Rending volley is really good. Got Kira, Great glass-spinner problems? How about the more obvious Deceiver exarch? Some number of rending volley is pretty important for the SB imo. Depending on how much twin you expect, 2-3 in the SB is a good idea to me.
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Modern Decks
KnightfallGWUR
Azorius Control UW
Burn RBG
Game 1 I get a hand that basically just runs him over (Guide/Swiftspear + tons of burn).
Out: 4 Searing Blaze
In: 2 Deflecting Palm
2 Destructive Revelry
Game 2 I keep a slower hand but he mulls to 4 and it's over pretty fast.
Round 2: RG Goblins
Game 1 I'm on the play and get a blazing fast start (Guide + tons of burn). I have no idea what he's on but I see Goblins and Ghor-Clan Rampager.
Out: 4 Skullcrack
1 Shard Volley
In: 2 Lightning Helix
3 Kor Firewalker
Game 2 I keep a controlling hand with Eidolon and lots of Burn. Unfortunately I don't realize his strategy is to make a bunch of tokens and then Atarka's Command. Yikes.
Game 3 I keep a fast start with tons of Searing Blaze and Helixes as well. I didn't even need the Helixes to run him over.
Round 3: UB Fairies
Game 1 I'm on the play and get him down to 3. He has 2 Mutavaults and an Island and I have a Guide with a Searing Blaze + Land in my hand. I'm an idiot and don't play out the land pre-combat (I forgot about Mutavault and I think I was saving it for next to try and get past counter-magic). He blocks, we trade, and I topdeck lands for the next 7 turns.
Out: Nothing
In: Nothing
Game 2 I keep an awesome looking hand (Eidolon, Guide, burn). Unfortunately, he had an even better one. Turn 1 Disfigure into Mutavaults into Murderous Cut on my Eidolon. I'm out of gas at this point and he's still at 7 life. I proceed to topdeck mostly lands, with the non-land cards being countered.
Round 4: UR Twin
Game 1 I'm on the play and I have a fast hand. However, he has the combo (thanks to a Goblin Guide reveal, plus some tells). Luckily I manage to Blaze + Bolt the first Exarch and topdeck the Boros Charm I needed to finish him when he tried to flash in another the next turn. Did not expect to win that game.
Out: 3 Searing Blaze
2 Lightning Helix (I think?)
2 Skullcrack (I think?)
In: 4 Destructive Revelry
3 Path to Exile
Game 2 He is missing a red mana source but I have the Revelry for the Splinter Twin anyways. I was off to a fast start so I ended up winning.
Round 5: Jund
Game 1 I'm on the draw and he plays a T1 Birds. I have a fast hand but I think about it for a while and decide to bolt it. Turns out this was a wise move and he was a little mana screwed. I basically just run him over.
Out: Nothing
In: Nothing
Game 2 I have a fast start with Swiftspear and plenty of burn. He plays out a Scavenging Ooze that eats a Searing Blaze. He plays another that promptly eats a topdecked bolt (lucky me). My Swiftspear is dead but I play out an Eidolon and a Lavamancer and the grindfest begins. He plays Obstinate Baloth and Avalanch Riders, but I just race him. He misplayed slightly by forgetting a land drop (might have helped, he had Olivia he said) and by Inquisitioning me with Eidolon out. Still, I was surprised I managed to fight through so much SB hate to get the win.
Record: 4-1, 3rd place.
Like I said, this was my first time with the deck. I was very impressed. The deck stayed consistent for me all night and I never had to mulligan. I will say that there are some hard decisions to be made while piloting the deck. A lot of it is thinking ahead and wringing every bit of value out of Swiftspear before she's killed. Sometimes I'd agonize for 5 minutes on what land to play. Hopefully this will get easier over time.
I lost the first game against Fairies due to a misplay on my part, but aside from that I felt like I had game against everything. For what it's worth, despite GW Tron, Goblins, and Fairies sounding like awkward tier 2 lists, they were not budget decks and their pilots were very, very good. As far as T1 and T1.5 goes, Jund felt very winnable and Twin post-board was pretty good. I didn't have a chance to play against Affinity or the mirror, but my friend who won the event with Affinity said he crushed a Burn player along the way so I guess maybe I'll face those next week. Sure, my hands were strong all night, but I think Burn just has a lot of consistency regardless. Burn's weak hands beat the weak hands of opponents since many of them rely heavily on the sideboard to combat us.
I think Burn is in a really good place and I'll be picking up the Atarka's Commands as soon as their price drops a little.
