New Eidolon its Amazing, in a Tournament this Morning i only put 2 because dont have more, and make 6 damage before it gets removed by a path to exile, 2 mana = 6 damage
And in another game vs Goblins, make 2 damage and block a Goblin lord +1+1 letting rest of goblins 1/1 and winining the game in both cases
Now get 5 copies and going to put 4x for testing it better, its super cheap card by now, and prices are going up fast this week
I thingk it will become a burn modern stapel for some years
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Modern: RW R/W Burn WB B/W TokensXU MonuU Tron // UWX UW Tron R GoblinsW Soul SistersRWG Small ZooWUR WUR Geist/Control/Kiki-Resto Combo/NahiriUR Splinter Twin (90% Japanese)/ Grixis TwinRUB UR Delver / Grixis Delver UR Blue MoonBWU Ad NauseamWDeath and TaxesRUB Grixis ControlUMerfolksX Affinity RGB Living End UR Storm/PiF Combo RGX R/G TRON GWU Bant Eldrazi BW Eldrazi and Taxes RUBGoryos Vengeance UB Faeries Legacy:BRx Renimator Playing right now:Standard: Jeskai Control Modern; GoryosVengeance/UBFaeries/Affinity Legacy: BRx Reanimator Pauper: UR Drake (banned) Commander: Merieke Ri Berit Esper
So for me Eidolon of the Great Revel proved to be a huge deception. I replaced it with Keldon Maraudders, and made 4-0.
Eidolon truly sucks against aggro, it's quite good against control and combo but only if you play him in turn two, and they don't have anything to answer with. Most of the times he'll be the target either of spell snare of rift bolt. I better keep Keldon thanks.
I'm completely confused by this post. You went with 4 Eidolon and went 4 wins, or 4 losses? Keldon Marauders also gets hit with Spell Snare or a bolt.
I really like Eidolon. It's always going to warrant a response, it's always going to deal 2 for 2 if it hits the battlefield. I'm actually putting all 4 MD. In fact, here's what I will pilot next week Friday.
Questions for those running Molten Rain and Flames of the Blood Band.
Molten Rain - Is this a good replacement for Blood Moon? I will eventually own some, but is it better here than Blood Moon? I have a UWR Control deck I'd like to not be dead against, and Combust does answer it. Should I even bother with Blood Moon or Molten Rain? I know we are racing to kill before or on T4, so I'm just trying to think of ways to do this. I want to use Molten rain to deal some damage and slow them down.
For Flames - What is a good amount in the deck for this card, 1-4? I am looking for a bit of extra reach, and stopping life gain is a great effect for this deck, but not too many are talking about this card, or run it. Why? I want to replace Rift Bolt for it.
Molten Rain is much better in a multi color deck. Molten Rain can slow a player a whole turn which could be the game difference and add a few points of damage. Running Mono Red Blood Moon is better. It can slow an opposing player down longer and really hose Tron. If your multi color run some basics with Fetch Lands to better take advantage of Blood Moon.
Flames of the Blood Hand in some ways has been replace by Skullcrack to stop/fight off life gain. If you want more reach and extra cards hitting life gain its a good choice. Frankly Id take out a few Shard Volley or Magma Jet to add 2 Flames of the Blood Hand. Rift Bolt is something Id keep over Shard Volley just because it avoids Chalice of the Void (I deal with this card a lot in Legacy so Im used to this), gives you options next turn if you need it to hit a creature instead of the face and you can always cast it for its full cost if needed. Also, if you run into games when you have 1 or 2 in hand but only a few lands in those first 4 turns it can be tough but to each his own. If Shard Volley is working for you keep going with it.
I'm not trying to argue, I'm just trying to understand. With Blood Moon, sure it hoses hardcore, but aren't we trying to kill before they combo off? Wouldn't Molten Rain bring us closer to that goal than Blood Moon? I have no Troj in my meta. I will eventually switch over to UR Delver, so Blood Moon will be purchased, but that's later. Just looking for an alternative for the time being, while I collect the cards for it.
