu:Cromat: Mazes End:symu::symb::symr::symg::symw:
Warp World Primer!
I think he means in those situations where it would be beneficial for him to cast Pyroblast without a blue target just to get it out of his hand.
I've heard situations do come up very rarely, but I couldn't tell you exactly what. haha
Legacy: Pox | Tiny Leaders: Thalia Hatebears
Red Elemental Blast can't be misdirection to one of your non-blue spells. (They can still just change it to the misdirection itself though)
Pyroblast can help add to your storm count ... >_____>