I'm sure this has been covered by somebody at some point, But I've noticed most of the people worried about splashing heavier green for Atarka's, are not running Copperline Gorge. Why is this? It does allow to have to fetch less often for Stomping Ground, Typically I'm only having to fetch for my white source. Every so often yes I'll wind up at 14 looking for both sources, But so far Copperline has pulled its weight.
I'm sure this has been covered by somebody at some point, But I've noticed most of the people worried about splashing heavier green for Atarka's, are not running Copperline Gorge. Why is this? It does allow to have to fetch less often for Stomping Ground, Typically I'm only having to fetch for my white source. Every so often yes I'll wind up at 14 looking for both sources, But so far Copperline has pulled its weight.
I run 2. Throughout all my testing and the tournament I played, I've yet to come across a time where I thought to myself, "If only that were a mountain" For the most part, drawing a 4th land is a brick regardless of how it enters play. While I'm sure we could think of some scenarios where drawing a mountain would be more beneficial then drawing the gorge, I think the plus side of fixing green for no loss of life wins out. Interested to see how others feel. My mana base is currently 3 basics, 2 sacred foundry 2 stomping ground 2 copperline gorge and 10 fetch lands. If you want 20 lands, you could add a basic or a fetch. Mana fixing wasn't my problem for states last Saturday, losing to infect 4 times on turn 3 was!!!
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Modern: UBWAd NauseamWBU URStormRU
EDH: BMikaeus the UnhallowedB RWAurelia, the WarleaderWR
You could run Copperline Gorge. Avoiding the life loss for green can be beneficial in a meta with lots of Burn. You usually run low lands in the deck, so you usually don't have 4 lands in play anyway. I've used Shard Volley prior to playing Blackcleave Cliffs in the past, so there's that if you need to go that route.
I would still run fetches and a singleton Stomping Ground though.
^i run 10 fetches, 2 Sacred Foundries, 3 Mountains, 1 Stomping Grounds, and 3 Copperline Gorges. This mix has been working well but Ive only played 6 games so far with this landbase.
Running just shocks and fetches was going bad for me. I was getting <wrecked> by aggro decks.
What's best if you only have khans fetches available. Run windswept heaths (2 or 4) or just mountains. I'm now running moutains but seems hard sometimes if you need Kor Firewalker early.
8 mountain fetch+2 windswept heath seem OK, add 3 sacred foundry 4 mountain 2 stomping grounds and 1 Copperline Gorge and you should not have mana problems.
So far its worked out for me and i have not had any situations where i had a plains/forest in my hand and wished it was a mountain. I've also replaced my skull cracks with Atarka's Command main deck so green mana is more important to me.
I was running Grim Lavamancer ( one Main and one side, but i cut them both to make room for Atarka's Command. This new card is just raw power. It get through Leyline and Spellkite, serves as an additional skyllcrack…Swiftspear get crazy with this.
Ive doing pretty good with this list, placing 1st to 3rd in a 4-round FNMs and such.
my current metagame is a lot of people playing Zoo, Affinity, Burn Jund and Junk. This list does pretty good against mirror, but I’ve had some problems with affinity…even though, This list does pretty good in general.
please please please dont play non basic lands (other than mountain).
If you dont have problem so far...play/test more, i assure that you will have problems with that manabase.
Could not agree more. In burn, the one and only basic land to play is mountain. Having to mull a 2 land hand because they are plains and forest is no good at all! Plus, Ediolon and Blaze are both RR. If you use a basic that isn't a mountain, those two aren't coming out until turn 3 at the earliest. Want to double bolt or double spike for the win? I do that a lot! We want to be able to win with 2 lands. Having either of them not able to tap for R curtails that plan quite a bit!
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Modern: UBWAd NauseamWBU URStormRU
EDH: BMikaeus the UnhallowedB RWAurelia, the WarleaderWR
I'm sure this has been covered by somebody at some point, But I've noticed most of the people worried about splashing heavier green for Atarka's, are not running Copperline Gorge. Why is this? It does allow to have to fetch less often for Stomping Ground, Typically I'm only having to fetch for my white source. Every so often yes I'll wind up at 14 looking for both sources, But so far Copperline has pulled its weight.
I've found that the extra life is usually irrelevant, and in any possible matchup where it is relevant you don't want the Gorge anyways because you never want to need it and have to play it tapped.
So in my current meta, I am having major issues against Affinity, anything you can can recommend in terms of strategies or sideboard cards? The current sideboard cards I am running against that deck is 4 Revelry Destruction and 2 Rakdos Charm.
