Burn has received the greatest upgrades in amount and quality than everyother deck in modern within these past two blocks. First, there was Eidolon of the great Revel, then Monastery Swiftspear, and now Atarka's Command. The DCI banned Birthing Pod because, there's a trend of more value creatures being printed, and Pod will just play them all. Going by this line of thinking, it does seem likely something from Burn will get banned since the quantity of quality Burn cards printed has accelerated too quickly.
Nah, not good enough, you would rather splash black for bump in the night the reason you splash green is for your sideboard so you generally don't search for ground so you don't shock yourself.
tell me 1 good competitive decklist with black, RWg is the best (and only) burn deck in the competitive meta right now (and even before the ban, IMHO), the only good thing in black is rain of gore, and unless the meta is more than 10% soul sister black is not the best splash.
I agree that RWg is the better version of burn than RWB. I changed my list from RWB to RWg yesterday (took out Bumps for Helixes and Shard Volley). Having played both versions of burn, RWg is my preferred version (and I went 3-0 with the RWg list at Wednesday night modern too).
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Modern: | C Affinity | RWG Burn |
EDH: | UBG Tasigur / Damia V-Wealth | WU Brago, Flicker and Value | WB Teysa's Orzhov Aristocrats | RG Omnath, Landfall of Rage | RC Daretti |
Yeah I leviathan I meant it's not worth it, but it is worth testing since it is so explosive.
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To see the world in a grain of sand, and to see heaven in a wild flower, hold infinity in the palm of your hands, and eternity in an hour. - William Blake
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
I've been testing the Command as a 4-off alongside 4 Skullcrack and just about every hand with exactly 2 lands (and many with 3) win by the end of the 3rd turn. oops
So the next banlist update is before dragons of tarkir comes out... unless they were to emergency ban something (and treasure cruise wasn't) we're going to have months of turn 3 burn you out. The modern burn meta % is going to be through the roof. Get your burn cards now and also a playset of kor firewalkers for the mirror lol.
Burn will get bans, you will see. It would be BETTER for us if this command was never printed or at cost 1RG. It sad to say but burn will be just broken, making meta unfun and unhealthy. And i am not burn hater, i am burn player for more than a year.
There is way too much overreacting about bans right now. The command is good, but it's not a game-changer. Swiftspear and Eidolon did more to boost this deck, and it's still not on top of the meta. If people want to hate out burn, no amount of Skullcracks is going to stop them. It's not like we can just run 8 Skullcracks without taking out something else that's relevant, and it's not like the green mana doesn't matter either. We can't just run a pile of 2-drops, and we are already on the line of having too many in my opinion.
You don't need Arid Mesa in specific. Any fetchland that can search for mountain would do just as well. A typical RWg burn mana base would be 10-12 fetchlands, 1 Stomping Ground, 3 Sacred Foundry, and basic mountains for the remaining slots.
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Modern: | C Affinity | RWG Burn |
EDH: | UBG Tasigur / Damia V-Wealth | WU Brago, Flicker and Value | WB Teysa's Orzhov Aristocrats | RG Omnath, Landfall of Rage | RC Daretti |
You don't need Arid Mesa in specific. Any fetchland that can search for mountain would do just as well. A typical RWg burn mana base would be 10-12 fetchlands, 1 Stomping Ground, 3 Sacred Foundry, and basic mountains for the remaining slots.
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
Burn will get bans, you will see. It would be BETTER for us if this command was never printed or at cost 1RG. It sad to say but burn will be just broken, making meta unfun and unhealthy. And i am not burn hater, i am burn player for more than a year.
There is way too much overreacting about bans right now. The command is good, but it's not a game-changer. Swiftspear and Eidolon did more to boost this deck, and it's still not on top of the meta. If people want to hate out burn, no amount of Skullcracks is going to stop them. It's not like we can just run 8 Skullcracks without taking out something else that's relevant, and it's not like the green mana doesn't matter either. We can't just run a pile of 2-drops, and we are already on the line of having too many in my opinion.
