"Of course you should fight fire with fire. You should fight everything with fire."
—Jaya Ballard, task mage
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So you want to play a Burn deck? Well this is the right place. Burn is a deck made up primarily of the most efficient burn spells available. We don't care about a long term plan, and for the most part, we don't even care what our opponent is doing either. We simply want to deal as much damage to our opponents as quickly as possible. Lightning Bolt is the epitome of a burn spell. It deals 3 damage, where ever we want, at the low cost of 1 mana. And it does it at Instant speed. Filling our deck with as many similar spells as possible will benefit us in the long (short) run.
Burn was originally known as a deck called Sligh, which was developed by Jay Schneider and taken to a second place finish by Paul Sligh at a PTQ in Atlanta. At the time, second place was good enough to earn him a spot on the Pro Tour, and the internet went ablaze with hype of this new type of deck: an aggro deck. People still often refer to this style of deck as Sligh. As time went on and more cards were printed, the deck changed into what it is in Legacy today. While we don't have all the fun toys that the Legacy counterpart has access to, we still have quite a lot of gas to work with. Click here for more information on the origins of Sligh.
While the original Sligh decks were focused on filling the board with efficient creatures and widdling opponents life totals down to 0, we are going to take an approach that is more focused on throwing spells at our opponent's face. There are a handful of creatures that we will be looking at, but primarily we want to get as much damage per mana spent as possible. Three damage for 1 mana is what we are looking for. If we curve out, and net 3 damage for each mana spent, by turn 3 we would have dealt 18 damage. Turn 1: 3 damage. Turn 2: 6 damage (9 total). Turn 3: 9 damage (18 total). I realize that we start the game with 20 life, but thanks to fetch lands, such as Verdant Catacombs and Scalding Tarn, as well as the shock lands they fetch out, such as Steam Vents and Overgrown Tomb, we will find friends in our opponent's decks which can often mean that we only need to deal 17 damage (sometimes less) to win.
Of course things don't always go to plan. Counter magic, such as Spell Pierce, and hand disruption, such as Inquisition of Kozilek can slow us down a bit. Cards that gain life for our opponents is probably our primary hindrance. But if we have a high enough thread density, and a little luck, we can usually finish off our opponents while they are still trying to establish their central strategy.
2. The Cards
The basic Burn spell is Lightning Bolt, 3 damage for 1 mana. All spells in Burn must be compared with Bolt, Incinerate and Searing Spear are surely good cards, but they usually don't make the cut in this deck, not being efficient enough with a cost of 2 mana. When a spell does cost more than 1, it should also have some additional benefit.
Let us now discuss the specific cards, although I'll leave the mana-base for a later section.
Lightning Bolt - Bread and Butter spell, if you aren't running the playset you aren't playing Burn.
Lava Spike - Lightning Bolt 5-8, run a playset or you aren't playing Burn.
Rift Bolt - Lightning Bolt 9-12, run a playset or you aren't playing Burn.
Bump in the Night - The primary reason to splash black is this card right here. It's essentially Bolt 13-16, and it's got Flashback, which can't hurt. Admittedly, it's rare that I cast this for it's Flashback cost, but it has won games for me on more than one occasion. There are other benefits to this card. First of all, it causes lose of life, and not damage (thus negating prevent x damage). It's also black, so you can cast it through Iona, Shield of Emeria.
Shard Volley - It's a Bolt with a big down side. The plus is that you are usually killing off your opponent when you cast it, and it gives you something to do with excess lands if you ever get flooded out. You can also use it to power up Treasure Cruise if you decide to run it. Drawing it in multiples is not great, but I do recommend running at least one copy, but no more than three (I run two).
Pillar of Flame - A sorcery speed shock is pretty bad, but a sorcery speed shock that exiles Kitchen Finks is occasionally useful enough to run. It's probably not the greatest card to run currently, but exiling Delver of Secrets will give them one less card to Delve with.
Forked Bolt - It's a card that isn't great, but it can help you deal with two threats at once. I've ran it in the past, but usually not more than a 1-2 of. I wouldn't recommend it right now, as it's not dealing enough damage and most creatures don't warrant us to run this card. Most of the time it's best value will be to ping Young Pyromancer and Snapcaster Mage each for 1, or hit Vault Skirge for 1 and aim the other damage at their face. Honestly, we are going to be better off with cards like Searing Blaze and Searing Blood. Since we have better options for creature removal + player damage, I would avoid running Forked Bolt.
Skullcrack - 2 mana for 3 damage is typically not what we are looking for, but since life gain can be a significant problem for us, we can sometimes net 5-6 virtual damage out of this card. This card also makes it so damage cannot be prevented, which can come up every now and again. Skullcrack has become one of the staples of Burn, and I recommend running at least 2 in the main deck, but many players prefer to run a full set of 4.
Boros Charm - This is the primary reason to splash white. You net 4 damage for 1 card, which is above average despite costing two mana. It's rare that you use any mode other than player damage, and considering the Legacy version runs Flame Rift, I think we can manage paying some life to fetch out a Sacred Foundry. I absolutely think RWx is the way to go, and recommend running 4.
Searing Blaze - Yes, you need them to have a creature, and you need to play fetchlands if you run this to get full value out of the instant speed. I run it because I expect a lot of creatures, and am running fetches for other cards already. For me, it's my main deck removal spell that also hits in the face for 3. Others choose to run other things instead. Up to you.
Searing Blood - This is basically Searing Blaze, but there are a few differences. First of all, Searing Blaze targets both the creature and the player. So if the creature dies before Searing Blood resolves (say, sacrificed to Viscera Seer), Searing Blood will fizzle, but Searing Blaze will still deal damage to the player. The flip side to this is that Searing Blood will deal damage through Leyline of Sanctity, and also does not require a fetch land to be fully powered. For this reason a lot of players will run Searing Blaze main deck with Searing Blood in the board, and then bring Blood in for games 2-3.
Lightning Helix - Helix is a card that you want to have main deck if you are expecting a lot of aggressive decks. Gaining 3 life can mean the difference between winning and losing if playing against another Burn deck. It can also give an edge against Affinity as well. Some players run 4 copies main deck. Some run 4 in the board. Some don't run them at all.
Magma Jet - This used to be the best card available for filtering through our top deck, trying to hit that last piece of Burn to finish off our opponent. Since then, we have been given Treasure Cruise to play with. While TC does not deal damage, it does dig through our top 3 cards, and usually at the cost of 1 mana. Magma Jet was a staple in the old days of Legacy Burn, but today it's outclassed.
Treasure Cruise - There isn't much to say about this card, except that drawing 3 more cards is very very good. As one of the local pros put it: Splashing blue for Treasure Cruise is almost certainly better than splashing for one of the other colors you could be running. I've got to agree. This card helps a lot when you get flooded, have to fight through some life gain, get hit with hand disruption, or straight up run out of gas. Resolving one equates to winning, if not the turn you cast it, then the next. I recommend running 2-3 copies.
Flames of the Blood Hand - Prior to Skullcrack getting printed, this was our life gain hate card of choice. Now that we have a 2 mana version, not many people run Flames of the Blood Hand anymore. If you are worried about a lot of life gain decks in your area, it might not be a bad idea to put in Skullcrack 5-8 in your 75.
Flame Javelin - If you feel like you need more 4 damage spells, this could be what you're looking for. But Flames of the Blood Hand is certainly a better choice.
Browbeat - It's a Trap! It is never damage when you want the damage, and it's never cards when you want the cards. It's never a good idea to give your opponents the choice of what your cards do. They will always pick the mode that is more favorable for them. Don't run it.
Goblin Guide - The Best creature in Burn, and played as a 4 of even in Legacy. He will usually swing in for at least 4 damage, sometimes as much as 6. He'll also give you information on what's going into your opponent's hand. If you have any in your opening hand, play them before any other spell, unless they play a must answer critter that needs to get bolted asap. Without question, run 4.
Monastery Swiftspear - Also known as Taylor Swift, this is basically the best 1 drop we have had in a long time. It often deals 4+ damage over the course of a game, and with a handful of instants it can really mess up combat math for our opponents. Even a single Bolt can turn into 5 damage with one of these guys attacking. I was skeptical at first, but it didn't take long for me to come around. I recommend running a full set of 4.
Grim Lavamancer - Grim Lavamancer is a somewhat controversial card in Legacy Burn. As a repeatable shock, he's amazing giving reach and inevitability, but he also isn't guaranteed damage. He doesn't have haste, is a terrible topdeck, and he's much better against aggro than combo. He will do some work in games that go on longer, but you probably don't want him eating up your graveyard if you're looking to cast Treasure Cruise. I recommend a 2-3 of if you aren't running TC, otherwise don't run any.
Vexing Devil - Punisher cards are almost universally bad, but this is the only exception. Most of the time Devil will be 4 damage for R, but sometimes it'll stick and eat a bolt or run into a Goyf wall or something. While I used to run him as a 4 of, I've since replaced him with Monastery Swiftspear. I wouldn't say running both is bad, but I don't. As with Browbeat, I don't like giving my opponent the choice of what my cards do. If you do run Vexing Devil, make sure you dump them onto the board as quickly as possible. They are much more effective in the early game than they are in the mid-late game.
Spark Elemental - 3 damage for R is a good deal, but I dis-recommend this card. It only has one chance to deal it's damage, and it can be blocked every easily. Some run it when they want to keep their curve as low as possible, but know it's a sub-optimal choice. I would never run him.
Deathrite Shaman - I ran this guy in place of my Grim Lavamancer for a while. Since then, he has gotten banned, so don't run him unless you want to get a game loss, or even worse, disqualification.
