Flame of Keld is really just Dangerous Wager with extra text. Dangerous Wager isn't good enough, and Dangerous Wager with some flavor text 2 turns from now is not good, either.
Looks solid to me, if you're sold on Firewalker. If it were me, I'd probably play another Path and another Relic instead of the Firewalker. I've liked having Firecraft over Palm. I generally used Palm when I felt like it would had a chance to be Boros Charm or better, and Firecraft matches Charm in damage per card but isn't an out of place reactive card in a proactive deck.
Kor Firewalker isn’t per se my go to card, was just looking at the high burn percentage.
I’ll go with your advice and play a 3rd Path and Relic. Tournament starts in 2,5 hours, will let you know how it went. Lately I tend to perform good, last 3 qualifiers I played I all top8-ed, one quarter final, one semi final and won the other.
So played the tournament yesterday, 47 people were competing. I eventually played the list I posted earlier with the last suggested sideboard changes. Turned out it was pretty decent.
I played my way into top 8 without losing a match, went 4-0 then ID-ed twice. Was first in round 5 standings and 2nd in final standings before top 8. On my way to the top 8 I saw RG Eldrazi (2-0), Jund (2-0), Taking Turns (2-0) and Bant Knightfall (2-1).
In the top 8 however all things went sour very quickly. I came up against Mardu Pyromancer which isn’t necessarily bad in my opinion, but... game 1 I had him at 1 for 2-3 turns and drew only lands... game 2 had to mull to 4(!!) as my first hand showed a Relic, 2 2-cmc spells and 4 fetches. Second hand decent but no land. Third hand same story. 4th hand a Sacred Foundry and 3 2-cmc spells which I decided to keep. I could get him down to 12 but was beaten to death by 8 lingering souls eventually. In hindsight it makes you wonder whether i should have kept the 6 or 5 cars hands without land but in my opinion that’s just a no-go.
That’s pretty rough luck. I have found that I started to have better results against black midrange decks running discard when I started prioritizing keeping seven less ideal cards rather than fishing for a “perfect” six, but four lands does make that a tough call since then that puts you at only two live cards potentially. Fetches make it sort of better since you can at least thin the deck a little bit (almost negligible though), but on the play, I think that has to be a mulligan.
A no land six is just the worst possible outcome there I think and is just plain bad luck, since anything else is probably keepable at that point. Going to five or less just always feels like it ends up being a mistake against discard in my experience. I may have considered keeping the six card hand and prayed for topdecks, but I almost definitely would have kept the five card hand even as a no lander in that case. It’s unlikely to win still, but there’s almost no possible four card hand that’d be better at that point.
Okay, so I've tested a playset of Contaminated ground in the main for a good two months or so. I wouldn't advocate for a maindeck inclusion, but it's better than Molten rain for sure if you're in black.
Need your help guys : I have some issues against Control pre-board and post-board also. I run 2 Exquisite Firecraft in the side, but aside that, I don't see much things that could help. Thoughts?
Need your help guys : I have some issues against Control pre-board and post-board also. I run 2 Exquisite Firecraft in the side, but aside that, I don't see much things that could help. Thoughts?
The trick to fighting against control is to sandbag cheap burn spells until you have enough to bottleneck their blue mana. Lowering your curve can help with this; for example, I replaced a Lightning Helix with a Shard Volley in the deck that I took to GP Phoenix in anticipation of more control decks. With Jeskai Control in particular, graveyard hosers can pull a surprising amount of weight post-board, especially Rest in Peace and Grafdigger's Cage. Hope this helps!
Need your help guys : I have some issues against Control pre-board and post-board also. I run 2 Exquisite Firecraft in the side, but aside that, I don't see much things that could help. Thoughts?
The trick to fighting against control is to sandbag cheap burn spells until you have enough to bottleneck their blue mana. Lowering your curve can help with this; for example, I replaced a Lightning Helix with a Shard Volley in the deck that I took to GP Phoenix in anticipation of more control decks. With Jeskai Control in particular, graveyard hosers can pull a surprising amount of weight post-board, especially Rest in Peace and Grafdigger's Cage. Hope this helps!
Thanks for the input ! I've never tried Rest in Peace post-board, so I'll put one in. Also, I'll add 1 Shard Volley to have the most cheap spells possible. So my sideboard plan will be :
-4 Searing Blaze.
+2 Exquisite Firecraft.
-2 Lightning Helix.
+1 Shard Volley.
+1 Rest in Peace.
+2 Path to Exile.
I haven't been to many tournaments since Humans has been exploding more in popularity, and I notice it's a more or less even matchup for burn. I had a thought pop into my head that I don't know if anyone else has tried: Torpor Orb. Apart from something like Kataki, War's Wage Humans doesn't seem to play any non ETB artifact hate, so in theory would it just shut them down? Or is there some better SB tech against Humans?
