I agree that I think it's too early to drop white completely. I do think that Rakdos+w is a strong call now, as opposed to full on Mardu. I don't necessarily know that it's strictly better than Boros; I think they're different. Rakdos+w represents a significantly faster clock (about a full turn, which is more important than it sounds) with more lifegain if you choose to run Gonti's Machinations, but it's also more painful and plays more at sorcery speed. Boros is slower but is much more painless to run and has more instants to play around counterspells with. I do think we've approached the time when Rakdos+w and Boros are equal choices that comes down to metagame and a player's personal playstyle.
I just get turned off by how Rakdos burn is locked into sorcery speed spells, making it a much less reactive deck, with an even more linear game plan. I also think people underestimate the flexibility of Boros Charm; It DOES have 2 other modes that can come in handy in certain situations, as demonstrated skillfully by Lioc Le briand in Birmingham. That being said, it does seem like more playables are being offered to Rakdos recently than Boros, but with Ravnica 3 just around the corner, I'm hoping Boros burn gets another drop of gas for the engine
I'm starting to get the sense that Rakdos is the deck for Burn players who want to double down on their deck's primary strategy, and Boros is the deck for Burn players who want to leave their options open (insomuch as a Burn deck can do that).
I'm not necessarily arguging against RB, but RBW (I find color consistency to be victimized if we push tri-color in a blood moon meta.) I recognize there is some merit to RB, since it has more one drop spells due to Bump in the Night. The sideboard is also arguably stronger, since sometimes hte only white card we side in is path to exile. At least black would give fatal push, Rain of Gore, Rakdos Charm, and collective brutality (odd choices, but brutality is a "burn" spell by itself.
Your last statement is where I think the final nail in the coffin arrives when considering different color combinations. Black doesn't provide QUITE ENOUGH yet to justify dropping white altogether. If Deathrite Shaman were still legal, then yeah, I'd say RB were superior. But, for the time being, we would need a 2 mana burn spell that provides direct burn with some additional effect. It's really a shame Rakdos charm doesn't help burn at all main deck. There were quite a few good effects they could have packed in: deal 2 damage to target creature or player, destroy target artifact, remove two cards in a graveyard from the game. I would even be okay with a RB enhancement or 3 mana planeswalker (something burn desperately needs.) Collective brutality almost made the cut, but 2 damage to gain 2 life was not good enough.
I am definitely okay with doing testing on the RB front. I have both a hyper aggro and 1 drop RB emphasis with Bomat Courier I want to try. Here is the basic idea behind it:
That's more or less the idea. You want to play low cost, high efficiency spells and maximize the number of them you have through Bomat Courier. The higher cost spells are situational and thrown into the sideboard. I forgot how good Rakdos Charm was in this meta. Built in Relic, punishes affinity, new goblins, and mardu tokens, artifact hate.
I want to preface and say I don't intend to be the guy that screams "No you're wrong!" but I want to provide an example why the list above isn't the way I'd go by using a rather extreme example (because I can name a ton of little scenarios or stress something in order to make my point.) In your list you've axed Sovereign's Bite in the main, Eidolon of the Great Revel, and added two shard volleys in the place most lists run lightning helix (or as I propose Sovereign's bite) you did this in order to bring in some more hasty creatures as well as some more speed. However, I'm going to attempt to reveal why I think pure speed isn't cutting it with an example that would occur if you drew a hand of everything you replaced. So let's say you start with a hand of..
Two Bomat Couriers, Two Shard Volley, Two lands, a Grim Lavamancer, and some other card. Versus:
Two Eidolon of the Great Revels, Two lightning helix/Sovereign's Bite, Two lands, and two other random cards. I believe the second list is stronger even if your first list is faster. The problem Bomat has is two fold. First he's only doing one damage per turn that he lands a blow. If your opponent has a bigger threat on the board he's stone walled and can't do any damage. If he dies before you sac him then his primary purpose of providing reach is wasted. You could make the argument that they used removal but that isn't always the case either. Liliana the Last hope can kill him by pinging him, some other creatures bring in battlefield effects that might ping him, and he could be hit with something like Searing Blaze.
The hand I outlined above is indeed slower than the hand you proposed but look at what it has going for it. Two Eidolons in most games back to back could be killer. Against your list that has more one drops it can be down right punishing. If you don't draw anymore lands then those Shard Volleys end up being dead cards or major hindrances if you're forced to use them. The Lightning Helix/Sovereign Bite hand threatens you with 6 damage and 6 life gain and you have no method of preventing it. Against most aggro decks you might be in a situation where those Bomats can't reliably attack and if you do manage to get the effect off you've still spent mana in order to get cards back rather than dealing immediate damage to your opponent. So while the hand I listed above, Rakdos or RW is slower it's a far more powerful hand. This is why "pure speed" is kind of missing the mark versus consistency. Slow doesn't always equate to bad if that slow really makes it hard for your opponent to function. It's especially bad if your opponent can't rid themselves of those eidolons and if you're forced to cast through your own it isn't to bad when Sovereign Bite and Lightning Helix will ensure you only take 1 damage even if both Eidolon's hit the field.
See why Sovereign Bite is so good and should be mainboarded? Running Bump in the Night main as your only black spell (again main board) is mostly playing mono red with a single splash for a single card. It's no different than a RW list only running Boros Charm (nearly ALL RW lists are running both Charm and Helix even if the number of Helix is two.) main board and there's a reason for it. I know the desire to make a RB list to be "very" different in playstyle from white is temping but there's no reason to ignore the tried and true formulae at times. Instead, you have to look to the side board as the reason to switch to black and ensure your list is as close to the tried and true list as possible. It's just that consistent. Our biggest weakness is not having access to both Destructive Revelry and Path to Exile at the same time. By a single Sacred Foundry or Stomping Ground you have to pick one or the other. I'm thinking Path might be the better choice over Revelry.
Finally I want to point out that we don't want Fatal Push it just isn't good enough in our current meta. There are too many threats we need to get rid of immediately that Fatal Push just doesn't touch. It's tempting because it's one mana but at the same time it falls significantly short. There's also the problem that the most reliable means of activating Fatal Push is by triggering a fetch but wouldn't we rather be saving our fetches for Searing Blaze? It just doesn't mesh well with our strategies.
Again, not trying to shut you down! If you want to test with that build go for it. I can be off base and wrong and it could turn out better in practice than on paper. I don't want to ever point to someone and say "You're wrong." I think I'm catching Eclonitis and have just been really analyzing our choices and becoming pickier about what is and isn't playable which there's nothing wrong with. Also being part of a team has changed the way I look at deck building in general.
What we do have going Black is as I mentioned, Contaminated Ground which is superior to Molten Rain. We also have access to Rakdos Charm which as you acknowledged is great for the current meta. If you're going black go for that instead of simply more one drops. We already have the more one drops play via Bump in the Night.
Next I want to address is Boros Charm having multiple modes. This is true but the times that they come up and matter for a game finish is probably about as often as I close out games with a six mana flash back finish from a bump in the night or two. I've won quite a few games with this finish but not enough to matter. I've played Naya Burn and RW burn as well (Burn is the only archetype I seriously play) and I've rarely used the other modes for Boros Charm. Sometimes I pushed through leyline of sanctity with double strike victories or saved my creatures with make creatures indestructible but these rarely come up. It's far more often "4 to the face."
As for Ramunap Ruins I'll test it but I'm really not expecting much. This new meta is very fast and I'm wary of taking any more damage.
I'm not necessarily arguging against RB, but RBW (I find color consistency to be victimized if we push tri-color in a blood moon meta.) I recognize there is some merit to RB, since it has more one drop spells due to Bump in the Night. The sideboard is also arguably stronger, since sometimes hte only white card we side in is path to exile. At least black would give fatal push, Rain of Gore, Rakdos Charm, and collective brutality (odd choices, but brutality is a "burn" spell by itself.
Your last statement is where I think the final nail in the coffin arrives when considering different color combinations. Black doesn't provide QUITE ENOUGH yet to justify dropping white altogether. If Deathrite Shaman were still legal, then yeah, I'd say RB were superior. But, for the time being, we would need a 2 mana burn spell that provides direct burn with some additional effect. It's really a shame Rakdos charm doesn't help burn at all main deck. There were quite a few good effects they could have packed in: deal 2 damage to target creature or player, destroy target artifact, remove two cards in a graveyard from the game. I would even be okay with a RB enhancement or 3 mana planeswalker (something burn desperately needs.) Collective brutality almost made the cut, but 2 damage to gain 2 life was not good enough.
I am definitely okay with doing testing on the RB front. I have both a hyper aggro and 1 drop RB emphasis with Bomat Courier I want to try. Here is the basic idea behind it:
That's more or less the idea. You want to play low cost, high efficiency spells and maximize the number of them you have through Bomat Courier. The higher cost spells are situational and thrown into the sideboard. I forgot how good Rakdos Charm was in this meta. Built in Relic, punishes affinity, new goblins, and mardu tokens, artifact hate.
I want to preface and say I don't intend to be the guy that screams "No you're wrong!" but I want to provide an example why the list above isn't the way I'd go by using a rather extreme example (because I can name a ton of little scenarios or stress something in order to make my point.) In your list you've axed Sovereign's Bite in the main, Eidolon of the Great Revel, and added two shard volleys in the place most lists run lightning helix (or as I propose Sovereign's bite) you did this in order to bring in some more hasty creatures as well as some more speed. However, I'm going to attempt to reveal why I think pure speed isn't cutting it with an example that would occur if you drew a hand of everything you replaced. So let's say you start with a hand of..