Eidolon of the Great Revel - Eidolon of the Great Revel is rapidly becoming a core part of Modern Burn. With the very low mana curve of modern, he puts out a ton of damage, even if he's bolted or path'ed immediately he's at least a shock. Don't forget either that he can swing, to increase his damage output even further. While he does hurt you, you don't care, because almost every spell in your opponent's hand shocks them now, making it much easier to count to 20. Additionally, he shuts down some decks all together, and makes cards like Snapcaster Mage much worse. I recommend running a full set of 4.
Hellspark Elemental - Hellspark Elemental is much better than Spark Elemental. Because flashback, sorry, Unearth. While blockers make Hellspark very sad indeed, the unearth means that it is a viable option for the deck. Getting 6 damage out of a single card can be very good. I don't personally run him, and recommend 0 copies, but it's not unplayable.
Keldon Marauders - For a long time Keldon Marauders was the gold standard of creatures in Burn. It will always deal 2 damage, and can deal as much as 5. Things have changed since the printing of Hellspark, Guide, and Vexing Devil however, and Keldon Marauders rarely shows up in current lists. Which isn't to say he's bad, and eventually the meta may make him viable again.
Dark Confidant - Some players really like drawing cards, and Burn having such a low curve can certainly maximize value out of Bob. However we do run few creatures, and spending two mana for a card that has to survive a full turn before we get any value out of it makes it less than optimal. Once upon a time I ran him as a 4 of, but found this deck to not be the right fit for him.
Ball Lightning - Too slow. Don't run it. Sure, it can save you in some situations, but it also makes those situations more common.
Shattering Spree - Anti-Affinity. You cast this you can pretty much wipe their board, then burn them out. Simple, but highly effective. The down side is that it's sorcery speed, but you can usually get 2-3 for 1 out of it.
Destructive Revelry - You need to splash green, but it's anti-enchantment and anti-artifact while also hitting them in the face. If you aren't running Wear // Tear, you're running Destructive Revelry.
War Priest of Thune - On the flip side, this guy blows up Leyline of Santity when he enters the battlefield, and then keeps chugging away. The downside is that I often find myself holding onto them if there aren't any opposing enchantments to target.
Hide // Seek - Another anti-enchantment sideboard card, for Leyline. It also tucks Wurmcoil Engine, but can't swing for damage in multiples.
Blood Moon - Turns off a lot of decks. We are typically 3 color, but are so heavily in red that Moon doesn't really effect us all that much.
Ensnaring Bridge - Burn empties it's hand quickly. As such Ensnaring Bridge can be good against Aggro and Tron.
Volcanic Fallout - If aggro, tribal decks like Goblins, Faeries or Elves, or Geist of Saint Traft become too common, this will be an excellent instant speed answer. It even hits them in the dome as well! It's also very good vs Delver.
Anger of the Gods - Anti-Aggro Sweeper, hits things with 3 in the butt which is highly relevant against Zoo, and exiles so it's also decent against Jund, Junk, and Pod.
Slagstorm - The other anti-Aggro Sweeper. While it doesn't exile, it does give you the option of hitting players. Honestly, Anger or Fallout are better options.
Molten Rain - Nonbasic hate, decent against Tron and tri colored decks like Jund and Jeskai Control.
Ancient Grudge - Anti-artifact card. You pretty much need a green source to use it, and I find Shattering Spree and Smash to Smithereens better. However, Grudge is an instant that can hit twice, so some prefer it.
Rain of Gore - Lifegain hoser extraordinaire. It helps you count to 20. The only question is if you want to devote sideboard slots to combat lifegain, or focus on other decks.
Leyline of Punishment - The Red Leyline. Stops lifegain cold and can't be countered if it's in your opening hand. I prefer Rain of Gore, but currently I am not playing black so I am on the Leyline plan.
Satyr Firedancer - A possible 2 mana replacement for Grim Lavamancer. All your burn, save for Bump in the Night, now also hits their creatures. Generally you do not drop him on turn 2, you drop him later when you can use his ability immediately. If he sticks, he can really help you against creature based decks like Fae, Zoo, and Merfolk.
Ash Zealot - 2/2 Haste first strike for RR, that's relevant. The other ability also hoses storm. You can run her MD if you're in a more creature heavy build, or in the board specifically against Storm. Up to you.
3. The Lands
In burn, as in any other deck, the manabase is a matter of great importance. You generally only want to see 3 lands, but you definitely want to see 3. As such I recommend 20 lands. However, the curve is low enough that you can cut back on lands and still fairly reliably hit 3, some lists even go as low as 17 lands, although I would not recommend going that low.
In terms of Mulliganing, if you have 4+ lands in your oppening hand, probably mull it. Sometimes a 1 lander can be kept on the draw, or even on the play if you're feeling lucky.
Gemstone Mine - Taps for all colors, comes in untapped, but can only be used 3 times.
Forbidden Orchard - It doesn't cause pain, and taps for all colors. However, it does give them a 1/1 dude (which you can then target with Searing Blaze and Searing Blood). This card has a big down side if you're running any creatures, so it's not recommended.
Teetering Peaks - If you run enough creatures and can be confidant about connecting, this is decent. I don't run it, but I don't run a creature heavy list either. Personally, it just seems awful.
Ghitu Encampment - I've never seen anyone run this card, but that's not to say it couldn't see play. It's probably best to not have lands that Enter the Battlefield tapped.
Keldon Megaliths - This might be the only exception to lands that Enter the Battlefield tapped. I would not run more than a 1 of, if at all.
4. Piloting Burn
The goal of Burn is to bring the opponent's life total from 20 down to 0. Burn generally doesn't care about the board state, except as a clock for how long you have to burn down the opponent. Burn doesn't care about drawing cards, although if the opponent wants to give us cards we won't complain.
Burn cares about life totals. Burn is the only deck where turn 1 Lava Spike is a correct line of play. Other aggro decks have you save your burn for after the creature beatdown when the board has stalled, in Burn you throw it at their face from the start. Sometimes, of course, they have a creature that needs to die before it can do anything, like Martyr of Sands or Glistener Elf, in which case you send your removal at them and then get back to throwing fire and lightning at the dome.
Postboard you generally want to play your SB cards ASAP if they are permanents like Torpor Orb, and save them for the right moment if you boarded in Rakdos Charm or Faerie Macabre.
The Meta is always changing, and with it, we must be adaptable as well. This is the meta from day two of Grand Prix: Madird, which took place on November 15-16, 2014. You can find that data here.
* Of the 37 Delver decks, all similar in strategy, 24 were simply blue-red. Five added green for Temur, five added white for Jeskai. Two were blue-white-green and one was blue-black-green, also known as Sultai.
** Among the 23 Rock decks, 15 were Abzan, four were Jund, and four were straight-up two-colored black-green.
"Of course you should fight fire with fire. You should fight everything with fire."
—Jaya Ballard, task mage
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1. Introduction
Burn is a simple deck, with a simple philosophy: Count to 20. Likely the first Burn deck was back in Alpha and consisted entirely of Lightning Bolts and Mountains. 4 of limit on non-basics means that kind of thing is no longer possible, but the idea remains. In fact, counting to 20 is more important to this deck than Card Advantage. There are no card draw spells that also deal enough damage to be worth running in Burn, as a result Burn only draws on it's draw step, which is very important to remember.
Burn in Modern began as a port of the Mono-Red Legacy Burn deck, although it lost precious cards such as Chain Lightning, Fireblast, and Price of Progress. Modern Burn however has the advantage over Legacy Burn in that the opponent will often bolt themselves Fetching a Shockland at least once in the game, lowering how many spells we need to cast to win. Additionally, the lack of Stifle, Wasteland, and Price means that Burn can easily splash other colors.
It should be noted, that despite the number of creatures that will be discussed in below, Burn is not an Aggro deck in the traditional sense, although some consider it to be the first aggro deck. Burn plays the most efficient damage spells we can find and if some of those spells happen to be creatures our interaction with the battlefield nonetheless remains minimal.
2. The Cards
3+3+3+3+3+3+3=3x7=21
If we can average 3 damage per card, then the opening hand is lethal.
The basic Burn spell is Lightning Bolt, 3 damage for 1 mana. All spells in Burn must be compared with Bolt, Incinerate and Searing Spear are surely good cards, but they usually don't make the cut in this deck, not being efficient enough.
Let us now discuss the specific cards, although I'll leave the mana-base for a later section.
1 CMC Spells
Bread and Butter spell, if you aren't running the playset you aren't playing Burn.
The Best creature in Burn, and played as a 4 of even in Legacy and Modern Burn decks that run no other creatures. He will usually swing in for at least 4 damage, sometimes as much as 6. He'll also give you a lot of information on your opponent's hand. If you have any in your opening hand, play them before any other spell, unless they play a must answer critter that needs to get bolted asap.
Lightning Bolt 5-8, run a playset or you aren't playing Burn.
Lightning Bolt 9-12, run a playset or you aren't playing Burn.
There is no Chain Lightning in Modern, but there is also no Stifle, Wasteland, or Price of Progress. As such, splashing black for Lightning Bolt 13-16 is accepted as standard. I consider it a core part of the deck. The flashback is rarely relevant, but the color can win you the game against Unburial-Iona.
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Those are the core 1 cmc spells for burn, but there are other such spells that are often or sometimes played.
Grim Lavamancer
Grim Lavamancer is a somewhat controversial card in Legacy Burn. As a repeatable shock, he's amazing giving reach and inevitability, but he also isn't guaranteed damage. He doesn't have haste, is a terrible topdeck, and he's much better against aggro than combo. Ultimately, he's powerful enough to run, but it will slow the deck down a bit.
Vexing Devil
Punisher cards are almost universally bad, but this is the only exception. Most of the time Devil will be 4 damage for R, but sometimes it'll stick and eat a bolt or run into a Goyf wall or something. I think that the Devil is absolutely worth running as a 4 of, but he isn't technically part of the core of the deck.
Shard Volley
On the one hand, it's a bolt. On the other hand it makes you sac a land, which we usually don't want to see that many of. It is powerful enough to run, but seeing multiples will make you sad. I don't run it, but some do.