I haven't been to many tournaments since Humans has been exploding more in popularity, and I notice it's a more or less even matchup for burn. I had a thought pop into my head that I don't know if anyone else has tried: Torpor Orb. Apart from something like Kataki, War's Wage Humans doesn't seem to play any non ETB artifact hate, so in theory would it just shut them down? Or is there some better SB tech against Humans?
Need your help guys : I have some issues against Control pre-board and post-board also. I run 2 Exquisite Firecraft in the side, but aside that, I don't see much things that could help. Thoughts?
The trick to fighting against control is to sandbag cheap burn spells until you have enough to bottleneck their blue mana. Lowering your curve can help with this; for example, I replaced a Lightning Helix with a Shard Volley in the deck that I took to GP Phoenix in anticipation of more control decks. With Jeskai Control in particular, graveyard hosers can pull a surprising amount of weight post-board, especially Rest in Peace and Grafdigger's Cage. Hope this helps!
Thanks for the input ! I've never tried Rest in Peace post-board, so I'll put one in. Also, I'll add 1 Shard Volley to have the most cheap spells possible. So my sideboard plan will be :
-4 Searing Blaze.
+2 Exquisite Firecraft.
-2 Lightning Helix.
+1 Shard Volley.
+1 Rest in Peace.
+2 Path to Exile.
If we're talking about Jeskai, I don't think you really want to board in Path. More burn spells are usually better.
I'm facing U-Tron, UW Control, some Jeskai too. I thought Path could be good for finishers like Colonnade and Clique too.
If Colonnade is hitting in four or fives times you were probably dead. If they are tapping out to block a creature with it, you are in great shape. I think you'd rather want to keep the odds of topdecking immediate damage high.
Yes, I tested yesterday with Path and it wasn't exactly what's needed. Exquisite Firecraft got me a game, so it worked wonders! More ''can't be countered'' burn spells are needed, so I might go up to 3 Firecraft to close games against Control!
The MTGO meta has gotten super fast recently. I’ve started to lose a bunch of games with the opponent under 3 health.
Starting to test switching to 19 lands and adding a couple Shard Volleys now to see how it helps in that regard. Feels really weird that we may be in a meta where Burn isn’t faster than the average deck anymore though.
I'm re-building burn after a hiatus from the game basically from scratch and I am almost done. I just have a couple of technical questions that are mostly related to budget constraints as I will not be in a position to have 10-12 fetchlands for a while longer.
1. In a build with fewer fetchlands (4-6) does it make more sense to keep the deck strictly RW and run wear/tear over destructive revelry? Or is the damage output enough to justify at least a split between the two?
2. How many white sources do you need to virtually guarantee one by the third turn? I'm imagining 9 between a playset of fastlands, 4 fetches and one sacred foundry will do it (while I wholly admit it leaves me more vulnerable to things like GQ).
Basically, I want to play and get back into the swing of things as I finish up the deck, and would like to know going in just how significantly I am handicapping myself as I hold off to get the extra $100 to wrap up the manabase. What can I say, I like good bourbon
I'm re-building burn after a hiatus from the game basically from scratch and I am almost done. I just have a couple of technical questions that are mostly related to budget constraints as I will not be in a position to have 10-12 fetchlands for a while longer.
1. In a build with fewer fetchlands (4-6) does it make more sense to keep the deck strictly RW and run wear/tear over destructive revelry? Or is the damage output enough to justify at least a split between the two?
2. How many white sources do you need to virtually guarantee one by the third turn? I'm imagining 9 between a playset of fastlands, 4 fetches and one sacred foundry will do it (while I wholly admit it leaves me more vulnerable to things like GQ).
Basically, I want to play and get back into the swing of things as I finish up the deck, and would like to know going in just how significantly I am handicapping myself as I hold off to get the extra $100 to wrap up the manabase. What can I say, I like good bourbon
1. Yes, I think a 3 color build becomes too hard to maintain with so few fetches. Personally, I don't even like Wear//Tear and prefer Smash to Smithereens in RW, but if you can't play DRev because of your mana base and need to destroy enchantments then you should go with Wear//Tear.
2. The hypergeometric function tells you the probabilities. I like this calculator. You have 60 cards in the population, N successes (number of white sources), a sample size of 9-10 (T3 on the play/draw), and want 1 success in the sample. With 9 white sources, you have an 83.1% probability of seeing one or more in 10 cards. I play 16 white sources in RW, which comes out to 96.7%. I play 14 when I play Naya, which comes out to 94.6%. I think 9 is too few. If you had 4 Shocks to get to 12, you'd be at 91.3%.
Hi!
I've been off Burn since January where I had a great run in side events at GP London so fancied a change.
Been looking at recent lists and it seems most have cut a Skullcrack for a 2nd mainboard Grim Lavamancer?
Can anyone provide the reasoning for this please?
Not as much lifegain? Increase in smaller creatures? Grim = recursive damage?