Two Bomat Couriers, Two Shard Volley, Two lands, a Grim Lavamancer, and some other card. Versus:
Two Eidolon of the Great Revels, Two lightning helix/Sovereign's Bite, Two lands, and two other random cards. I believe the second list is stronger even if your first list is faster. The problem Bomat has is two fold. First he's only doing one damage per turn that he lands a blow. If your opponent has a bigger threat on the board he's stone walled and can't do any damage. If he dies before you sac him then his primary purpose of providing reach is wasted. You could make the argument that they used removal but that isn't always the case either. Liliana the Last hope can kill him by pinging him, some other creatures bring in battlefield effects that might ping him, and he could be hit with something like Searing Blaze.
The hand I outlined above is indeed slower than the hand you proposed but look at what it has going for it. Two Eidolons in most games back to back could be killer. Against your list that has more one drops it can be down right punishing. If you don't draw anymore lands then those Shard Volleys end up being dead cards or major hindrances if you're forced to use them. The Lightning Helix/Sovereign Bite hand threatens you with 6 damage and 6 life gain and you have no method of preventing it. Against most aggro decks you might be in a situation where those Bomats can't reliably attack and if you do manage to get the effect off you've still spent mana in order to get cards back rather than dealing immediate damage to your opponent. So while the hand I listed above, Rakdos or RW is slower it's a far more powerful hand. This is why "pure speed" is kind of missing the mark versus consistency. Slow doesn't always equate to bad if that slow really makes it hard for your opponent to function. It's especially bad if your opponent can't rid themselves of those eidolons and if you're forced to cast through your own it isn't to bad when Sovereign Bite and Lightning Helix will ensure you only take 1 damage even if both Eidolon's hit the field.
See why Sovereign Bite is so good and should be mainboarded? Running Bump in the Night main as your only black spell (again main board) is mostly playing mono red with a single splash for a single card. It's no different than a RW list only running Boros Charm (nearly ALL RW lists are running both Charm and Helix even if the number of Helix is two.) main board and there's a reason for it. I know the desire to make a RB list to be "very" different in playstyle from white is temping but there's no reason to ignore the tried and true formulae at times. Instead, you have to look to the side board as the reason to switch to black and ensure your list is as close to the tried and true list as possible. It's just that consistent. Our biggest weakness is not having access to both Destructive Revelry and Path to Exile at the same time. By a single Sacred Foundry or Stomping Ground you have to pick one or the other. I'm thinking Path might be the better choice over Revelry.
Finally I want to point out that we don't want Fatal Push it just isn't good enough in our current meta. There are too many threats we need to get rid of immediately that Fatal Push just doesn't touch. It's tempting because it's one mana but at the same time it falls significantly short. There's also the problem that the most reliable means of activating Fatal Push is by triggering a fetch but wouldn't we rather be saving our fetches for Searing Blaze? It just doesn't mesh well with our strategies.
Again, not trying to shut you down! If you want to test with that build go for it. I can be off base and wrong and it could turn out better in practice than on paper. I don't want to ever point to someone and say "You're wrong." I think I'm catching Eclonitis and have just been really analyzing our choices and becoming pickier about what is and isn't playable which there's nothing wrong with. Also being part of a team has changed the way I look at deck building in general.
What we do have going Black is as I mentioned, Contaminated Ground which is superior to Molten Rain. We also have access to Rakdos Charm which as you acknowledged is great for the current meta. If you're going black go for that instead of simply more one drops. We already have the more one drops play via Bump in the Night.
Next I want to address is Boros Charm having multiple modes. This is true but the times that they come up and matter for a game finish is probably about as often as I close out games with a six mana flash back finish from a bump in the night or two. I've won quite a few games with this finish but not enough to matter. I've played Naya Burn and RW burn as well (Burn is the only archetype I seriously play) and I've rarely used the other modes for Boros Charm. Sometimes I pushed through leyline of sanctity with double strike victories or saved my creatures with make creatures indestructible but these rarely come up. It's far more often "4 to the face."
As for Ramunap Ruins I'll test it but I'm really not expecting much. This new meta is very fast and I'm wary of taking any more damage.
I appreciate your feedback.
The reason I came up witht he list I did is purely for experimental purposes, but also because there was a similar list playing mono red revolving around the same concept. It went 5-0 in an MTGO league. I would venture to guess that the "updated" list is probably bad. It was mostly developed on the spot (hence the open slots.) Plus, the only experience I have had with it is gold fishing hands for consistency testing on Tappedout (no actual games have been played yet.) Theoretically, it should provide its on card advantage separate from Boros. Bump in the Night is one drop, shard volley is one drop, burst lightning is one drop. Where it falls short is in power. Boros Charm outclasses every other modern legal two drop burn in terms of damage, plus it has two additional, relevant effects. White also gains access to Lightning Helix, Path to Exile, and wear // Tear.
In all honesty, I would admit Naya burn tends itself to be a bit better. The reason I brewed that up is mostly to make use of Bomat Courier in burn. First indications mmade me believe it would be "better" focusing on one drop spells. I cut a lot of corners trying to maximize its efficiency, and without additional testing, it's hard to say if it will ever compete directly with Boros. Additional testing will see if any current changes even NEED to be made to the main deck. I think we can mostly agree it is nearly as efficient as possible.
For the time being, RW burn has been thoroughly tested and proven. This deck not so much.
It’s been touched on a bit at times throughout the thread, but I have been really, really liking Exquisite Firecraft in the sideboard.
I originally dismissed it purely as an anti-control card, which I don’t think we really need (I am firmly of the opinion that if you’re having a hard time vs control as Burn, you’re probably just not being patient enough; counter spells are relatively easy to play around by pulsing damage and control decks in Modern still need to tap out at some point to deploy threats). But realizing its potential as just another Burn spell that deals 4 damage has really changed my opinion on it. I’m finding it really makes sideboarding against combo decks a lot easier too, e.g. Titanshift where we want to take out 4 Searing Blaze but really only want to being in 2-3 Path of Exile (As an aside, It directly won me the game against a TS opponent the other day as a top deck while they were at 4 health and had their Valakut combo set up to go off the next turn). The card also serving as an anti-control tool is more of an added bonus for me now rather than the main reason I run it.
Kor Firewalker is too narrow and I detest Deflecting Palm. Exquisite Firecraft is the best card I’ve found for that two card flex spot in my SB and I think it’s going to end up being a staple for me in an open meta going forward (I still run Firewalkers locally due to a higher percentage of Burn).
A good stocklist without any innovations, except from the sideboard: He chose to not bring at all Lavamancer, Searing blood, Exquisite firecraft. I don't know why.
Instead, 4 revelry Plus 1 ancient grudge which is surprising for the one more articles hate then for this card instead of Shattering spree. I don't understand this choice.
He is the first player from a top 8 I see without any Bridges, instead he chose 2 Palm which is fine.
3 gy hate with the split 2 cage/1 rip, I like that.
And 2 Kor... Controversed card. He is from the Kor team indubitably that he may judges stronger than Firecraft/lavamancer/SBlood. Again I don't really understand why.
I think the Korr Firewalker might have been a good call here. 3 Burn Lists went 8-0. So there might have been a decent amount of burn showing. Still, I also find ancient grudge a strange choice given that we have better artifact removal.
A good stocklist without any innovations, except from the sideboard: He chose to not bring at all Lavamancer, Searing blood, Exquisite firecraft. I don't know why.
Instead, 4 revelry Plus 1 ancient grudge which is surprising for the one more articles hate then for this card instead of Shattering spree. I don't understand this choice.
He is the first player from a top 8 I see without any Bridges, instead he chose 2 Palm which is fine.
3 gy hate with the split 2 cage/1 rip, I like that.
And 2 Kor... Controversed card. He is from the Kor team indubitably that he may judges stronger than Firecraft/lavamancer/SBlood. Again I don't really understand why.
I think the Korr Firewalker might have been a good call here. 3 Burn Lists went 8-0. So there might have been a decent amount of burn showing. Still, I also find ancient grudge a strange choice given that we have better artifact removal.
Grudge does seem strange when compared to the other typical removal we see in Burn's SB, but I can see it's advantages. It's CA, netting you 2 cards for the price of one, and in an environment with many artifacts hitting the board (KCI, Hollow One), chances are you want a second "sure thing" piece of removal available. One Grudge can take out 2 hollow ones, where as DR can only take out 1. Shattering Spree can take out multiple artifacts, but only all at once. It's nice to have Grudge sitting in your graveyard when you need it later in the game.
June 2018 opposing hate analysis
The following is a lot of data that's tough to digest, but it might be helpful to you to know what kind of lifegain to expect at various times and what counterspells people are playing. This analysis comes from MTGGoldfish data with some cleaning procedure applied to it to try to clean up any bad deck names. I then go through these deck lists and find instances of "counter target", "lifelink", and "gain N life"/"gains N life" in the card text. On top of that, I search for Leyline of Sanctity, Oketra's Last Mercy, Chalice of the Void, Phyrexian Unlife, and Spellskite. The deck population is 580 decks. Cards that show up less than 0.5% of the time are not printed, and I've also removed some cards that don't affect us like Disdainful Stroke and Ceremonious Rejection. Per card splits: Go here if you want to find a list of what decks play specific cards.