Pillar of Flame
A sorcery speed shock is pretty bad, but a sorcery speed shock that exiles Kitchen Finks is occasionally useful enough to run. Lifegain of any sort is a beating for Burn, and Pillar can stop a good chunk of it.
Spark Elemental
3 damage for R is a good deal, but I dis-recommend this card. It only has one chance to deal it's damage, and it can be blocked every easily. Some run it when they want to keep their curve as low as possible, but know it's a sub-optimal choice.
Deathrite Shaman
He ramps, he shocks to the dome, he gains life, and he hates on the graveyard. Some lists run him, either as extra lavamancers or simply replacing lavamancer altogether. Usually running him means putting a single Stomping Ground in, just to get as much use out of him as possible.
Edit: Deathrite Shaman has been banned, do not run him.
2 CMC Spells
Lifegain is the bane of Burn. As such, I feel warranted in considering Skullcrack a part of the Core of Modern Burn. It stops random lifegain like Finks or lifelink guys for a turn, which is sometimes all you need. You will never be sad to see this card, as it will often be more like 5+ damage than 3. Run 4 maindeck.
4 damage for 2 mana. That is amazing. Flame Rift sees play in Legacy Burn on occasion, and this is one sided. 4 damage is a lot more than 3, to the point where you only need 5 or 6 spells instead of 7 to count to 20 life if enough of them do 4 damage. Absolutely run 4 of MD.
Eidolon of the Great Revel is rapidly becoming a core part of Modern Burn. With the very low mana curve of modern, he puts out a ton of damage, even if he's bolted or path'ed immediately he's at least a shock. Don't forget either that he can swing, to increase his damage output even further. While he does hurt you, you don't care, because almost every spell in your opponent's hand shocks them now, making it much easier to count to 20.
Magma Jet
Wait, I know what you are thinking. A measly 2 damage for 1R, how is that worth running at all? Shock is worthless, after all, and this costs an entire mana extra. The key my friend is "Scry 2". Burn does not do card advantage, we are entirely dependent on the top of our library. As such, being able to fix your topdeck, or just send a pair of lands to the bottom can be the difference between victory and defeat. While not technically part of the core, I highly recommend the playset.
Searing Blaze
Yes, you need them to have a creature, and you need to play the full set of 8 fetchlands if you run this to get full value out of the instant speed. It's a viable choice, but not part of the core of the deck. I run it because I expect a lot of creatures, and am running fetches for other cards already. Others choose to run other things instead. Up to you.
Searing Blood
Searing Blood is the alternative to Searing Blaze. It does not require a fetchland to be turned on, but it does need the creature to die. With the prevalance of Zoo, it is generally safe to assume that most creatures you encounter will have toughness of at least 3. As such I recommend Searing Blaze over it.
Ash Zealot
2/2 Haste first strike for RR, that's relevant. The other ability also hoses storm. You can run her MD if you're in a more creature heavy build, or in the board specifically against Storm. Up to you.
Hellspark Elemental
Hellspark Elemental is much better than Spark Elemental. Because flashback, sorry, Unearth. While blockers make Hellspark very sad indeed, the unearth means that it is a viable option for the deck.
Keldon Marauders
For a long time Keldon Marauders was the gold standard of creatures in Burn. It will always deal 2 damage, and can deal as much as 5. Things have changed since the printing of Hellspark, Guide, and Vexing Devil however, and Keldon Marauders rarely shows up in current lists. Which isn't to say he's bad, and eventually the meta may make him viable again.
Satyr Firedancer
A possible 2 mana replacement for Grim Lavamancer. All your burn, save for Bump in the Night, now also hits their creatures. Generally you do not drop him on turn 2, you drop him later, when you can use his ability immediately. If he sticks, he can really help you against creature based decks like Fae, Zoo, and Merfolk.
Lightning Helix
Even Healing Salve can be great if it has Lightning Bolt stapled to it. But is it great enough to run in burn? Certainly, the lifegain can be relevant in a format with shocks, and if you are already splashing W and feel the need to have more things to throw at creatures, then it's a fine choice. I don't run it, but others do.
Dark Confidant
Some decks really want CA, and so try to fit Bob in, since we're already running B. I don't run him because he doesn't help me count to 20, but some find him useful.
3 CMC Spells
Flames of the Blood Hand
Formerly a popular maindeck choice, the printing of Skullcrack has rendered Flames mostly obsolete. You can still run it if you feel you need another 4 damage spell.
Flame Javelin
Again, only if you feel you need another 4 mana spell.
Browbeat
It's a Trap! It is never damage when you want the damage, and it's never cards when you want the cards. Don't run it.
Ball Lightning
Too slow. Don't run it. Sure, it can save you in some situations, but it also makes those situations more common.
Sideboard Cards
Torpor Orb
It stops Finks, Obstinate Baloth, Thragtusk, Twin, most of Pod, and Soul Sisters. I recommend it.
Shattering Spree
Anti-Affinity. You cast this you can pretty much wipe their board, then burn them out. Simple, but highly effective.
Smash to Smithereens
Destroys an artifact and hits them for 3. I prefer Spree, but some prefer this.
Rakdos Charm
It slices, it dices, it cuts them in half. Every mode is relevant in the sideboard. Artifact hate can hit a Pod or Crainial Plating, you can exile storm's yard in response to Past in Flames or get rid of Iona/Elesh Norn in response to Unburial Rites, and anti-army does work against Twin, Kiki-pod, Tokens, and Affinity.
Dragon's Claw
Absolutely brutal in the mirror. Also good against storm.
Hide // Seek
Another anti-enchantment sideboard card, for Leyline. It also tucks wurmcoils, but can't swing for damage in multiples.
Blood Moon
Turns off a lot of decks. We are 3 color, but are so heavily in red that Moon doesn't really effect us all that much.
Ensnaring Bridge
Burn empties it's hand quickly. As such Ensnaring Bridge can be good against Aggro and Tron.
Volcanic Fallout
If aggro, tribal decks like Goblins or Elves, or Giest of St Traft becomes too common, this will be an excellent instant speed answer. It even hits them in the dome as well!
Edit: With the reintroduction of Bitterblossom and Fae this has become a better card since it hits most of their dudes and can't be countered, however the unbanning of Nacatl means I prefer other anti aggro cards at the moment.
Anger of the Gods
Anti-Aggro Sweeper, hits things with 3 in the butt which is highly relevant against Zoo, and exiles so it's also decent against Jund, Junk, and Pod
Slagstorm
The other anti-Aggro Sweeper. While it doesn't exile, I feel the ability to hit to the dome makes it better in Burn than Anger is. Pick between this and Anger to best suit your meta.
Ancient Grudge
Anti-artifact card. You pretty much need a green source to use it, and I find Shattering Spree better. However, Grudge is an instant and so some prefer it.
Rain of Gore
Lifegain hoser extraordinaire. It helps you count to 20. The only question is if you want to devote sideboard slots to combat lifegain, or focus on other decks.
Leyline of Punishment
The Red Leyline. Stops lifegain cold. Some prefer this over Rain of Gore, others prefer Rain of Gore. Either one works, the question is if they are worth the sideboard slots.
In burn, as in any other deck, the manabase is a matter of great importance. You generally only want to see 3 lands, but you definitely want to see 3. As such I recommend 20 lands. However, the curve is low enough that you can cut back on lands and still fairly reliably hit 3, some lists even go as low as 17 lands, although I would not recommend going that low.
In terms of Mulliganing, if you have 4+ lands in your oppening hand, probably mull it. Sometimes a 1 lander can be kept on the draw, or even on the play if you're feeling lucky.
Not much to say here. Run a bunch.
Sacred Foundry
For your fetchable W sources. Don't run a basic plains.
Blood Crypt
For your fetchable B sources. Don't run a basic swamp.
Arid Mesa/Scalding Tarn
You are playing them for colors, Searing Blaze, and Lavamancer/Deathrite. You are not running them for deck thinning, it isn't statistically significant for Burn.
Blackcleave Cliffs
Everything you want out of a B/R land. Run them over Dragonskull Summit, if you have them.
Dragonskull Summit
That you can't play it untapped turn 1 makes Burn sad. Run Blackcleave Cliffs instead.
Clifftop Retreat
Sadly, for R/W that doesn't hurt you this is the best we got.
Battlefield Forge
It does the job. Comes in untapped, and taps for colors.
Gemstone Mine
Taps for all colors, comes in untapped, but can only be used 3 times.
Forbidden Orchard
It doesn't cause pain, and taps for all colors. However, it does give them a 1/1 dude.
Teetering Peaks
If you run enough creatures and can be confidant about connecting, this is decent. I don't run it, but I don't run a creature heavy list either.
4. Piloting Burn
The goal of Burn is to bring the opponent's life total from 20 down to 0. Burn generally doesn't care about the boardstate, except as a clock for how long you have to burn down the opponent. Burn doesn't care about drawing cards, although if the opponent wants to give us cards we won't complain.
Burn cares about life totals. Burn is the only deck where turn 1 Lava Spike is a correct line of play. Other aggro decks have you save your burn for after the creature beatdown when the board has stalled, in Burn you throw it at their face from the start. Sometimes, of course, they have a creature that needs to die before it can do anything, like Martyr of Sands or Deathrite Shaman or Glistener Elf, in which case you send your removal at them and then get back to throwing fire and lightning at the dome.
Postboard you generally want to play your SB cards ASAP if they are permanents like Torpor Orb, and save them for the right moment if you boarded in Rakdos Charm or Faerie Macabre.
To continue discussion from the previous thread, I didn't even notice the Forbidden Orchard - Searing Blaze tech. I just put in forbidden orchard because I had put City of Brass on the list and Orchard also makes all colors. However, now that it's been pointed out I may cut a blackcleave for a singleton orchard.