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I’ll go with your advice and play a 3rd Path and Relic. Tournament starts in 2,5 hours, will let you know how it went. Lately I tend to perform good, last 3 qualifiers I played I all top8-ed, one quarter final, one semi final and won the other.
Cheers
So played the tournament yesterday, 47 people were competing. I eventually played the list I posted earlier with the last suggested sideboard changes. Turned out it was pretty decent.
I played my way into top 8 without losing a match, went 4-0 then ID-ed twice. Was first in round 5 standings and 2nd in final standings before top 8. On my way to the top 8 I saw RG Eldrazi (2-0), Jund (2-0), Taking Turns (2-0) and Bant Knightfall (2-1).
In the top 8 however all things went sour very quickly. I came up against Mardu Pyromancer which isn’t necessarily bad in my opinion, but... game 1 I had him at 1 for 2-3 turns and drew only lands... game 2 had to mull to 4(!!) as my first hand showed a Relic, 2 2-cmc spells and 4 fetches. Second hand decent but no land. Third hand same story. 4th hand a Sacred Foundry and 3 2-cmc spells which I decided to keep. I could get him down to 12 but was beaten to death by 8 lingering souls eventually. In hindsight it makes you wonder whether i should have kept the 6 or 5 cars hands without land but in my opinion that’s just a no-go.
Cheers all
A no land six is just the worst possible outcome there I think and is just plain bad luck, since anything else is probably keepable at that point. Going to five or less just always feels like it ends up being a mistake against discard in my experience. I may have considered keeping the six card hand and prayed for topdecks, but I almost definitely would have kept the five card hand even as a no lander in that case. It’s unlikely to win still, but there’s almost no possible four card hand that’d be better at that point.
(W/B)BW Tokens(W/B) | (B/R)Rakdos Burn(B/R) | (U/R)Gift Storm(U/R)
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
The trick to fighting against control is to sandbag cheap burn spells until you have enough to bottleneck their blue mana. Lowering your curve can help with this; for example, I replaced a Lightning Helix with a Shard Volley in the deck that I took to GP Phoenix in anticipation of more control decks. With Jeskai Control in particular, graveyard hosers can pull a surprising amount of weight post-board, especially Rest in Peace and Grafdigger's Cage. Hope this helps!
Thanks for the input ! I've never tried Rest in Peace post-board, so I'll put one in. Also, I'll add 1 Shard Volley to have the most cheap spells possible. So my sideboard plan will be :
-4 Searing Blaze.
+2 Exquisite Firecraft.
-2 Lightning Helix.
+1 Shard Volley.
+1 Rest in Peace.
+2 Path to Exile.
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
Searing Blood
If we're talking about Jeskai, I don't think you really want to board in Path. More burn spells are usually better.
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
If Colonnade is hitting in four or fives times you were probably dead. If they are tapping out to block a creature with it, you are in great shape. I think you'd rather want to keep the odds of topdecking immediate damage high.
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
Starting to test switching to 19 lands and adding a couple Shard Volleys now to see how it helps in that regard. Feels really weird that we may be in a meta where Burn isn’t faster than the average deck anymore though.
I'm re-building burn after a hiatus from the game basically from scratch and I am almost done. I just have a couple of technical questions that are mostly related to budget constraints as I will not be in a position to have 10-12 fetchlands for a while longer.
1. In a build with fewer fetchlands (4-6) does it make more sense to keep the deck strictly RW and run wear/tear over destructive revelry? Or is the damage output enough to justify at least a split between the two?
2. How many white sources do you need to virtually guarantee one by the third turn? I'm imagining 9 between a playset of fastlands, 4 fetches and one sacred foundry will do it (while I wholly admit it leaves me more vulnerable to things like GQ).
Basically, I want to play and get back into the swing of things as I finish up the deck, and would like to know going in just how significantly I am handicapping myself as I hold off to get the extra $100 to wrap up the manabase. What can I say, I like good bourbon
1. Yes, I think a 3 color build becomes too hard to maintain with so few fetches. Personally, I don't even like Wear//Tear and prefer Smash to Smithereens in RW, but if you can't play DRev because of your mana base and need to destroy enchantments then you should go with Wear//Tear.
2. The hypergeometric function tells you the probabilities. I like this calculator. You have 60 cards in the population, N successes (number of white sources), a sample size of 9-10 (T3 on the play/draw), and want 1 success in the sample. With 9 white sources, you have an 83.1% probability of seeing one or more in 10 cards. I play 16 white sources in RW, which comes out to 96.7%. I play 14 when I play Naya, which comes out to 94.6%. I think 9 is too few. If you had 4 Shocks to get to 12, you'd be at 91.3%.
Good bourbon is worth it, though.
I've been off Burn since January where I had a great run in side events at GP London so fancied a change.
Been looking at recent lists and it seems most have cut a Skullcrack for a 2nd mainboard Grim Lavamancer?
Can anyone provide the reasoning for this please?
Not as much lifegain? Increase in smaller creatures? Grim = recursive damage?