1.000 0.214 0.02414 Ironworks Combo
1.000 0.400 0.00862 WUBRG Humans Company
2.308 0.703 0.06379 Humans
2.000 1.000 0.00862 WUBRG Humans Company
2.000 0.333 0.00517 WB
1.077 0.481 0.04655 WUR Control
2.000 0.250 0.00690 WUB
1.000 0.042 0.04138 WU Control
1.000 0.333 0.00517 Abzan
1.333 0.005 0.00517 Other
1.250 0.444 0.01552 Eldrazi Tron
1.000 0.333 0.00517 WB
1.000 0.111 0.01552 Eldrazi Tron
1.000 0.111 0.01552 Eldrazi Tron
1.000 0.143 0.01207 WG Tron
1.000 0.111 0.01552 Eldrazi Tron
1.000 0.333 0.00517 UB
1.750 0.667 0.01034 G/W Company
1.000 0.083 0.04138 WU Control
1.000 0.037 0.04655 WUR Control
1.000 0.167 0.01034 W
1.000 0.333 0.00517 WURG Knightfall
1.583 0.021 0.02069 Other
1.000 1.000 0.01552 Mono U Tron
3.571 0.778 0.01552 Eldrazi Tron
4.000 0.429 0.02414 R
4.000 1.000 0.00862 WR
2.000 0.167 0.04138 Affinity
4.000 0.200 0.00862 Merfolk
2.000 0.333 0.00517 UR
4.000 0.003 0.00345 Other
1.000 0.556 0.01552 Mono U Tron
4.000 0.111 0.01552 Eldrazi Tron
2.000 0.125 0.01379 UR Gifts Storm
1.000 0.125 0.01379 BGx Midrange
2.000 0.333 0.00517 UR
2.000 0.003 0.00517 Other
2.174 0.920 0.04310 Mardu Pyromancer
1.944 0.947 0.03276 B/R Hollow One
2.167 0.750 0.01379 BGx Midrange
1.000 1.000 0.00517 Abzan
1.667 1.000 0.00517 Hollow One
2.000 0.500 0.00690 WUB
2.000 0.333 0.00517 WB
2.000 0.333 0.00517 Lantern Control
1.000 0.333 0.00517 UB
1.375 0.014 0.01552 Other
1.455 0.440 0.04310 Mardu Pyromancer
2.182 0.786 0.02414 Dredge
2.000 0.846 0.02241 UBR Death's Shadow
2.900 0.909 0.01897 BG Infect
1.889 0.900 0.01724 Jund
1.143 0.368 0.03276 B/R Hollow One
2.200 1.000 0.00862 UBRG Death's Shadow
1.750 0.500 0.01379 BGx Midrange
1.667 1.000 0.00517 Abzan
1.500 0.667 0.00517 UB
1.000 0.333 0.00517 Lantern Control
2.000 0.034 0.05000 Burn
2.000 0.250 0.00690 WUB
2.000 0.333 0.00517 Krark-Clan Ironworks
1.000 0.333 0.00517 Hollow One
1.286 0.024 0.02586 Other
4.000 1.000 0.01552 Mono U Tron
1.000 0.250 0.00690 WUR
1.000 0.125 0.01379 Blue Moon
1.000 0.125 0.01379 UR Control
2.000 0.250 0.01379 BGx Midrange
1.000 0.077 0.02241 UBR Death's Shadow
1.500 0.003 0.00345 Other
1.286 0.438 0.02759 Vizier Company
4.000 1.000 0.01034 G/W Company
1.000 0.750 0.01379 G/R Land Destruction
2.000 0.667 0.00517 WURG Knightfall
1.000 0.333 0.00517 WURG Copycat
1.000 0.002 0.00172 Other
2.000 0.333 0.00517 UB
1.000 0.002 0.00172 Other
2.000 0.002 0.00172 Other
3.704 1.000 0.04655 WUR Control
2.833 1.000 0.04138 WU Control
2.625 1.000 0.01379 Blue Moon
3.250 1.000 0.01379 UR Control
2.750 1.000 0.00690 WUR
4.000 1.000 0.00517 UBRG Scapeshift
3.000 0.500 0.00690 WUB
3.000 0.250 0.01379 BGx Midrange
3.500 0.667 0.00517 UB
4.000 0.333 0.00517 UR
3.545 0.019 0.01897 Other
1.000 0.002 0.00172 Other
3.667 0.600 0.00862 Merfolk
4.000 1.000 0.01724 Bogles
1.000 0.042 0.04138 WU Control
4.000 0.600 0.00862 Merfolk
1.000 0.002 0.00172 Other
1.958 0.889 0.04655 WUR Control
1.609 0.958 0.04138 WU Control
2.125 1.000 0.01379 UR Control
2.143 0.875 0.01379 Blue Moon
2.000 1.000 0.00690 WUR
1.667 1.000 0.00517 UBRG Scapeshift
1.000 0.500 0.00690 WUB
1.000 0.250 0.01379 BGx Midrange
2.000 0.667 0.00517 UR
1.500 0.500 0.00690 UG Infect
2.000 0.062 0.02759 Vizier Company
1.000 0.125 0.01379 UR Gifts Storm
1.000 0.200 0.00862 Merfolk
1.000 0.333 0.00517 UB
2.000 0.250 0.00690 URG Gifts Storm
1.706 0.029 0.02931 Other
1.000 0.034 0.05000 Burn
1.000 0.040 0.04310 Mardu Pyromancer
1.000 0.071 0.02414 R
3.000 0.002 0.00345 Other
1.000 0.667 0.00517 WURG Copycat
1.500 0.007 0.00690 Other
4.000 1.000 0.02414 Ironworks Combo
3.714 0.875 0.01379 Living End
3.750 1.000 0.00690 RG Tron
1.500 0.667 0.01034 Amulet Titan
4.000 1.000 0.00517 Krark-Clan Ironworks
4.000 0.005 0.00517 Other
1.000 0.108 0.06379 Humans
1.500 0.003 0.00517 Other
1.000 0.400 0.01724 Jund
1.000 0.111 0.01552 RG Titanshift
2.000 0.125 0.01379 G/R Land Destruction
2.929 1.000 0.02414 Ironworks Combo
1.333 1.000 0.00517 Lantern Control
3.000 1.000 0.00517 Krark-Clan Ironworks
2.000 0.125 0.01379 BGx Midrange
1.000 0.333 0.00517 UR
2.500 0.007 0.00690 Other
1.500 0.500 0.01379 Blue Moon
1.000 0.250 0.00690 WUR
2.000 0.003 0.00517 Other
2.000 0.125 0.01379 BGx Midrange
1.600 0.625 0.01379 BGx Midrange
1.750 0.160 0.04310 Mardu Pyromancer
1.000 0.333 0.00517 UB
1.000 0.003 0.00345 Other
2.053 0.760 0.04310 Mardu Pyromancer
2.000 0.667 0.00517 WB
1.000 0.333 0.01034 W/B Eldrazi
1.000 0.027 0.06379 Humans
1.000 0.002 0.00172 Other
3.556 0.562 0.02759 Vizier Company
3.000 0.042 0.04138 WU Control
1.500 0.003 0.00517 Other
1.250 0.800 0.01724 Jund
2.000 0.625 0.01379 G/R Land Destruction
3.333 0.750 0.00690 UG Infect
1.000 0.111 0.01552 RG Titanshift
1.000 0.143 0.01207 Elves
2.000 0.250 0.00690 WUB
2.000 0.091 0.01897 BG Infect
1.000 0.312 0.02759 Vizier Company
2.000 0.138 0.05000 Burn
2.000 0.167 0.01034 W/B Eldrazi
3.500 0.800 0.01724 Bogles
3.000 0.143 0.01207 WG Tron
4.000 1.000 0.01207 Ad Nauseam
2.667 1.000 0.00517 Lantern Control
3.333 1.000 0.00517 Martyr Proc
4.000 0.200 0.01724 Bogles
2.000 0.125 0.01379 UR Gifts Storm
3.000 0.042 0.04138 WU Control
3.000 0.333 0.00517 WURG Knightfall
2.400 0.009 0.01034 Other
2.963 1.000 0.04655 WUR Control
3.833 0.828 0.05000 Burn
2.000 0.240 0.04310 Mardu Pyromancer
2.000 0.250 0.00690 WUR
2.400 0.009 0.00862 Other
2.000 0.034 0.05000 Burn
2.741 1.000 0.04655 WUR Control
1.632 0.792 0.04138 WU Control
1.167 0.750 0.01379 UR Control
3.000 0.250 0.01379 BGx Midrange
3.000 0.250 0.00690 WUR
3.000 0.250 0.00690 WUB
2.000 0.333 0.00517 UB
2.167 0.010 0.01034 Other
1.000 0.074 0.04655 WUR Control
4.000 0.125 0.01379 Blue Moon
2.000 0.667 0.00517 WURG Copycat
2.000 0.002 0.00172 Other
1.000 0.042 0.04138 WU Control
1.000 0.185 0.04655 WUR Control
1.000 0.002 0.00172 Other
1.357 0.583 0.04138 WU Control
1.667 0.222 0.04655 WUR Control
1.000 0.250 0.01379 UR Control
1.000 0.250 0.00690 WUR
2.000 0.250 0.00690 WUB
2.000 0.125 0.01379 Blue Moon
1.000 0.077 0.02241 UBR Death's Shadow