But the command is what allows burn to function like a combo deck and kill you on turn 3. Let's say for arguments sake that you cut 2 lightning helix and move 2 skullcrack to the board that is 4 2 mana spells for 4 2 mana spells. The gaining 3 on helix is irrelevant if you're winning on turn 3 anyway and skullcrack is worse against everything but kor firewalker which isn't in a maindeck anyway? The only downside is the requirement of more shocklands
Friendly reminder to stop discussing bans here. We've eased up on this rule recently but this kind of talk really can't be happening in deck development threads. It distracts from deckbuilding and just becomes whining/complaining. Stick with making your deck as awesome as possible and take ban talk to any of the half dozen places where it is going on in Modern General
You can also run Battlefield Forge as the 3rd Sacred Foundry, since it won't always ding you for 2 life. Minor differences.
the best land to use as x1 is clifftop reatreat.
ActionPander: as a 11th fetchland use windswept heath, i use 1x in mtgo (i have all the fetch IRL, but online i have only 10), and this never had been an issue.
guys: burn is not ban worthly, we lost to a leyline (well, 95% of the times), to a t2 kor firewalker, and soul sister just eat our deck for breakfast. discard also hurt us a lot (wrench the mind, duress, inquisition), and cheap counterspell also are great (dispel/negate/spell snare) if we add the other sideboard cards (feed the clan, Rest for the Weary) there a lot of hate to regulate us. If burn becomes a BIG problem you can count with this: Wotc will print Warmth/chill and the balance is good again.
Burn, like affinity, have a lot of hate around, they will never be banned (well, there could be bans, but i would not bet on that)
so dont fear the ban, fear the hate!! hahaha
pd: sorry ktkenshinx, i was writing this when you post that, roger that!!
But the command is what allows burn to function like a combo deck and kill you on turn 3. Let's say for arguments sake that you cut 2 lightning helix and move 2 skullcrack to the board that is 4 2 mana spells for 4 2 mana spells. The gaining 3 on helix is irrelevant if you're winning on turn 3 anyway and skullcrack is worse against everything but kor firewalker which isn't in a maindeck anyway? The only downside is the requirement of more shocklands
I don't see how our nut draw is increased at all. And having to fetch both Green and White mana every game is a pretty big difference than just needing to find white. Not only are you paying an extra 2 life on average per game, you also will have situations where you don't draw the 2nd fetch or opposing shock, which might mean your sequencing gets messed up or you simply can't cast your multi-colored spells at all.
I do think the Command is great for us, but I'm not worried about it pushing the deck too far at all. There's no need for the doom and gloom. And as kkthenshinx said, bans are off topic anyway, so I'll leave it at that.
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MODERN RGB Jund BGR WGB Junk/Abzan Company WGB
LEGACY RUGB Delver GURB
EDH UW Geist of Saint Traft Aggro-Control WU RUG Riku of Two Reflections Combo GUR BBB Skithiryx Control BB
Atarka's Command just helps burn negate all the ETB life gain creatures and spells. Command does absolutely nothing to increase our clock.
The only way Burn wins turn 3 is:
when Burn casts creatures on turn 1 & 2, the opponent does not interact and burn has 3 1-mana burn spells.
when Burn has 6 1-mana burn spells and the opponent fetches twice, or plays untapped shockland and does not interact.
Both scenario's also require land drops on all 3 turns, and for the opponent to gain no life.
I'm not sure how I feel about combust and I dont see the need for flames of the blood hand at all. It's slow and we have 8 instances total of life gain prevention. I think we need 4 Kor Firewalker for the mirror. I'm also not sure about how I feel about running 8 main deck. As much as shard volley has its downsides, it's not horrible and is instant speed 3 to the dome for 1.
I like the 13 cards I picked for the sideboard options. The last two slots are flex for whatever your meta feels like. Smash to Smithereens if there's a lot of affinity. Deflecting Palm for infect. Helix and Path to Exile for the unknown.