To continue discussion from the previous thread, I didn't even notice the Forbidden Orchard - Searing Blaze tech. I just put in forbidden orchard because I had put City of Brass on the list and Orchard also makes all colors. However, now that it's been pointed out I may cut a blackcleave for a singleton orchard.
Seems like it could be good in my creatureless burn since I won't have creatures they can block with their 1/1s.
To continue discussion from the previous thread, I didn't even notice the Forbidden Orchard - Searing Blaze tech. I just put in forbidden orchard because I had put City of Brass on the list and Orchard also makes all colors. However, now that it's been pointed out I may cut a blackcleave for a singleton orchard.
On the old thread, I posted about forbidden orchard on pg like 82 and noone noticed. Hahaha. I'm glad someone brought it up though because it does have that small synergy but it also helps us play DRS with out possibly running stomping ground
I believe that burn is on the upswing, and jund isn't gonna disappear overnight. I expect more if not the same amount of leylines. Combo decks use leyline to protect them against Jund's discard, and they are incidentally bonkers against us. From perusing all the archetypes that 4-0'd dailies I classified decks based on my initial read on how much game they had versus us(again, these are my first impressions). Decks with leylines or excessive lifegain/disruption(like spell pierce) are in tougher.
Matchups:
Tougher
Second Breakfast, Amarican Midrange, Bw Tokens, Hive Mind (it's been doing pretty well lately)
Medium
4c birthing pod, Jund, Melira pod, boggled enchantments
Easier
RG Tron, Spirit Jund, Scapeshift, Dark Naya, Splinter Twin.
There are other common decks of course, but these are the archetypes that have been doing well of late.
Is suppression field as good as I think it is? We have to side out Grim/DS but it shuts off (or super hinders) pod, DS, twin, manlands, GR tron's artifact ramp, and Second Breakfast... Seems good.
YMTC: We need a spikey red enchantment. My creations:
RR
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Im glad to see the fallouts MB in the creature-less version... Still thinking about going back there since it makes Removal.deck have a hand full of dead cards. Methinks i'd run 3 tho with one SB Especially since it molests GoST and snappy. My meta is blue till it hurts... (even i play merfolk lol)
Slaughter Games can be pretty awesome against combo decks and might be worth mentioning as a sideboard card.
Hitting 4 land drops in a row to start the game is probably not what this deck wants to do. With people running 18-20 lands it won't happen with any amount of consistency either.
Definitely a good sideboard card, but not in burn I don't think.
I agree that slaughter games is just too expensive. A competent player is combing off turn 3/4 so unless we are on the play and happen to draw 4, which most likely doesnt happen, it'll be hard to really hit their combo pieces...
Hitting 4 land drops in a row to start the game is probably not what this deck wants to do. With people running 18-20 lands it won't happen with any amount of consistency either.
Definitely a good sideboard card, but not in burn I don't think.
Yup... thats a RDW card... i only ever run 20 lands if im using shard volley so id more likely die ... or win before i get that casted lol.
Leylines are annoying, but you have to look at percentages. If your opponent jams 4 in after sideboarding, he stands a 40% chance of drawing it in his opener. If not, he has to mull aggressively to get it, which gives you card advantage and a better chance that he won't draw his combo pieces (or other relevant cards) along with the leyline.
Unless you're playing the creatureless burn variant, you're probably going to be playing Goblin Guide or Grim Lavamancer on turn 1 and 2, so getting rid of that leyline isn't really your first priority.
I use Back To Nature in my sideboard, and the additional utility against the bogle deck is worth the extra mana cost.
Aren't Ronom Unicorn/Keening Apparition/Kami of Ancient Law just way to slow? I'm currently playing against Eggs (and other combo decks) and after SB he has almost always a Leyline in his starting 7. Not beeing able to do damage until T3 is just terrible...
I know Demystify does not help us counting to 20, but we will only lose one turn with this card and not 2 turns...
What are your thoughts?
Just played a gifts deck and sided it in. I had no clue if he had it or not. He just seemed very intent on sideboaring. Maybe it was because he thought he could combo faster, or that he was fustrated with game 1, but I took out vexes and added the spirits in, just because who knows? their they were in game 2. I managed to guide turn 1 for 2, guide turn 2 for damage, lay down spirit. hit him for 4 turn 3 (they have bodies that attack) then drop a flurry of burn.
Another game I assumed he had it, but he didnt, and sprirt just stayed a bear that eventually won me the game.
So what cards do the Modern red deck want to avoid right now? It looks like you guys have Leyline and random Circles of Protection (if that becomes a thing...) wrapped up, but what happens against a Burrenton-Forge Tender or Kor Firewalker? I guess Spellskite is more common, but you can just smash that to smithereens
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Even if you lose, it is important to remain confident in your ability to make good plays and decisions. Lose that and you are truly lost.
Testing is great, and the better the testing is, the better off you'll be.
It is impossible to tilt and play well.
It is possible to make no mistakes and still lose.
So what cards do the Modern red deck want to avoid right now? It looks like you guys have Leyline and random Circles of Protection (if that becomes a thing...) wrapped up, but what happens against a Burrenton-Forge Tender or Kor Firewalker? I guess Spellskite is more common, but you can just smash that to smithereens
Took first at Modern Monday at the LGS! Sucks that turnout was only 5 people though.
That was actually the first time I played this deck, or even played in any modern tournament. I played affinty twice and both games I won 2-0, I even played one of the guys 2 more games and won those, so 6-0 vs affinity.
It looks like you guys are incredibly fond of shattering spree, but I have to ask, is it really necessary? Affinity already seems like such an easy matchup, and then I brought in searing spear and volcanic fallout (which are more versatile and good in other MU) and the games were just shut outs.
Now I am new to the deck and to modern, but I just can't see how that MU is possibly a bad one for us.
Is shattering spree really that necessary, wouldn't it be better to run more versatile cards or just devote the SB slots to another MU?
On the other hand, I played twin pod after the tournament and it was just miserable. All the games were unboarded, but I felt completely hopeless. He was just able to get infinite value off of kitchen finks and even drawing 3 skull cracks was not enough.
I find that Affinity usually has the upper hand against us, as they tend to be a quicker aggro deck then Burn. Maybe you just had bad opponents, or got lucky on the draws/plays?
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http://www.mtgsalvation.com/forums/the-game/modern/tier-1-modern/650623-burn
"Of course you should fight fire with fire. You should fight everything with fire."
—Jaya Ballard, task mage
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1. Introduction
So you want to play a Burn deck? Well this is the right place. Burn is a deck made up primarily of the most efficient burn spells available. We don't care about a long term plan, and for the most part, we don't even care what our opponent is doing either. We simply want to deal as much damage to our opponents as quickly as possible. Lightning Bolt is the epitome of a burn spell. It deals 3 damage, where ever we want, at the low cost of 1 mana. And it does it at Instant speed. Filling our deck with as many similar spells as possible will benefit us in the long (short) run.
Burn was originally known as a deck called Sligh, which was developed by Jay Schneider and taken to a second place finish by Paul Sligh at a PTQ in Atlanta. At the time, second place was good enough to earn him a spot on the Pro Tour, and the internet went ablaze with hype of this new type of deck: an aggro deck. People still often refer to this style of deck as Sligh. As time went on and more cards were printed, the deck changed into what it is in Legacy today. While we don't have all the fun toys that the Legacy counterpart has access to, we still have quite a lot of gas to work with. Click here for more information on the origins of Sligh.
While the original Sligh decks were focused on filling the board with efficient creatures and widdling opponents life totals down to 0, we are going to take an approach that is more focused on throwing spells at our opponent's face. There are a handful of creatures that we will be looking at, but primarily we want to get as much damage per mana spent as possible. Three damage for 1 mana is what we are looking for. If we curve out, and net 3 damage for each mana spent, by turn 3 we would have dealt 18 damage. Turn 1: 3 damage. Turn 2: 6 damage (9 total). Turn 3: 9 damage (18 total). I realize that we start the game with 20 life, but thanks to fetch lands, such as Verdant Catacombs and Scalding Tarn, as well as the shock lands they fetch out, such as Steam Vents and Overgrown Tomb, we will find friends in our opponent's decks which can often mean that we only need to deal 17 damage (sometimes less) to win.
Of course things don't always go to plan. Counter magic, such as Spell Pierce, and hand disruption, such as Inquisition of Kozilek can slow us down a bit. Cards that gain life for our opponents is probably our primary hindrance. But if we have a high enough thread density, and a little luck, we can usually finish off our opponents while they are still trying to establish their central strategy.
2. The Cards
The basic Burn spell is Lightning Bolt, 3 damage for 1 mana. All spells in Burn must be compared with Bolt, Incinerate and Searing Spear are surely good cards, but they usually don't make the cut in this deck, not being efficient enough with a cost of 2 mana. When a spell does cost more than 1, it should also have some additional benefit.
Let us now discuss the specific cards, although I'll leave the mana-base for a later section.
Lightning Bolt - Bread and Butter spell, if you aren't running the playset you aren't playing Burn.
Lava Spike - Lightning Bolt 5-8, run a playset or you aren't playing Burn.
Rift Bolt - Lightning Bolt 9-12, run a playset or you aren't playing Burn.
Bump in the Night - The primary reason to splash black is this card right here. It's essentially Bolt 13-16, and it's got Flashback, which can't hurt. Admittedly, it's rare that I cast this for it's Flashback cost, but it has won games for me on more than one occasion. There are other benefits to this card. First of all, it causes lose of life, and not damage (thus negating prevent x damage). It's also black, so you can cast it through Iona, Shield of Emeria.
Shard Volley - It's a Bolt with a big down side. The plus is that you are usually killing off your opponent when you cast it, and it gives you something to do with excess lands if you ever get flooded out. You can also use it to power up Treasure Cruise if you decide to run it. Drawing it in multiples is not great, but I do recommend running at least one copy, but no more than three (I run two).