1.667 0.010 0.01034 Other
1.000 0.200 0.00862 UBRG Death's Shadow
4.000 0.005 0.00517 Other
1.048 0.875 0.04138 WU Control
1.000 0.704 0.04655 WUR Control
1.000 0.250 0.00690 WUR
1.000 0.333 0.00517 UB
1.000 0.009 0.00862 Other
1.259 1.000 0.04655 WUR Control
1.318 0.917 0.04138 WU Control
1.000 0.625 0.01379 UR Control
2.000 1.000 0.00517 UBRG Scapeshift
1.000 0.333 0.01552 Mono U Tron
1.500 0.500 0.00690 WUR
1.500 0.500 0.00690 WUB
1.000 0.250 0.01379 Blue Moon
1.500 0.667 0.00517 UR
1.000 0.200 0.00862 Merfolk
1.000 0.333 0.00517 WURG Knightfall
1.625 0.014 0.01552 Other
2.000 0.111 0.01552 RG Titanshift
1.000 0.333 0.00517 WURG Copycat
1.000 0.002 0.00172 Other
2.375 0.889 0.01552 RG Titanshift
2.200 0.625 0.01379 G/R Land Destruction
2.000 0.667 0.01034 Amulet Titan
2.000 1.000 0.00517 UBRG Scapeshift
2.000 0.143 0.01207 Elves
2.000 0.333 0.00517 WURG Copycat
1.000 0.100 0.01724 Jund
2.750 0.007 0.00862 Other
1.000 0.042 0.04138 WU Control
1.750 0.167 0.04138 WU Control
3.000 1.000 0.01207 Ad Nauseam
1.000 1.000 0.01034 Amulet Titan
1.000 1.000 0.01207 Ad Nauseam
3.000 0.003 0.00345 Other
3.857 1.000 0.01207 Ad Nauseam
1.000 0.500 0.01379 G/R Land Destruction
1.000 0.125 0.01379 G/R Land Destruction
2.000 0.111 0.01552 RG Titanshift
1.333 0.333 0.01552 RG Titanshift
1.000 0.002 0.00172 Other
1.000 0.833 0.01034 Amulet Titan
3.111 1.000 0.01552 Mono U Tron
3.875 1.000 0.01379 Blue Moon
2.250 1.000 0.01379 UR Gifts Storm
3.500 1.000 0.01379 UR Control
1.500 0.167 0.04138 WU Control
3.250 1.000 0.00690 URG Gifts Storm
3.333 0.750 0.00690 WUR
4.000 1.000 0.00517 UBRG Scapeshift
3.500 0.074 0.04655 WUR Control
4.000 0.333 0.00517 UR
2.889 0.016 0.01552 Other
1.083 0.750 0.02759 Vizier Company
2.700 1.000 0.01724 Jund
1.667 1.000 0.01034 G/W Company
3.000 0.375 0.01379 BGx Midrange
3.000 1.000 0.00517 Abzan
1.667 0.375 0.01379 G/R Land Destruction
2.667 1.000 0.00517 WURG Knightfall
1.000 0.333 0.00517 WURG Copycat
2.143 0.012 0.01379 Other
1.250 0.750 0.02759 Vizier Company
2.000 0.500 0.01379 G/R Land Destruction
1.667 0.429 0.01207 Elves
2.000 0.091 0.01897 BG Infect
1.000 0.003 0.00517 Other
4.000 1.000 0.00517 Martyr Proc
1.000 0.438 0.02759 Vizier Company
1.500 0.333 0.01034 W
1.000 0.333 0.00517 WURG Copycat
1.000 0.333 0.00517 WURG Knightfall
1.333 0.005 0.00690 Other
1.000 0.188 0.02759 Vizier Company
1.000 0.054 0.06379 Humans
1.000 0.002 0.00345 Other
3.000 1.000 0.01034 W/B Eldrazi
3.000 1.000 0.00517 WB
2.333 1.000 0.00517 Abzan
2.500 0.250 0.01379 BGx Midrange
2.333 0.005 0.00517 Other
2.000 1.000 0.00517 WUG Infect
4.000 0.400 0.00862 Merfolk
1.000 0.250 0.01379 UR Control
2.000 0.500 0.00690 UG Infect
2.000 0.042 0.04138 Affinity
4.000 0.002 0.00172 Other
2.000 0.333 0.04138 Affinity
1.667 0.667 0.01552 Mono U Tron
3.000 1.000 0.01034 Amulet Titan
1.000 1.000 0.00517 WUG Infect
1.667 0.750 0.00690 UG Infect
1.500 0.400 0.00862 Merfolk
1.000 0.333 0.00517 UB
2.000 0.003 0.00345 Other
1.083 0.444 0.04655 WUR Control
1.273 0.458 0.04138 WU Control
1.714 0.875 0.01379 UR Control
1.500 0.500 0.01379 Blue Moon
1.500 0.500 0.00690 WUR
1.000 0.500 0.00690 WUB
2.000 0.222 0.01552 Mono U Tron
1.857 0.012 0.01207 Other
1.000 0.250 0.01379 BGx Midrange
1.000 0.222 0.01552 Mono U Tron
1.000 1.000 0.00517 WUG Infect
1.000 0.125 0.02759 Vizier Company
1.000 0.143 0.01207 Elves
1.000 0.042 0.04138 Affinity
1.000 0.250 0.00690 UG Infect
1.000 0.067 0.05172 G Tron
1.500 0.143 0.02414 R
1.000 0.111 0.01552 Eldrazi Tron
1.000 0.333 0.00517 Lantern Control
1.000 0.062 0.02759 Vizier Company
4.000 0.333 0.00517 UR
1.000 0.100 0.01724 Bogles
1.000 0.042 0.04138 Affinity
1.000 0.333 0.00517 WURG Knightfall
1.000 0.003 0.00345 Other
2.923 1.000 0.02241 UBR Death's Shadow
3.000 0.800 0.00862 UBRG Death's Shadow
2.000 0.003 0.00345 Other
1.083 0.923 0.02241 UBR Death's Shadow
1.714 0.292 0.04138 Affinity
1.500 0.800 0.00862 UBRG Death's Shadow
1.750 0.007 0.00862 Other
1.000 0.002 0.00172 Other
1.000 0.143 0.01207 Ad Nauseam
1.667 0.005 0.00517 Other
4.000 0.500 0.00690 WUB
4.000 0.002 0.00172 Other
1.000 0.333 0.00517 WURG Copycat
1.000 0.143 0.01207 WG Tron
1.000 0.002 0.00172 Other
2.833 1.000 0.05172 G Tron
2.833 0.857 0.01207 WG Tron
2.500 1.000 0.00690 RG Tron
2.000 0.250 0.01379 Living End
2.000 0.250 0.01379 G/R Land Destruction
1.333 0.005 0.00862 Other
1.000 0.625 0.04138 WU Control
1.000 0.037 0.04655 WUR Control
1.000 0.250 0.00690 WUB
1.545 0.917 0.04138 WU Control
1.000 0.148 0.04655 WUR Control
1.000 0.250 0.00690 WUR
1.500 0.014 0.01379 Other
2.000 1.000 0.05172 G Tron
1.000 1.000 0.01552 Mono U Tron
2.000 1.000 0.01207 WG Tron
2.000 1.000 0.00690 RG Tron
1.000 0.111 0.01552 Eldrazi Tron
2.000 0.002 0.00172 Other
1.000 0.333 0.01552 Mono U Tron
1.000 0.033 0.05172 G Tron
2.000 0.071 0.02414 Ironworks Combo
1.000 0.400 0.01724 Bogles
3.333 1.000 0.00517 WURG Knightfall
1.000 0.200 0.00862 Merfolk
2.000 0.005 0.00862 Other
3.864 0.917 0.04138 Affinity
2.000 0.033 0.05172 G Tron
1.750 0.800 0.05172 G Tron
1.625 0.889 0.01552 Eldrazi Tron
1.333 0.857 0.01207 WG Tron
2.000 0.500 0.00690 RG Tron
3.033 1.000 0.05172 G Tron
1.000 1.000 0.01552 Mono U Tron
3.143 1.000 0.01207 WG Tron
2.750 1.000 0.00690 RG Tron
1.333 0.333 0.01552 Eldrazi Tron
2.000 0.071 0.02414 Ironworks Combo
3.000 0.002 0.00172 Other
1.583 0.857 0.02414 Ironworks Combo
1.000 0.778 0.01552 Mono U Tron
1.250 0.444 0.01552 Eldrazi Tron
1.000 0.667 0.00517 Krark-Clan Ironworks
1.000 0.333 0.00517 UB
2.000 0.002 0.00345 Other
Card fractions: This is averaged over the whole meta and is the fraction of decks that play the card in the maindeck/sideboard without taking into account how many copies they play. These give a general idea of what cards to expect from a randomly chosen deck. Maindeck: The top cards are Cryptic Command (15.86%), Collective Brutality (11.38%), Lightning Helix (10.86%), Logic Knot (10.86%), Remand (10.17%), Wurmcoil Engine (9.48%), Ugin, the Spirit Dragon (8.97%).