Good info about Flames. My meta is full of Lightning Helix and Finks. I think I'll invest in 3. Volley wasn't really that great for me, but I'm understanding the card better, so I brought it back to 4. I'm wanting to keep the mana costs low. Far too many games where I've been mana screwed, even though I'm at 20 lands. No Chalice in my meta either, just lots of Helix and Finks. Cursed cards!
[quote from="Celestial_Crusader" url="http://www.mtgsalvation.com/forums/the-game/modern/established-modern/219892-burn?comment=2023"]Hi everyone. I have built a mono-red version. Looking for comments and feedback.
Molten Rain is strictly better than stone rain.
I would switch the Zealot with the new eidolon, or maybe a split 2-2.
The rest of the deck is pretty similar to mine (although i don't like cards like lava spike that don't target creatures).
For the SB Combust for me is a MVP, and i'm curious of your opinion about Pyrite Spellbomb.
- L
I agree Molten Rain is a much better option but also since your playing Mono Red Blood Moon could get a look. Id say have 4 Torpor Orb it is simply a life saver vs Soul Sisters, Twin, Pod plus it also helps against Vendilion Clique and Snapcaster Mage.
For protection from Red creatures you also have Ghostfire.
Oh man, I took this to casual play testing and went almost unbeaten. The mono~red build has an answer to almost anything, and if it can't answer a problem you can outrace it to try and win with facial burn.
I'm not entirely certain what your question is, mate.
If you're asking for gameplan Vs. RUG Twin (a popular deck, atm) I simply save mana and burn if they hit 3 lands, after which I burn conservatively, or until I can burn ftw.
For protection from Red creatures you also have Ghostfire.
Nice call , but are there any relevant prot creatures where 2 damage isn't enough?
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“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
For protection from Red creatures you also have Ghostfire.
Nice call , but are there any relevant prot creatures where 2 damage isn't enough?
Not to the best of my knowledge, which is why I prefer sweepers such as Fallout and Anger over Ghost.
Not that I'm knocking Ghost, I just find that Fallout and Anger have a broader range of applications, and are more beneficial.
I do like Pyrite Spellbomb as a sideboard card at one less that you can "half-cast" so you have it when needed. It doubles as an if-needed cantrip, which is nice.
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“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
Burn no longer meets the Proven requirements at this time. Although the deck remains a force on MTGO (making up about 3.5% of the metagame there), it just didn't have the same sort of paper prevalence in this ban cycle as it did in previous ones. With no T8/T16 appearances at Worlds/GP/PT style events, and with minimal showings at large paper events, the deck just isn't quite there anymore. Burn was probably the longest running member of Proven until now (perhaps tying or rivaling Tron), so I am confident it will return in the future.
Just came back from Modern FNM and it was originally 4 rounds, but went down to 3 after the 1st round and there were a bunch of drops. I went 2-1 taking 3 rd place against Zoo without Goyf, Gifts Ungiven, and Merfolk.
Against, Zoo, I burned him out before turn 3 in game one, and burned him out turn 4 through a Helix. SB: In - Molten Rain, Out - 2 Vexing Devil 1 Magma Jet
Against Gifts, Game one he gifted turn 3 from artifact acceleration and put Iona into play naming red. I had him down to 3 or 4. I killed him turn 4 game 2 and 3. SB: In - 3 Hellspark Elemental, 2 Molten Rain, 1 Grafdigger's Cage, Out - 1 Magma Jet, 4 Searing Blood, 1 Eidolong of the Great Revel.
Against Merfolk, I mulled to 5 both games and killed turn 4 from all the lords. SB: In - 4 Combust, Out - 1 Magma Jet, 3 Vexing Devil.
I've really tried out Eidolon of the Great Revel but my initial tests of him were a disappointment. I've moved him to sideboard. I feel like I'm getting mileage out of the Shrine of Burning Rage. I intially ran 19 Mountain but I'm flexing a Thunderous Wrath in one of the spots to see if in a game I would have rather drawn a land or miracled that card. Magma Jet really helps line me up even if it slows down my count. Ash Zealot makes me smile when they snap durning my attack. The combo off of them blocking Ash Zealot and Searing Blood before damage step can be crazy and is one of my favorite things for plowing through their bigger creatures without my creatures always having to die.
