Greetings fellow gamers. Well, I'm at it again - is it possible to make burn a viable EDH strategy at the kitchen table? My journey started off with Wort, the Raidmother goblin tribal, conspiring as many burn spells as I could. I had a brief respite before trying again with Omnath, Locus of Rage, again with a focus on burn, though this time it was dependant on creatures entering and leaving the battlefield.
Now it's time to try again - I'm mixing both elements together. "Goblin tribal" and "Burn ETB's and LTB's" - to be led by Vial Smasher the Fierce. Will this be competitive? probably not...but I'm at least hoping it will be fun. and I have the cards....
I call the deck: Vial's Secret Hot Sauce
Objectives of this deck is to grab the key pieces to make my plan work. Vial Smasher the Fierce will damage opponents on the cast (would love 1-2 more effects of this nature). Cards like Impact Tremors will burn on the ETB. Cards like...Goblins...will aggro combat damage...and then will burn on the way out with cards like Goblin Bombardment.
Would love to hear from the community on ways I can spice this hot sauce up more. Comments, suggestions, and criticisms are always welcome.
All my decks try to adhere to these guidelines:
1) Be able to win.
2) Be mostly true to a flavor and a theme.
3) Be good against one or multiple opponents.
5) Be fun to pilot or to play against and interactive.
6) Have multiple paths to victory.
7) Have lots of cool interactions and synergy.
8) Play out differently every game to keep it fun over a long time.
9) Be streamlined and fast to play without excessive upkeep, time-consuming play or overcomplicated boardstates.
10) Integrate the Commanders abilities into the strategy at least a little, but be able to win without ever playing the commander.
The number in front of the card will denote CMC of the creature/spell.
Both games played struggled with the land base. I'm kinda hoping that this was because of the deck not being shuffled as good as it could have been. Otherwise, I'm not certain as the what the problem would be. Is my cmc curve too high for 35 lands and 5 rocks? Am I overlooking some obvious must includes for RB ramp?
First game was quite slow and I had trouble getting my goblins out. A lack of fliers made defending quite difficult and I ended up losing control of the board to a Skithiryx, the Blight Dragon and lost to poison. Definitely found out that it's really difficult to win from behind...gotta keep the tempo pressure going.
Second game I did just that. Really pushed the tempo and was quite a bit more successful with the early game damage. Then slowed down once the mid-late game creatures started to drop. Had some control to mitigate, but was running out. Living Death was then cast by my parner (2HG) to wipe the opponents field and allow me to apply more pressure again, but it was copied so the final board state was going to be the same. However, I stumbled across the power of a sacrifice outlet and was able to sacrifice my entire board state after resolution of the first copied Living Death for maximum pressure after the resolution of the actual Living Death. Smashed across the field with 30+ damage for the win.
Overall, I see some room for deck improvements. I've highlighted some potential cuts and adds in the original post. This is definitely a deck that I'm finding I have to pilot very carefully to be successful.