Compare to the top cards from last month Cryptic Command (15.06%), Scavenging Ooze (12.76%), Lightning Helix (12.64%), Logic Knot (10.69%), Collective Brutality (10.23%), Remand (8.39%), Wurmcoil Engine (6.78%).
Hate cards by meta decks: Go here if you want to see what kind of hate cards specific decks play.
The first column is the average copies per deck of this archetype if the deck plays this card, so that this number is not affected by a deck that doesn't play the card. The second column is the fraction of decks of this archetype playing this card, and this number is affected by decks that don't play the card.
Meta composition: This is just a core dump of the fraction of decks out of the total for this month with each name. Some of these deck names might be fuzzy, so the results are approximate.
This is just a core dump of the fraction of decks out of the total for this month with each name.
6.38% Humans
5.17% G Tron
5.00% Burn
4.66% WUR Control
4.31% Mardu Pyromancer
4.14% WU Control
4.14% Affinity
3.28% B/R Hollow One
2.76% Vizier Company
2.41% Ironworks Combo
2.41% Dredge
2.41% R
2.24% UBR Death's Shadow
1.90% BG Infect
1.72% Jund
1.72% Bogles
1.55% Eldrazi Tron
1.55% RG Titanshift
1.55% Mono U Tron
1.38% Blue Moon
1.38% UR Gifts Storm
1.38% BGx Midrange
1.38% Living End
1.38% G/R Land Destruction
1.38% UR Control
1.21% Elves
1.21% Ad Nauseam
1.21% WG Tron
1.03% W
1.03% G/W Company
1.03% Amulet Titan
1.03% W/B Eldrazi
0.86% WR
0.86% Merfolk
0.86% WUBRG Humans Company
0.86% UBRG Death's Shadow
0.69% WUR
0.69% WUB
0.69% RG Tron
0.69% URG Gifts Storm
0.69% UG Infect
0.52% WB
0.52% Lantern Control
0.52% WUG Infect
0.52% UBRG Scapeshift
0.52% WURG Copycat
0.52% Abzan
0.52% UR
0.52% UB
0.52% BRG
0.52% Martyr Proc
0.52% WURG Knightfall
0.52% Krark-Clan Ironworks
0.52% Hollow One
0.34% 8-Rack
0.34% WUG Hatebears
0.34% U/R Prowess
0.34% Gruul Zoo
0.34% WRG Titanshift
0.34% WURG Scapeshift
0.34% Skred Red
0.34% WUR Copycat
0.34% Goryo's Vengeance
0.34% Krark-Clan Combo
0.34% UBR Control
0.34% Goodstuff 3c
0.34% Kiki Chord
0.17% WG
0.17% WUB Control
0.17% WU
0.17% Uwr
0.17% RG
0.17% U/W Spirits
0.17% WUG Knightfall
0.17% Eldrazi and Taxes
0.17% WBR Death's Shadow
0.17% URG Delver
0.17% UBR Delver
0.17% Mill
0.17% Zoo
0.17% Breach Titan
0.17% Thopter-Sword
0.17% UB Control
0.17% B/W Pox
0.17% WUBR Storm
0.17% G
0.17% Esper Gifts
0.17% WUR Storm
0.17% U
0.17% WRG Hatebears
0.17% BG Tron
0.17% WBRG Death's Shadow
0.17% WUR Ascension
0.17% Rg Eldrazi
0.17% WUBRG Death's Shadow
0.17% Jeskai Breach
0.17% Colorless Eldrazi
0.17% Sultai Midrange
0.17% Naya Zoo
0.17% Gifts 3c
0.17% WUBRG
0.17% Bant Eldrazi
0.17% WURG Kiki-Resto
0.17% WURG
0.17% Slivers
Enchantments:
4.000 0.125 0.01379 Living End
1.000 0.040 0.04310 Mardu Pyromancer
3.000 0.333 0.00517 WB
4.000 0.250 0.00690 WUB
4.000 0.333 0.00517 UB
1.333 0.125 0.04138 Affinity
1.000 0.333 0.01034 W/B Eldrazi
2.040 1.000 0.04310 Mardu Pyromancer
3.875 1.000 0.01379 G/R Land Destruction
2.833 0.750 0.01379 UR Control
4.000 0.429 0.02414 R
2.400 0.625 0.01379 Blue Moon
3.000 0.750 0.00690 WUR
1.500 0.667 0.00517 UR
1.000 0.053 0.03276 B/R Hollow One
3.500 0.003 0.00345 Other
1.000 0.200 0.04310 Mardu Pyromancer
2.000 0.263 0.03276 B/R Hollow One
1.750 1.000 0.00690 URG Gifts Storm
2.000 0.167 0.04138 Affinity
2.333 1.000 0.00517 BRG
2.000 0.667 0.00517 WURG Copycat
1.000 0.250 0.01379 UR Control
1.000 0.037 0.04655 WUR Control
2.000 0.125 0.01379 UR Gifts Storm
1.000 0.200 0.00862 Merfolk
2.000 0.333 0.00517 UR
2.000 0.014 0.01897 Other
3.000 0.071 0.02414 R
1.500 0.500 0.00690 RG Tron
4.000 0.667 0.00517 BRG
1.500 0.400 0.01724 Bogles
1.000 0.100 0.01724 Bogles
2.000 0.333 0.00517 WB
1.000 0.400 0.00862 WR
1.800 0.833 0.01034 G/W Company
1.000 0.200 0.01724 Jund
2.000 0.143 0.01207 Elves
2.000 0.002 0.00172 Other
1.286 0.438 0.02759 Vizier Company
4.000 1.000 0.01034 G/W Company
1.000 0.750 0.01379 G/R Land Destruction
2.000 0.667 0.00517 WURG Knightfall
1.000 0.333 0.00517 WURG Copycat
1.000 0.002 0.00172 Other
1.000 0.002 0.00172 Other
4.000 1.000 0.01724 Bogles
1.650 0.833 0.04138 WU Control
1.000 0.250 0.00690 WUB
1.000 0.002 0.00345 Other
1.000 0.222 0.04655 WUR Control
3.000 0.250 0.00690 WUB
1.000 0.042 0.04138 WU Control
1.000 0.007 0.00690 Other
1.000 0.003 0.00690 Other
1.000 0.938 0.02759 Vizier Company
1.667 1.000 0.01034 G/W Company
1.000 0.571 0.01207 Elves
1.000 1.000 0.00517 WURG Copycat
1.000 0.100 0.01724 Bogles
1.000 0.007 0.00690 Other
3.929 0.966 0.05000 Burn
4.000 0.357 0.02414 R
4.000 0.034 0.05000 Burn
4.000 1.000 0.01724 Bogles
1.500 0.083 0.04138 Affinity
1.000 0.002 0.00172 Other
1.000 0.042 0.04138 Affinity
1.000 0.002 0.00172 Other
2.000 0.333 0.00517 UB
3.000 0.071 0.02414 R
1.864 0.917 0.04138 Affinity
1.769 0.929 0.02414 Ironworks Combo
2.000 0.667 0.00517 Krark-Clan Ironworks
1.000 0.333 0.00517 Lantern Control
2.000 0.333 0.00517 UR
1.667 0.005 0.00690 Other
4.000 1.000 0.00517 Martyr Proc
2.000 0.167 0.01034 W
4.000 0.125 0.01379 G/R Land Destruction
1.000 0.333 0.01034 G/W Company
1.800 1.000 0.01724 Bogles
4.000 0.083 0.04138 Affinity
4.000 0.002 0.00172 Other
4.000 0.333 0.00517 WB
2.600 1.000 0.01724 Bogles
4.000 0.333 0.00517 WB
1.000 0.200 0.00862 WR
1.000 0.200 0.00862 WR
3.000 0.002 0.00172 Other
1.000 0.002 0.00172 Other
1.000 0.100 0.01724 Bogles
1.000 0.200 0.01724 Bogles
1.000 0.250 0.01379 UR Control
1.000 0.333 0.00517 WURG Copycat
1.000 0.500 0.00690 WUR
1.500 0.250 0.01379 UR Control
1.000 0.250 0.01379 Blue Moon
1.000 0.333 0.00517 UR
2.000 0.111 0.01552 RG Titanshift
1.000 0.034 0.05000 Burn
3.500 0.800 0.01724 Bogles
3.000 0.143 0.01207 WG Tron
4.000 1.000 0.01207 Ad Nauseam
2.667 1.000 0.00517 Lantern Control
3.333 1.000 0.00517 Martyr Proc
4.000 0.200 0.01724 Bogles
2.000 0.125 0.01379 UR Gifts Storm
3.000 0.042 0.04138 WU Control
3.000 0.333 0.00517 WURG Knightfall
2.400 0.009 0.01034 Other
3.333 0.947 0.03276 B/R Hollow One
3.909 0.440 0.04310 Mardu Pyromancer
4.000 1.000 0.00517 BRG
3.000 0.286 0.01207 Elves
3.000 0.154 0.02241 UBR Death's Shadow
3.500 0.667 0.00517 Hollow One
4.000 0.111 0.01552 Eldrazi Tron
3.000 0.125 0.01379 BGx Midrange
3.000 0.125 0.01379 Living End
1.000 0.333 0.00517 UB
3.000 0.100 0.01724 Jund
3.400 0.009 0.00862 Other
2.000 0.002 0.00172 Other
2.000 0.200 0.00862 WR
1.000 0.167 0.01034 W
1.000 0.250 0.00690 WUB
1.000 0.200 0.00862 Merfolk
1.000 0.125 0.01379 BGx Midrange
3.333 1.000 0.00517 WURG Copycat
3.500 0.003 0.00517 Other
1.000 0.200 0.00862 WR
1.000 0.167 0.01034 W
1.000 0.100 0.01724 Bogles
2.000 0.125 0.01379 BGx Midrange
3.857 1.000 0.01207 Ad Nauseam
1.000 0.333 0.00517 Lantern Control
1.000 0.167 0.01034 Amulet Titan
2.333 0.333 0.01552 RG Titanshift
2.000 0.002 0.00345 Other
4.000 0.002 0.00172 Other
2.000 0.625 0.01379 UR Gifts Storm
2.000 0.250 0.00690 URG Gifts Storm
1.000 0.034 0.05000 Burn
2.000 1.000 0.01897 BG Infect