I would add a sweeper like Volcanic Fallout and/or Flamebreak. I run 4 and 2 because I see a lot of Merfolk, Elves, DnT, Affinity, Zoo, Goblins. Volcanic Fallout can also hit Delver without being countered. Yes it can kill your creature as well. One card to consider is Chandra's Phoenix since you run a lot of Burn you can have a constant blocker for Goyf and/or attacker. Thunderous Wrath is a great top deck but I think would be better in more games Reforge the Soul.
So these are my current variations of Modern Burn. I dont like to use a too many creatures because of the amount removal. Id take Blood Moon over Magus of the Moon because Enchantments are harder to remove. Grim Lavamancer is an awesome card for many people and has great reach later game but Id rather have another Burn to the face. Every time I use him he gets removed quick, so if I drop him turn 1 he usually gets removed on their turn 1 or 2. If I have a Goblin Guide or Vexing Devil as my turn 1 its usually getting in for damage. Chandra's Phoenix is really good and can be recurring in a Burn but in W or B version the is some really good Burn that make me pass on including him for now in those builds.
I noticed you guys run 20 land. Do you guys ever feel like it is too much? I run 18 and the majority of the time I see 2 lands in my opening hand. I do need to get some Torpor Orb for my sideboard I believe. I'm going to go with Anger of the Gods over other sweepers for it's exile ability to shut down Kitchen Finks, etc.
Went 3-0-1 at a local 9 man tourney on Thursday then went 3-2 in a Modern TCG IQ. At the IQ I beat UW Delver, Melira Pod and GR Tron. I lost to a RUG Twin deck that I'd beaten on Thursday and a scapeshift deck that still hurts. In game 1 I had him at 2 life with 1 draw step to kill him. I had bump in the night in my gy and 5 lands. he had out sakura tribe elder, so searing blaze was live but goblin guide wasn't. 35 outs, 10 dead draws and I hit a dead draw. He then lands a turn 2 spellskite in g2 and i draw nothing.
Overall, i still like the deck. I'm going to take it to a tourney tonight, and i'll try to write a recap for later.
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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.
Here are the odds of having x lands in your opening 7 with 18 and 20 land decks:
18 lands in deck
7 card opening hand
0=7%%
1=24%
2=34%
3=24%
4=9%
5 or > = 2%
20 lands in deck
0=5%
1=20%
2=32%
3=27%
4=12%
5 or > =4%
If we think of 1, 2 or 3 land openers as being prime, then 18 lands is better. It has a higher number of 1,2 or 3 land openers (82%) than the 20 land version (79%). This is important, because if we mull 0 landers and 4+ landers, then the 18 land version will mull 18% of hands, and the 20 lander will mull 21% of hands. That’s roughly 1 more mull every 13 matches.
However, let’s say we want to hit 3 lands by our 4th draw. This is necessary for cards such as flames of the blood hand and Molten rain. The 20 land version will have 3 lands after its 4th draw 80% of the time, as opposed to the 18 land version, which will have 3 lands 71% of the time.
If we keep a 1 land hand on the draw, then the 20 land version will hit its 2nd land after 2 draws 59.2% of the time. The 18 land version will hit 54.3% of the time. If we accept missing one land drop, the 20 land will hit by its third draw 74.5% of the time, whereas the 18 land version will hit by its third draw 69.5% of the time. So with the 20 land deck 15/20 1 land hands will get gassing, whereas the 18 land deck has about 14/20 1 landers getting online in a timely fashion.
There isn’t a huge difference between the two. I like the 20 land version currently. I can do the odds of the 19 land version, but they’re easy to calculate as being in the middle of the two. Searing blaze is another reason we might want to keep hitting land drops. People think of this as a fast deck. It can be, but usually, it’s about being patient and finding the time when you can be sure your spells will resolve. You don’t want to win first, you want to win last.
Private Mod Note
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Rollback Post to RevisionRollBack
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.
How does burn play against Faeries? I've never had to play against it, so I don't know what to do in this matchup. I am kind of afraid of never getting to resolve a spell. Should I be sending burn to the player or to kill the faeries?