Pillar of Flame - A sorcery speed shock is pretty bad, but a sorcery speed shock that exiles Kitchen Finks is occasionally useful enough to run. It's probably not the greatest card to run currently, but exiling Delver of Secrets will give them one less card to Delve with.
Forked Bolt - It's a card that isn't great, but it can help you deal with two threats at once. I've ran it in the past, but usually not more than a 1-2 of. I wouldn't recommend it right now, as it's not dealing enough damage and most creatures don't warrant us to run this card. Most of the time it's best value will be to ping Young Pyromancer and Snapcaster Mage each for 1, or hit Vault Skirge for 1 and aim the other damage at their face. Honestly, we are going to be better off with cards like Searing Blaze and Searing Blood. Since we have better options for creature removal + player damage, I would avoid running Forked Bolt.
Skullcrack - 2 mana for 3 damage is typically not what we are looking for, but since life gain can be a significant problem for us, we can sometimes net 5-6 virtual damage out of this card. This card also makes it so damage cannot be prevented, which can come up every now and again. Skullcrack has become one of the staples of Burn, and I recommend running at least 2 in the main deck, but many players prefer to run a full set of 4.
Boros Charm - This is the primary reason to splash white. You net 4 damage for 1 card, which is above average despite costing two mana. It's rare that you use any mode other than player damage, and considering the Legacy version runs Flame Rift, I think we can manage paying some life to fetch out a Sacred Foundry. I absolutely think RWx is the way to go, and recommend running 4.
Searing Blaze - Yes, you need them to have a creature, and you need to play fetchlands if you run this to get full value out of the instant speed. I run it because I expect a lot of creatures, and am running fetches for other cards already. For me, it's my main deck removal spell that also hits in the face for 3. Others choose to run other things instead. Up to you.
Searing Blood - This is basically Searing Blaze, but there are a few differences. First of all, Searing Blaze targets both the creature and the player. So if the creature dies before Searing Blood resolves (say, sacrificed to Viscera Seer), Searing Blood will fizzle, but Searing Blaze will still deal damage to the player. The flip side to this is that Searing Blood will deal damage through Leyline of Sanctity, and also does not require a fetch land to be fully powered. For this reason a lot of players will run Searing Blaze main deck with Searing Blood in the board, and then bring Blood in for games 2-3.
Lightning Helix - Helix is a card that you want to have main deck if you are expecting a lot of aggressive decks. Gaining 3 life can mean the difference between winning and losing if playing against another Burn deck. It can also give an edge against Affinity as well. Some players run 4 copies main deck. Some run 4 in the board. Some don't run them at all.
Magma Jet - This used to be the best card available for filtering through our top deck, trying to hit that last piece of Burn to finish off our opponent. Since then, we have been given Treasure Cruise to play with. While TC does not deal damage, it does dig through our top 3 cards, and usually at the cost of 1 mana. Magma Jet was a staple in the old days of Legacy Burn, but today it's outclassed.
Treasure Cruise - There isn't much to say about this card, except that drawing 3 more cards is very very good. As one of the local pros put it: Splashing blue for Treasure Cruise is almost certainly better than splashing for one of the other colors you could be running. I've got to agree. This card helps a lot when you get flooded, have to fight through some life gain, get hit with hand disruption, or straight up run out of gas. Resolving one equates to winning, if not the turn you cast it, then the next. I recommend running 2-3 copies.
Flames of the Blood Hand - Prior to Skullcrack getting printed, this was our life gain hate card of choice. Now that we have a 2 mana version, not many people run Flames of the Blood Hand anymore. If you are worried about a lot of life gain decks in your area, it might not be a bad idea to put in Skullcrack 5-8 in your 75.
Flame Javelin - If you feel like you need more 4 damage spells, this could be what you're looking for. But Flames of the Blood Hand is certainly a better choice.
Browbeat - It's a Trap! It is never damage when you want the damage, and it's never cards when you want the cards. It's never a good idea to give your opponents the choice of what your cards do. They will always pick the mode that is more favorable for them. Don't run it.
Goblin Guide - The Best creature in Burn, and played as a 4 of even in Legacy. He will usually swing in for at least 4 damage, sometimes as much as 6. He'll also give you information on what's going into your opponent's hand. If you have any in your opening hand, play them before any other spell, unless they play a must answer critter that needs to get bolted asap. Without question, run 4.
Monastery Swiftspear - Also known as Taylor Swift, this is basically the best 1 drop we have had in a long time. It often deals 4+ damage over the course of a game, and with a handful of instants it can really mess up combat math for our opponents. Even a single Bolt can turn into 5 damage with one of these guys attacking. I was skeptical at first, but it didn't take long for me to come around. I recommend running a full set of 4.
Grim Lavamancer - Grim Lavamancer is a somewhat controversial card in Legacy Burn. As a repeatable shock, he's amazing giving reach and inevitability, but he also isn't guaranteed damage. He doesn't have haste, is a terrible topdeck, and he's much better against aggro than combo. He will do some work in games that go on longer, but you probably don't want him eating up your graveyard if you're looking to cast Treasure Cruise. I recommend a 2-3 of if you aren't running TC, otherwise don't run any.
Vexing Devil - Punisher cards are almost universally bad, but this is the only exception. Most of the time Devil will be 4 damage for R, but sometimes it'll stick and eat a bolt or run into a Goyf wall or something. While I used to run him as a 4 of, I've since replaced him with Monastery Swiftspear. I wouldn't say running both is bad, but I don't. As with Browbeat, I don't like giving my opponent the choice of what my cards do. If you do run Vexing Devil, make sure you dump them onto the board as quickly as possible. They are much more effective in the early game than they are in the mid-late game.
Spark Elemental - 3 damage for R is a good deal, but I dis-recommend this card. It only has one chance to deal it's damage, and it can be blocked every easily. Some run it when they want to keep their curve as low as possible, but know it's a sub-optimal choice. I would never run him.
Deathrite Shaman - I ran this guy in place of my Grim Lavamancer for a while. Since then, he has gotten banned, so don't run him unless you want to get a game loss, or even worse, disqualification.
Eidolon of the Great Revel - Eidolon of the Great Revel is rapidly becoming a core part of Modern Burn. With the very low mana curve of modern, he puts out a ton of damage, even if he's bolted or path'ed immediately he's at least a shock. Don't forget either that he can swing, to increase his damage output even further. While he does hurt you, you don't care, because almost every spell in your opponent's hand shocks them now, making it much easier to count to 20. Additionally, he shuts down some decks all together, and makes cards like Snapcaster Mage much worse. I recommend running a full set of 4.
Hellspark Elemental - Hellspark Elemental is much better than Spark Elemental. Because flashback, sorry, Unearth. While blockers make Hellspark very sad indeed, the unearth means that it is a viable option for the deck. Getting 6 damage out of a single card can be very good. I don't personally run him, and recommend 0 copies, but it's not unplayable.
Keldon Marauders - For a long time Keldon Marauders was the gold standard of creatures in Burn. It will always deal 2 damage, and can deal as much as 5. Things have changed since the printing of Hellspark, Guide, and Vexing Devil however, and Keldon Marauders rarely shows up in current lists. Which isn't to say he's bad, and eventually the meta may make him viable again.
Dark Confidant - Some players really like drawing cards, and Burn having such a low curve can certainly maximize value out of Bob. However we do run few creatures, and spending two mana for a card that has to survive a full turn before we get any value out of it makes it less than optimal. Once upon a time I ran him as a 4 of, but found this deck to not be the right fit for him.
Ball Lightning - Too slow. Don't run it. Sure, it can save you in some situations, but it also makes those situations more common.
Shattering Spree - Anti-Affinity. You cast this you can pretty much wipe their board, then burn them out. Simple, but highly effective. The down side is that it's sorcery speed, but you can usually get 2-3 for 1 out of it.
Smash to Smithereens - Destroys an artifact and hits them for 3. It's basically like Searing Blaze but for artifacts. Good against Affinity, Spellskite or opposing Dragon's Claw.
Stony Silence - Hoses Affinity, as well as some other random decks like U/W Tron and Eggs.
Wear // Tear - This card is useful in pretty much every match up after game 1. Most decks are bringing in Dragon's Claw, Spellskite or Leyline of Sanctity, and this card answers them all.
Destructive Revelry - You need to splash green, but it's anti-enchantment and anti-artifact while also hitting them in the face. If you aren't running Wear // Tear, you're running Destructive Revelry.
Torpor Orb - It stops Kitchen Finks, Obstinate Baloth, Thragtusk, Twin, most of Pod, and Soul Sisters. It is fine as a 2 of if you expect to see these cards and decks.
Grafdigger's Cage - Useful against Pod mostly, I prefer Torpor Orb.
Rakdos Charm - It slices, it dices, it cuts them in half. Every mode is relevant in the sideboard. Artifact hate can hit a Birthing Pod or Crainial Plating, you can exile storm's yard in response to Past in Flames or get rid of Iona, Shield of Emeria/Elesh Norn, Grand Cenobite in response to Unburial Rites, and anti-army does work against Twin, Kiki-pod, Tokens, and Affinity. It's one of the best sideboard cards available.
Dragon's Claw - Absolutely brutal in the mirror. Also good against storm.
Ronom Unicorn/Keening Apparition/Kami of Ancient Law - Anti-enchantment bear. Mostly for Leyline of Sanctity. Multiples can swing in for damage. The benefit with these is that you can drop them and swing regardless if there is an enchantment to target.
War Priest of Thune - On the flip side, this guy blows up Leyline of Santity when he enters the battlefield, and then keeps chugging away. The downside is that I often find myself holding onto them if there aren't any opposing enchantments to target.
Hide // Seek - Another anti-enchantment sideboard card, for Leyline. It also tucks Wurmcoil Engine, but can't swing for damage in multiples.