4.000 1.000 0.01724 Bogles
1.000 0.500 0.00690 UG Infect
1.895 0.792 0.04138 WU Control
1.941 0.586 0.05000 Burn
1.786 0.583 0.04138 Affinity
2.500 1.000 0.01034 W
2.167 0.600 0.01724 Bogles
2.200 1.000 0.00862 WR
2.600 1.000 0.00862 WUBRG Humans Company
2.250 0.667 0.01034 W/B Eldrazi
1.667 1.000 0.00517 WB
1.500 0.286 0.01207 Elves
1.500 0.074 0.04655 WUR Control
3.000 0.500 0.00690 WUR
2.000 0.143 0.02414 R
2.000 0.250 0.00690 WUB
1.000 0.143 0.01207 Ad Nauseam
3.000 0.125 0.01379 G/R Land Destruction
2.000 0.167 0.01034 Amulet Titan
2.000 0.021 0.02414 Other
1.333 1.000 0.00517 WURG Knightfall
2.000 0.002 0.00172 Other
1.500 0.593 0.04655 WUR Control
1.300 0.417 0.04138 WU Control
1.000 0.333 0.00517 WB
2.000 0.003 0.00345 Other
1.000 0.037 0.04655 WUR Control
2.000 0.200 0.00862 Merfolk
1.700 1.000 0.01724 Bogles
1.000 0.250 0.00690 UG Infect
2.000 0.003 0.00690 Other
2.083 0.889 0.04655 WUR Control
2.000 0.833 0.04138 WU Control
2.000 1.000 0.00517 UBRG Scapeshift
2.000 0.250 0.00690 WUB
1.000 0.125 0.01379 BGx Midrange
2.000 0.333 0.00517 UB
1.000 0.111 0.01552 Mono U Tron
1.750 0.014 0.01552 Other
1.000 0.333 0.00517 Lantern Control
1.000 0.125 0.01379 UR Control
2.250 0.571 0.01207 Elves
2.000 1.000 0.00517 WUG Infect
2.000 0.250 0.00690 UG Infect
1.000 0.042 0.04138 Affinity
1.000 0.002 0.00172 Other
4.000 0.003 0.00345 Other
3.600 1.000 0.01724 Bogles
1.000 0.300 0.01724 Bogles
1.125 0.800 0.01724 Bogles
1.600 1.000 0.01724 Bogles
4.000 0.458 0.04138 WU Control
4.000 1.000 0.00862 Merfolk
4.000 0.750 0.00690 WUR
4.000 0.005 0.00517 Other
2.143 0.778 0.01552 Mono U Tron
1.000 0.002 0.00345 Other
2.000 0.917 0.04138 WU Control
1.600 0.370 0.04655 WUR Control
2.700 1.000 0.01724 Bogles
2.833 1.000 0.01034 W/B Eldrazi
2.167 1.000 0.01034 G/W Company
1.667 0.162 0.06379 Humans
1.200 0.200 0.04310 Mardu Pyromancer
3.000 1.000 0.00862 WR
2.000 1.000 0.00862 WUBRG Humans Company
2.400 0.833 0.01034 W
2.500 0.138 0.05000 Burn
1.667 1.000 0.00517 WURG Copycat
2.667 1.000 0.00517 Abzan
3.000 1.000 0.00517 Martyr Proc
2.000 0.286 0.01207 Elves
2.000 0.125 0.02759 Vizier Company
2.500 0.500 0.00690 WUR
2.000 0.500 0.00690 WUB
2.000 0.143 0.02414 R
3.000 0.333 0.00517 WB
2.000 0.125 0.01379 BGx Midrange
3.000 0.125 0.01379 G/R Land Destruction
2.000 0.167 0.01034 Amulet Titan
2.000 0.333 0.00517 WURG Knightfall
2.111 0.031 0.03448 Other
2.000 0.200 0.01724 Bogles
1.000 0.071 0.02414 Ironworks Combo
1.000 0.042 0.04138 Affinity
2.000 0.333 0.00517 Krark-Clan Ironworks
2.000 0.002 0.00345 Other
1.500 0.143 0.02414 Ironworks Combo
1.000 0.042 0.04138 Affinity
4.000 0.071 0.02414 R
2.000 0.357 0.02414 R
2.000 0.125 0.01379 Blue Moon
1.000 0.400 0.01724 Bogles
4.000 1.000 0.01379 G/R Land Destruction
1.000 0.333 0.01034 G/W Company
1.800 0.625 0.02759 Vizier Company
2.000 1.000 0.00862 WR
1.000 0.333 0.00517 WURG Copycat
1.000 0.167 0.01034 G/W Company
1.000 0.167 0.01034 W
1.000 0.333 0.00517 WURG Knightfall
1.000 0.009 0.01379 Other
Maindeck: The top cards are Search for Azcanta (10.17%), Blood Moon (10.00%), Eidolon of the Great Revel (4.83%), Rancor (3.97%), Courser of Kruphix (3.79%), Detention Sphere (3.79%), Spreading Seas (3.79%).
Sideboard: The top cards are Stony Silence (21.72%), Rest in Peace (17.76%), Leyline of the Void (8.28%), Ghirapur Aether Grid (7.24%), Blood Moon (6.38%), Eidolon of Rhetoric (5.69%), Runed Halo (5.00%).
The first column is the average copies per deck of this archetype if the deck plays this card, so that this number is not affected by a deck that doesn't play the card. The second column is the fraction of decks of this archetype playing this card, and this number is affected by decks that don't play the card.
2x Rest in Peace or 2x Relic of Progenitus? They both cost 2 to "go off." RIP affects the board when it comes in and it keeps graveyard empty. Relic can be played earlier as a rattle snake, possibly stalling your opponent's play. It also draws you a card. However, graveyards can fill up again after it goes off.
Which do people prefer, and does it depend on the meta?
Second question: Eidolon of the Great Revel. This card always strike me as being pretty awkward on the draw, I never know when to cast it to catch up the right way.
When do we side Eidolon out, and when is the best time to cast it when on the draw?
2x Rest in Peace or 2x Relic of Progenitus? They both cost 2 to "go off." RIP affects the board when it comes in and it keeps graveyard empty. Relic can be played earlier as a rattle snake, possibly stalling your opponent's play. It also draws you a card. However, graveyards can fill up again after it goes off.
Which do people prefer, and does it depend on the meta?
Second question: Eidolon of the Great Revel. This card always strike me as being pretty awkward on the draw, I never know when to cast it to catch up the right way.
When do we side Eidolon out, and when is the best time to cast it when on the draw?
I prefer RiP, personally. I don't want finesse with Burn; if I want to take a graveyard out, I want to take a graveyard OUT. Eliminate the variable from the equation, and proceed to combo off.
I usually only board out Eidolon when I predict that I won't see its effect occur from my opponent with regularity. This could be because they plan to empty their hand before I can cast Eidolon (Affinity) or because I can expect them to be consistently casting things higher than three mana (all forms of Tron).
I feel the sooner you cast Eidolon, the better. Every spell your opponent plays before Eidolon gets out makes the card worse. Almost every time I try to be cute and play a second Swiftspear and a bolt effect before my Eidolon, I regret it.
I like Relic more against grindy gy decks like jund and mardu for its ability to cycle for a card. I like RiP more against storm, dredge etc. Then again, if you see both I see no reason not to up your gy hate count to 3 and run a 2:1 split of those in either direction. RiP also is much worse if you have grim lavamancers, and I do like to keep those in against mardu and jund to have an out in longer games.
The only time I find reveler awkward on the draw is against aggro, and I'm boarding it out in those matchups. If they are using Karn to exile a turn 2 eidolon...I still feel pretty good about that game.
2x Rest in Peace or 2x Relic of Progenitus? They both cost 2 to "go off." RIP affects the board when it comes in and it keeps graveyard empty. Relic can be played earlier as a rattle snake, possibly stalling your opponent's play. It also draws you a card. However, graveyards can fill up again after it goes off.
Which do people prefer, and does it depend on the meta?
Second question: Eidolon of the Great Revel. This card always strike me as being pretty awkward on the draw, I never know when to cast it to catch up the right way.
When do we side Eidolon out, and when is the best time to cast it when on the draw?