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And in another game vs Goblins, make 2 damage and block a Goblin lord +1+1 letting rest of goblins 1/1 and winining the game in both cases
Now get 5 copies and going to put 4x for testing it better, its super cheap card by now, and prices are going up fast this week
I thingk it will become a burn modern stapel for some years
RW R/W Burn WB B/W TokensXU MonuU Tron // UWX UW Tron
R GoblinsW Soul SistersRWG Small ZooWUR WUR Geist/Control/Kiki-Resto Combo/NahiriUR Splinter Twin (90% Japanese)/ Grixis TwinRUB UR Delver / Grixis Delver UR Blue MoonBWU Ad NauseamWDeath and TaxesRUB Grixis ControlUMerfolksX Affinity RGB Living End UR Storm/PiF Combo RGX R/G TRON GWU Bant Eldrazi BW Eldrazi and Taxes RUBGoryos Vengeance UB Faeries
Legacy:BRx Renimator
Playing right now: Standard: Jeskai Control Modern; GoryosVengeance/UBFaeries/Affinity Legacy: BRx Reanimator Pauper: UR Drake (banned) Commander: Merieke Ri Berit Esper
I'm completely confused by this post. You went with 4 Eidolon and went 4 wins, or 4 losses? Keldon Marauders also gets hit with Spell Snare or a bolt.
I'm not trying to argue, I'm just trying to understand. With Blood Moon, sure it hoses hardcore, but aren't we trying to kill before they combo off? Wouldn't Molten Rain bring us closer to that goal than Blood Moon? I have no Troj in my meta. I will eventually switch over to UR Delver, so Blood Moon will be purchased, but that's later. Just looking for an alternative for the time being, while I collect the cards for it.
Good info about Flames. My meta is full of Lightning Helix and Finks. I think I'll invest in 3. Volley wasn't really that great for me, but I'm understanding the card better, so I brought it back to 4. I'm wanting to keep the mana costs low. Far too many games where I've been mana screwed, even though I'm at 20 lands. No Chalice in my meta either, just lots of Helix and Finks. Cursed cards!
I agree Molten Rain is a much better option but also since your playing Mono Red Blood Moon could get a look. Id say have 4 Torpor Orb it is simply a life saver vs Soul Sisters, Twin, Pod plus it also helps against Vendilion Clique and Snapcaster Mage.
For protection from Red creatures you also have Ghostfire.
This deck is absolutely oppressive.
- UR Twin
- Affinity
(- Mirror)
- Melira Pod
- UR Delver
- Storm
- Scapeshift
- RG Tron
- Jund
Care to explain your particular opinion on the MU overall, Gameplan and sideboarding for them?
Let's start from the king of the hill: UR Twin!
- L
"The problem isn't when Scissors says Rock is overpowered, it's when Paper says it is."
-Mark Rosewater
If you're asking for gameplan Vs. RUG Twin (a popular deck, atm) I simply save mana and burn if they hit 3 lands, after which I burn conservatively, or until I can burn ftw.
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
Nice call , but are there any relevant prot creatures where 2 damage isn't enough?
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
Not to the best of my knowledge, which is why I prefer sweepers such as Fallout and Anger over Ghost.
Not that I'm knocking Ghost, I just find that Fallout and Anger have a broader range of applications, and are more beneficial.
I do like Pyrite Spellbomb as a sideboard card at one less that you can "half-cast" so you have it when needed. It doubles as an if-needed cantrip, which is nice.
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
Against, Zoo, I burned him out before turn 3 in game one, and burned him out turn 4 through a Helix. SB: In - Molten Rain, Out - 2 Vexing Devil 1 Magma Jet
Against Gifts, Game one he gifted turn 3 from artifact acceleration and put Iona into play naming red. I had him down to 3 or 4. I killed him turn 4 game 2 and 3. SB: In - 3 Hellspark Elemental, 2 Molten Rain, 1 Grafdigger's Cage, Out - 1 Magma Jet, 4 Searing Blood, 1 Eidolong of the Great Revel.