Those who're worried about life loss from fetches/shocs in RGW build: I'd like to remind that we have nearly perfect dual RG lands in Copperline Gorge. If you run 20 lands, you may easily have 2/2 shock split, 8-10 fetches, 2-4 Mountains - which equal to 16 lands total, so you actually have place left for 4x Copperline. Each of them is effectively an unfetchable Mountain which gives you both R and G and sometimes in lategame when it's hardly relevant come into play tapped.
Even if you're running more fetches or are reluctant to replace four cards, you may always play Copperline as a 2-3-of.
From my experience with RBU build (pre-Cruise ban), which had Blackcleave Cliffs as a four-of, I must admit that these duals save a lot of life. Nothing's better than playing T1 an untapped dual land which doesn't deal you any damage.
I can understand the reason to disagree with me about it getting banned but it pushes the deck out in front of the other decks and gets around sb hate. It is much more than a different skullcrack. The instant land drop I don't see being very impactful but the +1/+1 can save Swiftspear from a bolt or helix and can do an additional 3 damage or prevent the lifegain from helix. It is too much card for 2 mana. If it were 1 colorless more then it would be just good.
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I agree that RWg is the better version of burn than RWB. I changed my list from RWB to RWg yesterday (took out Bumps for Helixes and Shard Volley). Having played both versions of burn, RWg is my preferred version (and I went 3-0 with the RWg list at Wednesday night modern too).
| C Affinity | RWG Burn |
EDH:
| UBG Tasigur / Damia V-Wealth | WU Brago, Flicker and Value | WB Teysa's Orzhov Aristocrats | RG Omnath, Landfall of Rage | RC Daretti |
It was not delight, not wonder that arose among us, it was the peace of heaven. He who has thought most deeply loves what is most alive. - Friedrich Holderlin
1907 Constructed Rating on Magic Online.
My Modern decks:
B/R/G Living End G/R/B
G/R Tron R/G
U/W/G/R Gargageddon R/G/W/U
R/W/G Naya Burn G/W/R
So the next banlist update is before dragons of tarkir comes out... unless they were to emergency ban something (and treasure cruise wasn't) we're going to have months of turn 3 burn you out. The modern burn meta % is going to be through the roof. Get your burn cards now and also a playset of kor firewalkers for the mirror lol.
RGW Burn RGW
U Mono U Tron U
EDH:
UR Niv-Mizzet UR
There is way too much overreacting about bans right now. The command is good, but it's not a game-changer. Swiftspear and Eidolon did more to boost this deck, and it's still not on top of the meta. If people want to hate out burn, no amount of Skullcracks is going to stop them. It's not like we can just run 8 Skullcracks without taking out something else that's relevant, and it's not like the green mana doesn't matter either. We can't just run a pile of 2-drops, and we are already on the line of having too many in my opinion.
Burn will be fine. Everyone just chill a bit.
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB
| C Affinity | RWG Burn |
EDH:
| UBG Tasigur / Damia V-Wealth | WU Brago, Flicker and Value | WB Teysa's Orzhov Aristocrats | RG Omnath, Landfall of Rage | RC Daretti |
Counter-Cat
Colorless Eldrazi Stompy
| C Affinity | RWG Burn |
EDH:
| UBG Tasigur / Damia V-Wealth | WU Brago, Flicker and Value | WB Teysa's Orzhov Aristocrats | RG Omnath, Landfall of Rage | RC Daretti |
I was hoping something like this would work? With 4 MD AC
RGW Burn RGW
U Mono U Tron U
EDH:
UR Niv-Mizzet UR
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB
But the command is what allows burn to function like a combo deck and kill you on turn 3. Let's say for arguments sake that you cut 2 lightning helix and move 2 skullcrack to the board that is 4 2 mana spells for 4 2 mana spells. The gaining 3 on helix is irrelevant if you're winning on turn 3 anyway and skullcrack is worse against everything but kor firewalker which isn't in a maindeck anyway? The only downside is the requirement of more shocklands
the best land to use as x1 is clifftop reatreat.