I like Relic, personally. If you can get it early, you can keep their graveyard small-ish until you have to pop it and it draws you a card then. I'll second the idea of playing a 2:1 split of Relic and RiP. I think this spot comes down to a combination of personal preference and a feel for what you think you need out of that slot. If you need to erase graveyards until they deal with it, RiP. If you're ok with just keeping it in check, Relic.
I generally jam Eidolon on T2 if it's a matchup where Eidolon is good. If I have a Guide/Swift and Eidolon in hand on T2, I'll swing and then play the land and Eidolon 2nd main, and I do that so that they have to choose whether to use removal during combat without knowing that I have another land and Eidolon. I won't do it if Guide just revealed a Spell Snare, though. I side out Eidolon against aggro decks (including the mirror) and big mana decks like Tron.
Hey all, looking to get into Burn on MODO for the first time.
What does everyone consider the stock list for someone to get started with?
I'm looking at this list that recently 5-0'd and I like the choices: https://www.mtggoldfish.com/deck/1189573#online
(I'd rather avoid Ensnaring Bridge for budget reasons, but I could probably be talked into it)
Hey all, looking to get into Burn on MODO for the first time.
What does everyone consider the stock list for someone to get started with?
I'm looking at this list that recently 5-0'd and I like the choices: https://www.mtggoldfish.com/deck/1189573#online
(I'd rather avoid Ensnaring Bridge for budget reasons, but I could probably be talked into it)
Bridge is really good in this deck good. You're going to dump your hand quickly.
Hey all, looking to get into Burn on MODO for the first time.
What does everyone consider the stock list for someone to get started with?
I'm looking at this list that recently 5-0'd and I like the choices: https://www.mtggoldfish.com/deck/1189573#online
(I'd rather avoid Ensnaring Bridge for budget reasons, but I could probably be talked into it)
Bridge is really good in this deck good. You're going to dump your hand quickly.
I suppose Palm has fallen out of favor for some, but I prefer it to Firecraft
I'm assuming where you listed 3 skullcrack in your sideboard was meant to be searing blood? Some of us are against bridge because casting it for 3 and having it removed meant tapping out to achieve nothing. Bridge can be good but some of us feels it's too much mana to not achieve our game plan. That being said, it's very popular and many burn lists that have posted results have had it in their side which is undeniable. However, there have also been lists that didn't. So it's definitely not a necessary side board and could probably be called one of our side board flex spots.
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GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
I want to preface and say I don't intend to be the guy that screams "No you're wrong!" but I want to provide an example why the list above isn't the way I'd go by using a rather extreme example (because I can name a ton of little scenarios or stress something in order to make my point.) In your list you've axed Sovereign's Bite in the main, Eidolon of the Great Revel, and added two shard volleys in the place most lists run lightning helix (or as I propose Sovereign's bite) you did this in order to bring in some more hasty creatures as well as some more speed. However, I'm going to attempt to reveal why I think pure speed isn't cutting it with an example that would occur if you drew a hand of everything you replaced. So let's say you start with a hand of..
Two Bomat Couriers, Two Shard Volley, Two lands, a Grim Lavamancer, and some other card. Versus:
Two Eidolon of the Great Revels, Two lightning helix/Sovereign's Bite, Two lands, and two other random cards. I believe the second list is stronger even if your first list is faster. The problem Bomat has is two fold. First he's only doing one damage per turn that he lands a blow. If your opponent has a bigger threat on the board he's stone walled and can't do any damage. If he dies before you sac him then his primary purpose of providing reach is wasted. You could make the argument that they used removal but that isn't always the case either. Liliana the Last hope can kill him by pinging him, some other creatures bring in battlefield effects that might ping him, and he could be hit with something like Searing Blaze.
The hand I outlined above is indeed slower than the hand you proposed but look at what it has going for it. Two Eidolons in most games back to back could be killer. Against your list that has more one drops it can be down right punishing. If you don't draw anymore lands then those Shard Volleys end up being dead cards or major hindrances if you're forced to use them. The Lightning Helix/Sovereign Bite hand threatens you with 6 damage and 6 life gain and you have no method of preventing it. Against most aggro decks you might be in a situation where those Bomats can't reliably attack and if you do manage to get the effect off you've still spent mana in order to get cards back rather than dealing immediate damage to your opponent. So while the hand I listed above, Rakdos or RW is slower it's a far more powerful hand. This is why "pure speed" is kind of missing the mark versus consistency. Slow doesn't always equate to bad if that slow really makes it hard for your opponent to function. It's especially bad if your opponent can't rid themselves of those eidolons and if you're forced to cast through your own it isn't to bad when Sovereign Bite and Lightning Helix will ensure you only take 1 damage even if both Eidolon's hit the field.
See why Sovereign Bite is so good and should be mainboarded? Running Bump in the Night main as your only black spell (again main board) is mostly playing mono red with a single splash for a single card. It's no different than a RW list only running Boros Charm (nearly ALL RW lists are running both Charm and Helix even if the number of Helix is two.) main board and there's a reason for it. I know the desire to make a RB list to be "very" different in playstyle from white is temping but there's no reason to ignore the tried and true formulae at times. Instead, you have to look to the side board as the reason to switch to black and ensure your list is as close to the tried and true list as possible. It's just that consistent. Our biggest weakness is not having access to both Destructive Revelry and Path to Exile at the same time. By a single Sacred Foundry or Stomping Ground you have to pick one or the other. I'm thinking Path might be the better choice over Revelry.
Finally I want to point out that we don't want Fatal Push it just isn't good enough in our current meta. There are too many threats we need to get rid of immediately that Fatal Push just doesn't touch. It's tempting because it's one mana but at the same time it falls significantly short. There's also the problem that the most reliable means of activating Fatal Push is by triggering a fetch but wouldn't we rather be saving our fetches for Searing Blaze? It just doesn't mesh well with our strategies.
Again, not trying to shut you down! If you want to test with that build go for it. I can be off base and wrong and it could turn out better in practice than on paper. I don't want to ever point to someone and say "You're wrong." I think I'm catching Eclonitis and have just been really analyzing our choices and becoming pickier about what is and isn't playable which there's nothing wrong with. Also being part of a team has changed the way I look at deck building in general.
What we do have going Black is as I mentioned, Contaminated Ground which is superior to Molten Rain. We also have access to Rakdos Charm which as you acknowledged is great for the current meta. If you're going black go for that instead of simply more one drops. We already have the more one drops play via Bump in the Night.
Next I want to address is Boros Charm having multiple modes. This is true but the times that they come up and matter for a game finish is probably about as often as I close out games with a six mana flash back finish from a bump in the night or two. I've won quite a few games with this finish but not enough to matter. I've played Naya Burn and RW burn as well (Burn is the only archetype I seriously play) and I've rarely used the other modes for Boros Charm. Sometimes I pushed through leyline of sanctity with double strike victories or saved my creatures with make creatures indestructible but these rarely come up. It's far more often "4 to the face."
As for Ramunap Ruins I'll test it but I'm really not expecting much. This new meta is very fast and I'm wary of taking any more damage.
I appreciate your feedback.
The reason I came up witht he list I did is purely for experimental purposes, but also because there was a similar list playing mono red revolving around the same concept. It went 5-0 in an MTGO league. I would venture to guess that the "updated" list is probably bad. It was mostly developed on the spot (hence the open slots.) Plus, the only experience I have had with it is gold fishing hands for consistency testing on Tappedout (no actual games have been played yet.) Theoretically, it should provide its on card advantage separate from Boros. Bump in the Night is one drop, shard volley is one drop, burst lightning is one drop. Where it falls short is in power. Boros Charm outclasses every other modern legal two drop burn in terms of damage, plus it has two additional, relevant effects. White also gains access to Lightning Helix, Path to Exile, and wear // Tear.
In all honesty, I would admit Naya burn tends itself to be a bit better. The reason I brewed that up is mostly to make use of Bomat Courier in burn. First indications mmade me believe it would be "better" focusing on one drop spells. I cut a lot of corners trying to maximize its efficiency, and without additional testing, it's hard to say if it will ever compete directly with Boros. Additional testing will see if any current changes even NEED to be made to the main deck. I think we can mostly agree it is nearly as efficient as possible.
For the time being, RW burn has been thoroughly tested and proven. This deck not so much.
I originally dismissed it purely as an anti-control card, which I don’t think we really need (I am firmly of the opinion that if you’re having a hard time vs control as Burn, you’re probably just not being patient enough; counter spells are relatively easy to play around by pulsing damage and control decks in Modern still need to tap out at some point to deploy threats). But realizing its potential as just another Burn spell that deals 4 damage has really changed my opinion on it. I’m finding it really makes sideboarding against combo decks a lot easier too, e.g. Titanshift where we want to take out 4 Searing Blaze but really only want to being in 2-3 Path of Exile (As an aside, It directly won me the game against a TS opponent the other day as a top deck while they were at 4 health and had their Valakut combo set up to go off the next turn). The card also serving as an anti-control tool is more of an added bonus for me now rather than the main reason I run it.
Kor Firewalker is too narrow and I detest Deflecting Palm. Exquisite Firecraft is the best card I’ve found for that two card flex spot in my SB and I think it’s going to end up being a staple for me in an open meta going forward (I still run Firewalkers locally due to a higher percentage of Burn).