Against Merfolk, I mulled to 5 both games and killed turn 4 from all the lords. SB: In - 4 Combust, Out - 1 Magma Jet, 3 Vexing Devil.
Deck
4 Vexing Devil
3 Grim Lavamancer
4 Eidolon of the Great Revel
4 Lightning Bolt
4 Shard Volley
4 Lava Spike
4 Searing Blood
4 Skullcrack
2 Magma Jet
3 Rift Bolt
1 Grafdigger's Cage
2 Torpor Orb
3 Hellspark Elemental
2 Shattering Spree
4 Combust
3 Molten Rain
I've really tried out Eidolon of the Great Revel but my initial tests of him were a disappointment. I've moved him to sideboard. I feel like I'm getting mileage out of the Shrine of Burning Rage. I intially ran 19 Mountain but I'm flexing a Thunderous Wrath in one of the spots to see if in a game I would have rather drawn a land or miracled that card. Magma Jet really helps line me up even if it slows down my count. Ash Zealot makes me smile when they snap durning my attack. The combo off of them blocking Ash Zealot and Searing Blood before damage step can be crazy and is one of my favorite things for plowing through their bigger creatures without my creatures always having to die.
4 Vexing Devil
3 Ash Zealot
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
4 Shard Volley
4 Magma Jet
4 Searing Blood
4 Searing Blaze
1 Thunderous Wrath
18 Mountain
3 Eidolon of the Great Revel
3 Skullcrack
3 Smash to Smithereens
3 Dragon's Claw
2 Dismember
1 Thunderous Wrath
Thought's appreciated.
RGWNaya BurnRGW+++RGWKiki ComboRGW
UGInfectUG+++++++++.++++++++UGMerfolkUG
GGNykthos WaveGG++++++++++GGStompyGG
BRVampiresBR+++++++.+++++++BRGoblinsBR
WGBogglesWG+++++++++++++CRSkred RedCR
UBRGDredgeUBRG++++++++++BB8 RackBB
URWJeskaiURW+++.++UBRGrixis DelverUBR
URStormUR++++++++UWGBant CompanyUWG
WUBRGHumansWUBRG+CCEldrazi TronCC
Mono Red with G splash for Leyline of Sanctity and Enchantment hate.
3 Chandra's Phoenix
4 Goblin Guide
4 Vexing Devil
30 Spells
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
4 Searing Blaze
4 Sudden Shock
2 Reforge the Soul
4 Volcanic Fallout
2 Flamebreak
2 Shard Volley
4 Arid Mesa
4 Copperline Gorge
4 Mountain
4 Scalding Tarn
4 Stomping Ground
2 Destructive Revelry
4 Krosan Grip
3 Mindbreak Trap
2 Shattering Spree
4 Torpor Orb
R/W Burn 61 cards to fit an extra Path to Exile in.
4 Goblin Guide
4 Vexing Devil
33 Spells
4 Lava Spike
4 Lightning Bolt
4 Rift Bolt
4 Boros Charm
4 Lightning Helix
4 Sudden Shock
4 Volcanic Fallout
2 Flamebreak
3 Path to Exile
4 Arid Mesa
4 Scalding Tarn
4 Sacred Foundry
5 Mountain
1 Plains
2 Clifftop Retreat
2 Disenchant
3 Mindbreak Trap
2 Shattering Spree
4 Torpor Orb
4 Wear // Tear
R/B Burn Blightning is amazing but this deck is weak to Enchantments. If I can find room I would add a few Rain of Gore.