Blood Moon - Turns off a lot of decks. We are typically 3 color, but are so heavily in red that Moon doesn't really effect us all that much.
Ensnaring Bridge - Burn empties it's hand quickly. As such Ensnaring Bridge can be good against Aggro and Tron.
Volcanic Fallout - If aggro, tribal decks like Goblins, Faeries or Elves, or Geist of Saint Traft become too common, this will be an excellent instant speed answer. It even hits them in the dome as well! It's also very good vs Delver.
Anger of the Gods - Anti-Aggro Sweeper, hits things with 3 in the butt which is highly relevant against Zoo, and exiles so it's also decent against Jund, Junk, and Pod.
Slagstorm - The other anti-Aggro Sweeper. While it doesn't exile, it does give you the option of hitting players. Honestly, Anger or Fallout are better options.
Faerie Macabre - Gravehate.
Molten Rain - Nonbasic hate, decent against Tron and tri colored decks like Jund and Jeskai Control.
Ancient Grudge - Anti-artifact card. You pretty much need a green source to use it, and I find Shattering Spree and Smash to Smithereens better. However, Grudge is an instant that can hit twice, so some prefer it.
Rain of Gore - Lifegain hoser extraordinaire. It helps you count to 20. The only question is if you want to devote sideboard slots to combat lifegain, or focus on other decks.
Leyline of Punishment - The Red Leyline. Stops lifegain cold and can't be countered if it's in your opening hand. I prefer Rain of Gore, but currently I am not playing black so I am on the Leyline plan.
Tempest of Light - For Boggle.
Aura Barbs - For Boggle, this time in Red.
Rest in Peace - Gravehate.
Mindbreak Trap - For Storm.
Satyr Firedancer - A possible 2 mana replacement for Grim Lavamancer. All your burn, save for Bump in the Night, now also hits their creatures. Generally you do not drop him on turn 2, you drop him later when you can use his ability immediately. If he sticks, he can really help you against creature based decks like Fae, Zoo, and Merfolk.
Ash Zealot - 2/2 Haste first strike for RR, that's relevant. The other ability also hoses storm. You can run her MD if you're in a more creature heavy build, or in the board specifically against Storm. Up to you.
3. The Lands
In burn, as in any other deck, the manabase is a matter of great importance. You generally only want to see 3 lands, but you definitely want to see 3. As such I recommend 20 lands. However, the curve is low enough that you can cut back on lands and still fairly reliably hit 3, some lists even go as low as 17 lands, although I would not recommend going that low.
In terms of Mulliganing, if you have 4+ lands in your oppening hand, probably mull it. Sometimes a 1 lander can be kept on the draw, or even on the play if you're feeling lucky.
Mountain - Not much to say here. Run em.
Sacred Foundry - For your fetchable W sources. Don't run a basic plains.
Blood Crypt - For your fetchable B sources. Don't run a basic swamp.
Steam Vents - For your fetchable U sources. Don't run a basic island.
Stomping Ground - For your fetchable G sources. Don't run a basic forest.
Arid Mesa/Scalding Tarn/Bloodstained Mire/Wooded Foothills
You are playing them for color fixing, Searing Blaze, and Grim Lavamancer/Treasure Cruise. Popping off 3 fetches also means that you have 3 less lands you can top deck, but that is a very minor benefit.
Blackcleave Cliffs - Everything you want out of a B/R land. Run them over Dragonskull Summit, if you have them.
Dragonskull Summit - That you can't play it untapped turn 1 makes Burn sad. Run Blackcleave Cliffs instead.
Clifftop Retreat - Sadly, for R/W that doesn't hurt you this is the best we got.
Battlefield Forge - It does the job. Comes in untapped, and taps for colors.
City of Brass/Mana Confluence - For all your color Fixing Needs.
Gemstone Mine - Taps for all colors, comes in untapped, but can only be used 3 times.
Forbidden Orchard - It doesn't cause pain, and taps for all colors. However, it does give them a 1/1 dude (which you can then target with Searing Blaze and Searing Blood). This card has a big down side if you're running any creatures, so it's not recommended.
Teetering Peaks - If you run enough creatures and can be confidant about connecting, this is decent. I don't run it, but I don't run a creature heavy list either. Personally, it just seems awful.
Ghitu Encampment - I've never seen anyone run this card, but that's not to say it couldn't see play. It's probably best to not have lands that Enter the Battlefield tapped.
Keldon Megaliths - This might be the only exception to lands that Enter the Battlefield tapped. I would not run more than a 1 of, if at all.
4. Piloting Burn
The goal of Burn is to bring the opponent's life total from 20 down to 0. Burn generally doesn't care about the board state, except as a clock for how long you have to burn down the opponent. Burn doesn't care about drawing cards, although if the opponent wants to give us cards we won't complain.
Burn cares about life totals. Burn is the only deck where turn 1 Lava Spike is a correct line of play. Other aggro decks have you save your burn for after the creature beatdown when the board has stalled, in Burn you throw it at their face from the start. Sometimes, of course, they have a creature that needs to die before it can do anything, like Martyr of Sands or Glistener Elf, in which case you send your removal at them and then get back to throwing fire and lightning at the dome.
Postboard you generally want to play your SB cards ASAP if they are permanents like Torpor Orb, and save them for the right moment if you boarded in Rakdos Charm or Faerie Macabre.
Also, some essential reading from Patrick Sullivan: http://www.starcitygames.com/article/27944_Burn-vs-Counters.html
5. Match Ups
The Meta is always changing, and with it, we must be adaptable as well. This is the meta from day two of Grand Prix: Madird, which took place on November 15-16, 2014. You can find that data here.
Key:
Deck - Number of Decks - Percent of Field
U/x/y Delver of Secrets* - 37 - 16.8%
B/G/x Rock** - 23 - 10.5%
Scapeshift - 22 - 10.0%
Affinity - 22 - 10.0%
Birthing Pod - 20 - 9.1%
Burn - 19 - 8.6%
Jeskai No-Delver - 13 - 5.9%
Splinter Twin - 11 - 5.0%
Merfolk - 9 - 4.1%
Slippery Bogles - 8 - 3.6%
Tron - 6 - 2.7%
Jeskai Ascendancy - 4 - 1.8%
G/W Hatebears - 4 - 1.8%
Martyr of Sands - 4 - 1.8%
Zoo - 3 - 1.4%
R/G Aggro - 2 - 0.9%
Through the Breach - 2 - 0.9%
Ad Nauseam - 2 - 0.9%
Others: 9
* Of the 37 Delver decks, all similar in strategy, 24 were simply blue-red. Five added green for Temur, five added white for Jeskai. Two were blue-white-green and one was blue-black-green, also known as Sultai.
** Among the 23 Rock decks, 15 were Abzan, four were Jund, and four were straight-up two-colored black-green.
6. Sample Decklists
4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of the Great Revel
Spells: 29
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
4 Boros Charm
4 Skullcrack
3 Treasure Cruise
2 Shard Volley
2 Searing Blaze
2 Lightning Helix
4 Arid Mesa
4 Wooded Foothills
3 Bloodstained Mire
2 Sacred Foundry
2 Steam Vents
4 Mountain
3 Dragon's Claw
2 Wear // Tear
2 Volcanic Fallout
2 Engineered Explosives
2 Smash to Smithereens
2 Combust
2 Leyline of Punishment
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-ktkenshinx-
"Of course you should fight fire with fire. You should fight everything with fire."
—Jaya Ballard, task mage
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1. Introduction
Burn is a simple deck, with a simple philosophy: Count to 20. Likely the first Burn deck was back in Alpha and consisted entirely of Lightning Bolts and Mountains. 4 of limit on non-basics means that kind of thing is no longer possible, but the idea remains. In fact, counting to 20 is more important to this deck than Card Advantage. There are no card draw spells that also deal enough damage to be worth running in Burn, as a result Burn only draws on it's draw step, which is very important to remember.
Burn in Modern began as a port of the Mono-Red Legacy Burn deck, although it lost precious cards such as Chain Lightning, Fireblast, and Price of Progress. Modern Burn however has the advantage over Legacy Burn in that the opponent will often bolt themselves Fetching a Shockland at least once in the game, lowering how many spells we need to cast to win. Additionally, the lack of Stifle, Wasteland, and Price means that Burn can easily splash other colors.
It should be noted, that despite the number of creatures that will be discussed in below, Burn is not an Aggro deck in the traditional sense, although some consider it to be the first aggro deck. Burn plays the most efficient damage spells we can find and if some of those spells happen to be creatures our interaction with the battlefield nonetheless remains minimal.
2. The Cards
3+3+3+3+3+3+3=3x7=21
If we can average 3 damage per card, then the opening hand is lethal.
The basic Burn spell is Lightning Bolt, 3 damage for 1 mana. All spells in Burn must be compared with Bolt, Incinerate and Searing Spear are surely good cards, but they usually don't make the cut in this deck, not being efficient enough.
Let us now discuss the specific cards, although I'll leave the mana-base for a later section.
1 CMC Spells
Bread and Butter spell, if you aren't running the playset you aren't playing Burn.
The Best creature in Burn, and played as a 4 of even in Legacy and Modern Burn decks that run no other creatures. He will usually swing in for at least 4 damage, sometimes as much as 6. He'll also give you a lot of information on your opponent's hand. If you have any in your opening hand, play them before any other spell, unless they play a must answer critter that needs to get bolted asap.
Lightning Bolt 5-8, run a playset or you aren't playing Burn.
Lightning Bolt 9-12, run a playset or you aren't playing Burn.
There is no Chain Lightning in Modern, but there is also no Stifle, Wasteland, or Price of Progress. As such, splashing black for Lightning Bolt 13-16 is accepted as standard. I consider it a core part of the deck. The flashback is rarely relevant, but the color can win you the game against Unburial-Iona.
--
Those are the core 1 cmc spells for burn, but there are other such spells that are often or sometimes played.