I think the Korr Firewalker might have been a good call here. 3 Burn Lists went 8-0. So there might have been a decent amount of burn showing. Still, I also find ancient grudge a strange choice given that we have better artifact removal.
Grudge does seem strange when compared to the other typical removal we see in Burn's SB, but I can see it's advantages. It's CA, netting you 2 cards for the price of one, and in an environment with many artifacts hitting the board (KCI, Hollow One), chances are you want a second "sure thing" piece of removal available. One Grudge can take out 2 hollow ones, where as DR can only take out 1. Shattering Spree can take out multiple artifacts, but only all at once. It's nice to have Grudge sitting in your graveyard when you need it later in the game.
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
The following is a lot of data that's tough to digest, but it might be helpful to you to know what kind of lifegain to expect at various times and what counterspells people are playing. This analysis comes from MTGGoldfish data with some cleaning procedure applied to it to try to clean up any bad deck names. I then go through these deck lists and find instances of "counter target", "lifelink", and "gain N life"/"gains N life" in the card text. On top of that, I search for Leyline of Sanctity, Oketra's Last Mercy, Chalice of the Void, Phyrexian Unlife, and Spellskite. The deck population is 580 decks. Cards that show up less than 0.5% of the time are not printed, and I've also removed some cards that don't affect us like Disdainful Stroke and Ceremonious Rejection.
Per card splits: Go here if you want to find a list of what decks play specific cards.
Maindeck: The top cards are Cryptic Command (15.86%), Collective Brutality (11.38%), Lightning Helix (10.86%), Logic Knot (10.86%), Remand (10.17%), Wurmcoil Engine (9.48%), Ugin, the Spirit Dragon (8.97%).
Compare to the top cards from last month Cryptic Command (15.06%), Scavenging Ooze (12.76%), Lightning Helix (12.64%), Logic Knot (10.69%), Collective Brutality (10.23%), Remand (8.39%), Wurmcoil Engine (6.78%).
Compare to the top cards from last month Dispel (18.28%), Collective Brutality (17.01%), Negate (14.48%), Kitchen Finks (8.97%), Obstinate Baloth (6.90%), Spellskite (5.98%), Thragtusk (5.98%).
The first column is the average copies per deck of this archetype if the deck plays this card, so that this number is not affected by a deck that doesn't play the card. The second column is the fraction of decks of this archetype playing this card, and this number is affected by decks that don't play the card.
This is just a core dump of the fraction of decks out of the total for this month with each name.
6.38% Humans
5.17% G Tron
5.00% Burn
4.66% WUR Control
4.31% Mardu Pyromancer
4.14% WU Control
4.14% Affinity
3.28% B/R Hollow One
2.76% Vizier Company
2.41% Ironworks Combo
2.41% Dredge
2.41% R
2.24% UBR Death's Shadow
1.90% BG Infect
1.72% Jund
1.72% Bogles
1.55% Eldrazi Tron
1.55% RG Titanshift
1.55% Mono U Tron
1.38% Blue Moon
1.38% UR Gifts Storm
1.38% BGx Midrange
1.38% Living End
1.38% G/R Land Destruction
1.38% UR Control
1.21% Elves
1.21% Ad Nauseam
1.21% WG Tron
1.03% W
1.03% G/W Company
1.03% Amulet Titan
1.03% W/B Eldrazi
0.86% WR
0.86% Merfolk
0.86% WUBRG Humans Company
0.86% UBRG Death's Shadow
0.69% WUR
0.69% WUB
0.69% RG Tron
0.69% URG Gifts Storm
0.69% UG Infect
0.52% WB
0.52% Lantern Control
0.52% WUG Infect
0.52% UBRG Scapeshift
0.52% WURG Copycat
0.52% Abzan
0.52% UR
0.52% UB
0.52% BRG
0.52% Martyr Proc
0.52% WURG Knightfall
0.52% Krark-Clan Ironworks
0.52% Hollow One
0.34% 8-Rack
0.34% WUG Hatebears
0.34% U/R Prowess
0.34% Gruul Zoo
0.34% WRG Titanshift
0.34% WURG Scapeshift
0.34% Skred Red
0.34% WUR Copycat
0.34% Goryo's Vengeance
0.34% Krark-Clan Combo
0.34% UBR Control
0.34% Goodstuff 3c
0.34% Kiki Chord
0.17% WG
0.17% WUB Control
0.17% WU
0.17% Uwr
0.17% RG
0.17% U/W Spirits
0.17% WUG Knightfall
0.17% Eldrazi and Taxes
0.17% WBR Death's Shadow
0.17% URG Delver
0.17% UBR Delver
0.17% Mill
0.17% Zoo
0.17% Breach Titan
0.17% Thopter-Sword
0.17% UB Control
0.17% B/W Pox
0.17% WUBR Storm
0.17% G
0.17% Esper Gifts
0.17% WUR Storm
0.17% U
0.17% WRG Hatebears
0.17% BG Tron
0.17% WBRG Death's Shadow
0.17% WUR Ascension
0.17% Rg Eldrazi
0.17% WUBRG Death's Shadow
0.17% Jeskai Breach
0.17% Colorless Eldrazi
0.17% Sultai Midrange
0.17% Naya Zoo
0.17% Gifts 3c
0.17% WUBRG
0.17% Bant Eldrazi
0.17% WURG Kiki-Resto
0.17% WURG
0.17% Slivers
Enchantments:
The first column is the average copies per deck of this archetype if the deck plays this card, so that this number is not affected by a deck that doesn't play the card. The second column is the fraction of decks of this archetype playing this card, and this number is affected by decks that don't play the card.
Link to previous month: May 2018 (apologies if it goes to the wrong spot on the page, it's post 1332).
2x Rest in Peace or 2x Relic of Progenitus? They both cost 2 to "go off." RIP affects the board when it comes in and it keeps graveyard empty. Relic can be played earlier as a rattle snake, possibly stalling your opponent's play. It also draws you a card. However, graveyards can fill up again after it goes off.
Which do people prefer, and does it depend on the meta?
Second question: Eidolon of the Great Revel. This card always strike me as being pretty awkward on the draw, I never know when to cast it to catch up the right way.
When do we side Eidolon out, and when is the best time to cast it when on the draw?
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
I prefer RiP, personally. I don't want finesse with Burn; if I want to take a graveyard out, I want to take a graveyard OUT. Eliminate the variable from the equation, and proceed to combo off.
I usually only board out Eidolon when I predict that I won't see its effect occur from my opponent with regularity. This could be because they plan to empty their hand before I can cast Eidolon (Affinity) or because I can expect them to be consistently casting things higher than three mana (all forms of Tron).
I feel the sooner you cast Eidolon, the better. Every spell your opponent plays before Eidolon gets out makes the card worse. Almost every time I try to be cute and play a second Swiftspear and a bolt effect before my Eidolon, I regret it.
The only time I find reveler awkward on the draw is against aggro, and I'm boarding it out in those matchups. If they are using Karn to exile a turn 2 eidolon...I still feel pretty good about that game.
I like Relic, personally. If you can get it early, you can keep their graveyard small-ish until you have to pop it and it draws you a card then. I'll second the idea of playing a 2:1 split of Relic and RiP. I think this spot comes down to a combination of personal preference and a feel for what you think you need out of that slot. If you need to erase graveyards until they deal with it, RiP. If you're ok with just keeping it in check, Relic.
I generally jam Eidolon on T2 if it's a matchup where Eidolon is good. If I have a Guide/Swift and Eidolon in hand on T2, I'll swing and then play the land and Eidolon 2nd main, and I do that so that they have to choose whether to use removal during combat without knowing that I have another land and Eidolon. I won't do it if Guide just revealed a Spell Snare, though. I side out Eidolon against aggro decks (including the mirror) and big mana decks like Tron.
Kor Firewalker
Burrenton Forge-Tender
Etched Champion
Auriok Champion
Most of those Path To Exile can hit just the same.
By the way did anyone see the list at Sao Paulo of Burn that made it to top 16 without any monastery swiftspears?
What does everyone consider the stock list for someone to get started with?
I'm looking at this list that recently 5-0'd and I like the choices: https://www.mtggoldfish.com/deck/1189573#online
(I'd rather avoid Ensnaring Bridge for budget reasons, but I could probably be talked into it)
4x Inspiring Vantage
4x Arid Mesa
4x Wooded Foothills
1x Bloodstained Mire
3x Mountain
2x Sacred Foundry
1x Stomping Ground
Creatures (14)
4x Eidolon of the Great Revel
4x Goblin Guide
4x Monastery Swiftspear
2x Grim Lavamancer
4x Lightning Bolt
4x Lava Spike
4x Lightning Helix
4x Boros Charm
4x Searing Blaze
4x Rift Bolt
3x Skullcrack
4x Destructive Revelry
2x Deflecting Palm
2x Ensnaring Bridge
3x Searing Blood
2x Rest in Peace
2x Path to Exile
I'm assuming where you listed 3 skullcrack in your sideboard was meant to be searing blood? Some of us are against bridge because casting it for 3 and having it removed meant tapping out to achieve nothing. Bridge can be good but some of us feels it's too much mana to not achieve our game plan. That being said, it's very popular and many burn lists that have posted results have had it in their side which is undeniable. However, there have also been lists that didn't. So it's definitely not a necessary side board and could probably be called one of our side board flex spots.