4 Goblin Guide
4 Vexing Devil
32 Spells
4 Lava Spike
4 Lightning Bolt
4 Rift Bolt
4 Bump in the Night
2 Searing Blaze
4 Sudden Shock
4 Volcanic Fallout
4 Blightning
2 Flamebreak
4 Arid Mesa
4 Blackcleave Cliffs
4 Blood Crypt
3 Mountain
4 Scalding Tarn
1 Swamp
3 Mindbreak Trap
2 Faerie Macabre
4 Rakdos Charm
2 Shattering Spree
4 Torpor Orb
4 Vexing Devil
3 Ash Zealot
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
4 Shard Volley
4 Magma Jet
4 Searing Blood
4 Searing Blaze
1 Reforge the Soul
18 Mountain
3 Eidolon of the Great Revel
3 Skullcrack
3 Smash to Smithereens
2 Dragon's Claw
1 Reforge the Soul
3 Anger of the Gods
I noticed you guys run 20 land. Do you guys ever feel like it is too much? I run 18 and the majority of the time I see 2 lands in my opening hand. I do need to get some Torpor Orb for my sideboard I believe. I'm going to go with Anger of the Gods over other sweepers for it's exile ability to shut down Kitchen Finks, etc.
RGWNaya BurnRGW+++RGWKiki ComboRGW
UGInfectUG+++++++++.++++++++UGMerfolkUG
GGNykthos WaveGG++++++++++GGStompyGG
BRVampiresBR+++++++.+++++++BRGoblinsBR
WGBogglesWG+++++++++++++CRSkred RedCR
UBRGDredgeUBRG++++++++++BB8 RackBB
URWJeskaiURW+++.++UBRGrixis DelverUBR
URStormUR++++++++UWGBant CompanyUWG
WUBRGHumansWUBRG+CCEldrazi TronCC
4 Vexing Devil
2 Dark Confidant
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
4 Bump in the Night
1 Shard Volley
4 Skullcrack
4 Searing Blaze
2 Magma Jet
3 Flames of the Blood Hand
2 Blood Crypt
6 Mountain
4 Arid Mesa
1 Scalding Tarn
1 Stomping Ground
1 City of Brass
1 Gemstone Mine
3 Molten Rain
4 Destructive Revelry
2 Volcanic Fallout
2 Torpor Orb
Went 3-0-1 at a local 9 man tourney on Thursday then went 3-2 in a Modern TCG IQ. At the IQ I beat UW Delver, Melira Pod and GR Tron. I lost to a RUG Twin deck that I'd beaten on Thursday and a scapeshift deck that still hurts. In game 1 I had him at 2 life with 1 draw step to kill him. I had bump in the night in my gy and 5 lands. he had out sakura tribe elder, so searing blaze was live but goblin guide wasn't. 35 outs, 10 dead draws and I hit a dead draw. He then lands a turn 2 spellskite in g2 and i draw nothing.
Overall, i still like the deck. I'm going to take it to a tourney tonight, and i'll try to write a recap for later.
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
18 lands in deck
7 card opening hand
0=7%%
1=24%
2=34%
3=24%
4=9%
5 or > = 2%
20 lands in deck
0=5%
1=20%
2=32%
3=27%
4=12%
5 or > =4%
If we think of 1, 2 or 3 land openers as being prime, then 18 lands is better. It has a higher number of 1,2 or 3 land openers (82%) than the 20 land version (79%). This is important, because if we mull 0 landers and 4+ landers, then the 18 land version will mull 18% of hands, and the 20 lander will mull 21% of hands. That’s roughly 1 more mull every 13 matches.
However, let’s say we want to hit 3 lands by our 4th draw. This is necessary for cards such as flames of the blood hand and Molten rain. The 20 land version will have 3 lands after its 4th draw 80% of the time, as opposed to the 18 land version, which will have 3 lands 71% of the time.
If we keep a 1 land hand on the draw, then the 20 land version will hit its 2nd land after 2 draws 59.2% of the time. The 18 land version will hit 54.3% of the time. If we accept missing one land drop, the 20 land will hit by its third draw 74.5% of the time, whereas the 18 land version will hit by its third draw 69.5% of the time. So with the 20 land deck 15/20 1 land hands will get gassing, whereas the 18 land deck has about 14/20 1 landers getting online in a timely fashion.
There isn’t a huge difference between the two. I like the 20 land version currently. I can do the odds of the 19 land version, but they’re easy to calculate as being in the middle of the two. Searing blaze is another reason we might want to keep hitting land drops. People think of this as a fast deck. It can be, but usually, it’s about being patient and finding the time when you can be sure your spells will resolve. You don’t want to win first, you want to win last.
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