ActionPander: as a 11th fetchland use windswept heath, i use 1x in mtgo (i have all the fetch IRL, but online i have only 10), and this never had been an issue.
guys: burn is not ban worthly, we lost to a leyline (well, 95% of the times), to a t2 kor firewalker, and soul sister just eat our deck for breakfast. discard also hurt us a lot (wrench the mind, duress, inquisition), and cheap counterspell also are great (dispel/negate/spell snare) if we add the other sideboard cards (feed the clan, Rest for the Weary) there a lot of hate to regulate us. If burn becomes a BIG problem you can count with this: Wotc will print Warmth/chill and the balance is good again.
Burn, like affinity, have a lot of hate around, they will never be banned (well, there could be bans, but i would not bet on that)
so dont fear the ban, fear the hate!! hahaha
pd: sorry ktkenshinx, i was writing this when you post that, roger that!!
I don't see how our nut draw is increased at all. And having to fetch both Green and White mana every game is a pretty big difference than just needing to find white. Not only are you paying an extra 2 life on average per game, you also will have situations where you don't draw the 2nd fetch or opposing shock, which might mean your sequencing gets messed up or you simply can't cast your multi-colored spells at all.
I do think the Command is great for us, but I'm not worried about it pushing the deck too far at all. There's no need for the doom and gloom. And as kkthenshinx said, bans are off topic anyway, so I'll leave it at that.
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB
The only way Burn wins turn 3 is:
when Burn casts creatures on turn 1 & 2, the opponent does not interact and burn has 3 1-mana burn spells.
when Burn has 6 1-mana burn spells and the opponent fetches twice, or plays untapped shockland and does not interact.
Both scenario's also require land drops on all 3 turns, and for the opponent to gain no life.
Do people not realize that anti-burn cards already exist? Leyline of Sanctity, Kor Firewalker and Dragon's Claw are 3.
WBG Karador GBW
R Daretti R
RG Omnath GR
WRG Modern Burn GRW
WB Modern Tokens BW
DCI Rules Advisor as of 5/18/2015
4 Wooded Foothils
3 Arid Mesa
4 Bloodstained Mire
2 Sacred Foundry
2 Stomping Ground
3 Mountain
1 Clifftop Retreat
Creatures
4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of the Great Revel
1 Grim Lavamancer
4 Lightning Bolt
4 Searing Blaze
4 Boros Charm
2 Shard Volley
2 Skull Crack
4 Atarka's Command
Sorcery
4 Lava Spike
4 Rift Bolt
3 Molten Rain
2 Skullcrack
4 Destructive Revelry
4 Kor Firewalker
2 Lightning Helix
2 Smash to Smithereens
2 Path to Exile
2 Deflecting Palm
I'm not sure how I feel about combust and I dont see the need for flames of the blood hand at all. It's slow and we have 8 instances total of life gain prevention. I think we need 4 Kor Firewalker for the mirror. I'm also not sure about how I feel about running 8 main deck. As much as shard volley has its downsides, it's not horrible and is instant speed 3 to the dome for 1.
I like the 13 cards I picked for the sideboard options. The last two slots are flex for whatever your meta feels like. Smash to Smithereens if there's a lot of affinity. Deflecting Palm for infect. Helix and Path to Exile for the unknown.
EDIT: Cut an Arid Mesa for a Grim Lavamancer
GBGB AggroGB
Modern
GBRWDeath's ShadowGBRW
UBWRAffinityUBWR
GRTitanshiftGR
URBGrixis ControlURB
Legacy
BUGTrue Name BUGBUG
UBRGrixis DelverUBR
BUGShardless BUGBUG
BUGElvesBUG
Even if you're running more fetches or are reluctant to replace four cards, you may always play Copperline as a 2-3-of.
From my experience with RBU build (pre-Cruise ban), which had Blackcleave Cliffs as a four-of, I must admit that these duals save a lot of life. Nothing's better than playing T1 an untapped dual land which doesn't deal you any damage.