Grim Lavamancer
Grim Lavamancer is a somewhat controversial card in Legacy Burn. As a repeatable shock, he's amazing giving reach and inevitability, but he also isn't guaranteed damage. He doesn't have haste, is a terrible topdeck, and he's much better against aggro than combo. Ultimately, he's powerful enough to run, but it will slow the deck down a bit.
Vexing Devil
Punisher cards are almost universally bad, but this is the only exception. Most of the time Devil will be 4 damage for R, but sometimes it'll stick and eat a bolt or run into a Goyf wall or something. I think that the Devil is absolutely worth running as a 4 of, but he isn't technically part of the core of the deck.
Shard Volley
On the one hand, it's a bolt. On the other hand it makes you sac a land, which we usually don't want to see that many of. It is powerful enough to run, but seeing multiples will make you sad. I don't run it, but some do.
Pillar of Flame
A sorcery speed shock is pretty bad, but a sorcery speed shock that exiles Kitchen Finks is occasionally useful enough to run. Lifegain of any sort is a beating for Burn, and Pillar can stop a good chunk of it.
Spark Elemental
3 damage for R is a good deal, but I dis-recommend this card. It only has one chance to deal it's damage, and it can be blocked every easily. Some run it when they want to keep their curve as low as possible, but know it's a sub-optimal choice.
Deathrite Shaman
He ramps, he shocks to the dome, he gains life, and he hates on the graveyard. Some lists run him, either as extra lavamancers or simply replacing lavamancer altogether. Usually running him means putting a single Stomping Ground in, just to get as much use out of him as possible.
Edit: Deathrite Shaman has been banned, do not run him.
2 CMC Spells
Lifegain is the bane of Burn. As such, I feel warranted in considering Skullcrack a part of the Core of Modern Burn. It stops random lifegain like Finks or lifelink guys for a turn, which is sometimes all you need. You will never be sad to see this card, as it will often be more like 5+ damage than 3. Run 4 maindeck.
4 damage for 2 mana. That is amazing. Flame Rift sees play in Legacy Burn on occasion, and this is one sided. 4 damage is a lot more than 3, to the point where you only need 5 or 6 spells instead of 7 to count to 20 life if enough of them do 4 damage. Absolutely run 4 of MD.
Eidolon of the Great Revel is rapidly becoming a core part of Modern Burn. With the very low mana curve of modern, he puts out a ton of damage, even if he's bolted or path'ed immediately he's at least a shock. Don't forget either that he can swing, to increase his damage output even further. While he does hurt you, you don't care, because almost every spell in your opponent's hand shocks them now, making it much easier to count to 20.
Magma Jet
Wait, I know what you are thinking. A measly 2 damage for 1R, how is that worth running at all? Shock is worthless, after all, and this costs an entire mana extra. The key my friend is "Scry 2". Burn does not do card advantage, we are entirely dependent on the top of our library. As such, being able to fix your topdeck, or just send a pair of lands to the bottom can be the difference between victory and defeat. While not technically part of the core, I highly recommend the playset.
Searing Blaze
Yes, you need them to have a creature, and you need to play the full set of 8 fetchlands if you run this to get full value out of the instant speed. It's a viable choice, but not part of the core of the deck. I run it because I expect a lot of creatures, and am running fetches for other cards already. Others choose to run other things instead. Up to you.
Searing Blood
Searing Blood is the alternative to Searing Blaze. It does not require a fetchland to be turned on, but it does need the creature to die. With the prevalance of Zoo, it is generally safe to assume that most creatures you encounter will have toughness of at least 3. As such I recommend Searing Blaze over it.
Ash Zealot
2/2 Haste first strike for RR, that's relevant. The other ability also hoses storm. You can run her MD if you're in a more creature heavy build, or in the board specifically against Storm. Up to you.
Hellspark Elemental
Hellspark Elemental is much better than Spark Elemental. Because flashback, sorry, Unearth. While blockers make Hellspark very sad indeed, the unearth means that it is a viable option for the deck.
Keldon Marauders
For a long time Keldon Marauders was the gold standard of creatures in Burn. It will always deal 2 damage, and can deal as much as 5. Things have changed since the printing of Hellspark, Guide, and Vexing Devil however, and Keldon Marauders rarely shows up in current lists. Which isn't to say he's bad, and eventually the meta may make him viable again.
Satyr Firedancer
A possible 2 mana replacement for Grim Lavamancer. All your burn, save for Bump in the Night, now also hits their creatures. Generally you do not drop him on turn 2, you drop him later, when you can use his ability immediately. If he sticks, he can really help you against creature based decks like Fae, Zoo, and Merfolk.
Lightning Helix
Even Healing Salve can be great if it has Lightning Bolt stapled to it. But is it great enough to run in burn? Certainly, the lifegain can be relevant in a format with shocks, and if you are already splashing W and feel the need to have more things to throw at creatures, then it's a fine choice. I don't run it, but others do.
Dark Confidant
Some decks really want CA, and so try to fit Bob in, since we're already running B. I don't run him because he doesn't help me count to 20, but some find him useful.
3 CMC Spells
Flames of the Blood Hand
Formerly a popular maindeck choice, the printing of Skullcrack has rendered Flames mostly obsolete. You can still run it if you feel you need another 4 damage spell.
Flame Javelin
Again, only if you feel you need another 4 mana spell.
Browbeat
It's a Trap! It is never damage when you want the damage, and it's never cards when you want the cards. Don't run it.
Ball Lightning
Too slow. Don't run it. Sure, it can save you in some situations, but it also makes those situations more common.
Sideboard Cards
Torpor Orb
It stops Finks, Obstinate Baloth, Thragtusk, Twin, most of Pod, and Soul Sisters. I recommend it.
Shattering Spree
Anti-Affinity. You cast this you can pretty much wipe their board, then burn them out. Simple, but highly effective.
Smash to Smithereens
Destroys an artifact and hits them for 3. I prefer Spree, but some prefer this.
Grafdigger's Cage
Useful against Pod mostly, I prefer Torpor Orb.
Rakdos Charm
It slices, it dices, it cuts them in half. Every mode is relevant in the sideboard. Artifact hate can hit a Pod or Crainial Plating, you can exile storm's yard in response to Past in Flames or get rid of Iona/Elesh Norn in response to Unburial Rites, and anti-army does work against Twin, Kiki-pod, Tokens, and Affinity.
Dragon's Claw
Absolutely brutal in the mirror. Also good against storm.
Ronom Unicorn/Keening Apparition/Kami of Ancient Law
Anti-enchantment bear. Mostly for Leyline of Sanctity. Multiples can swing in for damage.
Hide // Seek
Another anti-enchantment sideboard card, for Leyline. It also tucks wurmcoils, but can't swing for damage in multiples.
Blood Moon
Turns off a lot of decks. We are 3 color, but are so heavily in red that Moon doesn't really effect us all that much.
Ensnaring Bridge
Burn empties it's hand quickly. As such Ensnaring Bridge can be good against Aggro and Tron.
Volcanic Fallout
If aggro, tribal decks like Goblins or Elves, or Giest of St Traft becomes too common, this will be an excellent instant speed answer. It even hits them in the dome as well!
Edit: With the reintroduction of Bitterblossom and Fae this has become a better card since it hits most of their dudes and can't be countered, however the unbanning of Nacatl means I prefer other anti aggro cards at the moment.
Anger of the Gods
Anti-Aggro Sweeper, hits things with 3 in the butt which is highly relevant against Zoo, and exiles so it's also decent against Jund, Junk, and Pod
Slagstorm
The other anti-Aggro Sweeper. While it doesn't exile, I feel the ability to hit to the dome makes it better in Burn than Anger is. Pick between this and Anger to best suit your meta.
Faerie Macabre
Gravehate.
Molten Rain
Nonbasic hate, decent against Tron.
Ancient Grudge
Anti-artifact card. You pretty much need a green source to use it, and I find Shattering Spree better. However, Grudge is an instant and so some prefer it.
Rain of Gore
Lifegain hoser extraordinaire. It helps you count to 20. The only question is if you want to devote sideboard slots to combat lifegain, or focus on other decks.
Leyline of Punishment
The Red Leyline. Stops lifegain cold. Some prefer this over Rain of Gore, others prefer Rain of Gore. Either one works, the question is if they are worth the sideboard slots.
Tempest of Light
For Boggle.
Aura Barbs
For Boggle, this time in Red.
Destructive Revelry
You need to splash green, but it's anti-enchantment and anti-artifact while also hitting them in the face.
Rest in Peace
Gravehate. Personally I prefer Rakdos Charm.
Mindbreak Trap
For Storm.
3. The Lands
In burn, as in any other deck, the manabase is a matter of great importance. You generally only want to see 3 lands, but you definitely want to see 3. As such I recommend 20 lands. However, the curve is low enough that you can cut back on lands and still fairly reliably hit 3, some lists even go as low as 17 lands, although I would not recommend going that low.
In terms of Mulliganing, if you have 4+ lands in your oppening hand, probably mull it. Sometimes a 1 lander can be kept on the draw, or even on the play if you're feeling lucky.
Not much to say here. Run a bunch.
Sacred Foundry
For your fetchable W sources. Don't run a basic plains.
Blood Crypt
For your fetchable B sources. Don't run a basic swamp.
Arid Mesa/Scalding Tarn
You are playing them for colors, Searing Blaze, and Lavamancer/Deathrite. You are not running them for deck thinning, it isn't statistically significant for Burn.
Blackcleave Cliffs
Everything you want out of a B/R land. Run them over Dragonskull Summit, if you have them.
Dragonskull Summit
That you can't play it untapped turn 1 makes Burn sad. Run Blackcleave Cliffs instead.
Clifftop Retreat
Sadly, for R/W that doesn't hurt you this is the best we got.
Battlefield Forge
It does the job. Comes in untapped, and taps for colors.
City of Brass
For all your color Fixing Needs.
Gemstone Mine
Taps for all colors, comes in untapped, but can only be used 3 times.
Forbidden Orchard
It doesn't cause pain, and taps for all colors. However, it does give them a 1/1 dude.
Teetering Peaks
If you run enough creatures and can be confidant about connecting, this is decent. I don't run it, but I don't run a creature heavy list either.
4. Piloting Burn
The goal of Burn is to bring the opponent's life total from 20 down to 0. Burn generally doesn't care about the boardstate, except as a clock for how long you have to burn down the opponent. Burn doesn't care about drawing cards, although if the opponent wants to give us cards we won't complain.
Burn cares about life totals. Burn is the only deck where turn 1 Lava Spike is a correct line of play. Other aggro decks have you save your burn for after the creature beatdown when the board has stalled, in Burn you throw it at their face from the start. Sometimes, of course, they have a creature that needs to die before it can do anything, like Martyr of Sands or Deathrite Shaman or Glistener Elf, in which case you send your removal at them and then get back to throwing fire and lightning at the dome.
Postboard you generally want to play your SB cards ASAP if they are permanents like Torpor Orb, and save them for the right moment if you boarded in Rakdos Charm or Faerie Macabre.
Also, some essential reading from Patrick Sullivan: http://www.starcitygames.com/article/27944_Burn-vs-Counters.html
5. Sample Decklists
4 Goblin Guide
3 Grim Lavamancer
3 Deathrite Shaman
Spells
4 Bump in the Night
4 Lava Spike
4 Lightning Bolt
3 Shard Volley
4 Magma Jet
3 Searing Blaze
4 Skullcrack
4 Rift Bolt
4 Arid Mesa
4 Scalding Tarn
4 Blackcleave Cliffs
4 Mountain
3 Blood Crypt
1 Stomping Ground
4 Shattering Spree
3 Back to Nature
4 Rakdos Charm
4 Torpor Orb
4 Blackcleave Cliffs
1 Blood Crypt
3 Mountain
4 Scalding Tarn
1 Sacred Foundry
3 Battlefield Forge
4 Goblin Guide
3 Grim Lavamancer
4 Vexing Devil
4 Lava Spike
4 Lightning Bolt
4 Rift Bolt
4 Boros Charm
4 Skullcrack
1 Thunderous Wrath
4 Lightning Helix
4x Goblin Guide
4x Vexing Devil
2x Deathrite Shaman
Spells: 33
4x Lightning Bolt
4x Rift Bolt
4x Lava Spike
4x Bump in the Night
2x Shard Volley
4x Boros Charm
3x Searing Blaze
3x Skullcrack
3x Lightning Helix
2x Forked Bolt
4x City of Brass
3x Gemstone Mine
3x Arid Mesa
3x Scalding Tarn
1x Sacred Foundry
1x Blood Crypt
2x Mountain
4x Rakdos Charm
3x Torpor Orb
3x Dragon's Claw
2x Shattering Spree (was Ancient Grudge)
1x Ronom Unicorn
1x Kami of Ancient Law
1x Keening Apparition
4 Goblin Guide
4 Vexing Devil
Spells:
4 Lightning Bolt
4 Rift Bolt
4 Lava Spike
4 Bump in the Night
4 Skullcrack
4 Boros Charm
4 Searing Blaze
4 Magma Jet
5 Mountain
4 Arid Mesa
4 Scalding Tarn
2 Blackcleave Cliffs
2 Blood Crypt
2 Sacred Foundry
1 Clifftop Retreat
3 Torpor Orb
3 Keening Apparition
3 Rakdos Charm
3 Shattering Spree
3 Blood Moon
4 Boros Charm
4 Bump in the Night
4 Lava Spike
4 Lightning Bolt
4 Lightning Helix
2 Magma Jet
4 Rift Bolt
4 Searing Blaze
4 Shard Volley
4 Skullcrack
2 Volcanic Fallout
4 forbidden orchard
8 Mountain
4 gemstone mine
4 Keening Apparition
4 Rakdos Charm
2 Shattering Spree
4 Silence
1 Smash to Smithereens
Seems like it could be good in my creatureless burn since I won't have creatures they can block with their 1/1s.
My sales thread: http://www.mtgsalvation.com/trading-post/details/1651-ktk-for-sale
What burn do you put into the 8 creature slots? I'm guessing that it's a three color build.
Watch my Twitch.tv stream.
Take the Ham Challenge.
On the old thread, I posted about forbidden orchard on pg like 82 and noone noticed. Hahaha. I'm glad someone brought it up though because it does have that small synergy but it also helps us play DRS with out possibly running stomping ground
Here it is from the other thread, but with a new mana base
Creatureless Burn
4 Boros Charm
4 Bump in the Night
4 Lava Spike
4 Lightning Bolt
4 Lightning Helix
2 Magma Jet
4 Rift Bolt
4 Searing Blaze
4 Shard Volley
4 Skullcrack
2 Volcanic Fallout
4 forbidden orchard
8 Mountain
4 gemstone mine
4 Keening Apparition
4 Rakdos Charm
2 Shattering Spree
4 Silence
1 Smash to Smithereens
SB is still a work in progress. Once Gatecrash is on MTGO I'll be able to give a good test and see if it's any good.
My sales thread: http://www.mtgsalvation.com/trading-post/details/1651-ktk-for-sale
I believe that burn is on the upswing, and jund isn't gonna disappear overnight. I expect more if not the same amount of leylines. Combo decks use leyline to protect them against Jund's discard, and they are incidentally bonkers against us. From perusing all the archetypes that 4-0'd dailies I classified decks based on my initial read on how much game they had versus us(again, these are my first impressions). Decks with leylines or excessive lifegain/disruption(like spell pierce) are in tougher.
Matchups:
Tougher
Second Breakfast, Amarican Midrange, Bw Tokens, Hive Mind (it's been doing pretty well lately)
Medium
4c birthing pod, Jund, Melira pod, boggled enchantments
Easier
RG Tron, Spirit Jund, Scapeshift, Dark Naya, Splinter Twin.
There are other common decks of course, but these are the archetypes that have been doing well of late.
Is suppression field as good as I think it is? We have to side out Grim/DS but it shuts off (or super hinders) pod, DS, twin, manlands, GR tron's artifact ramp, and Second Breakfast... Seems good.
My decklist:
4 Bump in the Night
4 Lava Spike
4 Rift Bolt
4 Boros Charm
3 Skullcrack
1 Searing Blaze
4 Goblin Guide
4 Vexing Devil
4 Keldon Marauders
2 Deathrite Shaman
2 Grim Lavamancer
2 Spark Elemental
4 Blackcleave Cliffs
1 Blood Crypt
4 Arid Mesa
1 Sacred Foundry
2 City of Brass
1 Gemstone Mine
2 Scalding Tarn
2 Ensnaring Bridge
4 Rakdos Charm
1 Skullcrack
3 Searing Blaze
3 War Priest of Thune
2 Suppression Field
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Fires Rf Salvation
As for suppression field, I almost forgot about it. Yes, we can no longer use DRS/GLM, but it is pretty relevant vs most of the field.
Modern
:symr::symb::symw:Burn
:symu::symw::symr:Midrange
Legacy:
Burn
Im glad to see the fallouts MB in the creature-less version... Still thinking about going back there since it makes Removal.deck have a hand full of dead cards. Methinks i'd run 3 tho with one SB Especially since it molests GoST and snappy. My meta is blue till it hurts... (even i play merfolk lol)
I am pleased that my Primer is being found satisfactory.
Hitting 4 land drops in a row to start the game is probably not what this deck wants to do. With people running 18-20 lands it won't happen with any amount of consistency either.
Definitely a good sideboard card, but not in burn I don't think.
My sales thread: http://www.mtgsalvation.com/trading-post/details/1651-ktk-for-sale
Yup... thats a RDW card... i only ever run 20 lands if im using shard volley so id more likely die ... or win before i get that casted lol.
Unless you're playing the creatureless burn variant, you're probably going to be playing Goblin Guide or Grim Lavamancer on turn 1 and 2, so getting rid of that leyline isn't really your first priority.
I use Back To Nature in my sideboard, and the additional utility against the bogle deck is worth the extra mana cost.
Watch my Twitch.tv stream.
Take the Ham Challenge.
Just played a gifts deck and sided it in. I had no clue if he had it or not. He just seemed very intent on sideboaring. Maybe it was because he thought he could combo faster, or that he was fustrated with game 1, but I took out vexes and added the spirits in, just because who knows? their they were in game 2. I managed to guide turn 1 for 2, guide turn 2 for damage, lay down spirit. hit him for 4 turn 3 (they have bodies that attack) then drop a flurry of burn.
Another game I assumed he had it, but he didnt, and sprirt just stayed a bear that eventually won me the game.
~ Brian DeMars
Some players have some fairly crazy Skullcrack tricks if Kor Firewalker blocks or Burrenton Forge-Tender pops.
Otherwise, I guess you can board in Dismember or Pyrite Spellbomb.
That was actually the first time I played this deck, or even played in any modern tournament. I played affinty twice and both games I won 2-0, I even played one of the guys 2 more games and won those, so 6-0 vs affinity.
It looks like you guys are incredibly fond of shattering spree, but I have to ask, is it really necessary? Affinity already seems like such an easy matchup, and then I brought in searing spear and volcanic fallout (which are more versatile and good in other MU) and the games were just shut outs.
Now I am new to the deck and to modern, but I just can't see how that MU is possibly a bad one for us.
Is shattering spree really that necessary, wouldn't it be better to run more versatile cards or just devote the SB slots to another MU?
On the other hand, I played twin pod after the tournament and it was just miserable. All the games were unboarded, but I felt completely hopeless. He was just able to get infinite value off of kitchen finks and even drawing 3 skull cracks was not enough.
RGStandard Gruul AggroRG
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