So in my current meta, I am having major issues against Affinity, anything you can can recommend in terms of strategies or sideboard cards? The current sideboard cards I am running against that deck is 4 Revelry Destruction and 2 Rakdos Charm.
If it's significant portion of your meta, adding a couple Kataki, War's Wage is pretty good against Affinity. It's a prett heavy hoser, and can attack which is nice. It's super narrow though, so it's really dedicating slots specifically for that matchup. Not sure if you are in Jund. Ancient Grudge is also an option. Problem being that it doesn't deal damage.
I am already running rwb but if I wanted to splash green for destructive revelry would the followin be adequate. I have 8 fetches and 2 city of brass main. I would add in 1 stomping ground for a mountain. When sb maybe I could remove the boros charms and lightning helix so I'm still at three colors. Or is this just stressing my mama out too much. I have an identical mb to the rwb list posted on the last page (except for the land difference)
This is the list that I took to a top 8 finish at TCGplayer states. I've made a few sideboard changes since the tourney based on what I believe the SCG state meta will be. -2 molten rain +2 rending volley
I'm sure this has been covered by somebody at some point, But I've noticed most of the people worried about splashing heavier green for Atarka's, are not running Copperline Gorge. Why is this? It does allow to have to fetch less often for Stomping Ground, Typically I'm only having to fetch for my white source. Every so often yes I'll wind up at 14 looking for both sources, But so far Copperline has pulled its weight.
Copperline Gorge can't be fetched with fetch lands and may come in tapped. It's strictly worse than the shock lands.
So far its worked out for me and i have not had any situations where i had a plains/forest in my hand and wished it was a mountain. I've also replaced my skull cracks with Atarka's Command main deck so green mana is more important to me.
Thoughts?
I'm of the opinion that Path to Exile isn't a burn-centric card. It causes no face burn, is situationally utilized, and there are better replacement options.
strictly worse mean that is worse in every escenario, if you need G by turn 1 fastlands give you this, but without damage, so is NOT strictly worse (or superior), they are different.
i totally agree here, yes, path is a card that you should avoid if you can (thats why why dont need it in the maindeck), but is a necessary evil in some match (thats why is in the sideboard!)
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
KnightfallGWUR
Azorius Control UW
Burn RBG
Deck:
4 Bloodstained Mire
4 Wooded Foothills
2 Windswept Heath
3 Sacred Foundry
1 Stomping Ground
6 Mountain
Creatures 13
4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of the Great Revel
1 Grim Lavamancer
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
4 Skullcrack
4 Boros Charm
3 Searing Blaze
2 Lightning Helix
2 Shard Volley
4 Destructive Revelry
3 Path to Exile
3 Kor Firewalker
2 Deflecting Palm
2 Lightning Helix
1 Molten Rain
Round 1: GW Tron
Game 1 I get a hand that basically just runs him over (Guide/Swiftspear + tons of burn).
Out: 4 Searing Blaze
In: 2 Deflecting Palm
2 Destructive Revelry
Game 2 I keep a slower hand but he mulls to 4 and it's over pretty fast.
Round 2: RG Goblins
Game 1 I'm on the play and get a blazing fast start (Guide + tons of burn). I have no idea what he's on but I see Goblins and Ghor-Clan Rampager.
Out: 4 Skullcrack
1 Shard Volley
In: 2 Lightning Helix
3 Kor Firewalker
Game 2 I keep a controlling hand with Eidolon and lots of Burn. Unfortunately I don't realize his strategy is to make a bunch of tokens and then Atarka's Command. Yikes.
Game 3 I keep a fast start with tons of Searing Blaze and Helixes as well. I didn't even need the Helixes to run him over.
Round 3: UB Fairies
Game 1 I'm on the play and get him down to 3. He has 2 Mutavaults and an Island and I have a Guide with a Searing Blaze + Land in my hand. I'm an idiot and don't play out the land pre-combat (I forgot about Mutavault and I think I was saving it for next to try and get past counter-magic). He blocks, we trade, and I topdeck lands for the next 7 turns.
Out: Nothing
In: Nothing
Game 2 I keep an awesome looking hand (Eidolon, Guide, burn). Unfortunately, he had an even better one. Turn 1 Disfigure into Mutavaults into Murderous Cut on my Eidolon. I'm out of gas at this point and he's still at 7 life. I proceed to topdeck mostly lands, with the non-land cards being countered.
Round 4: UR Twin
Game 1 I'm on the play and I have a fast hand. However, he has the combo (thanks to a Goblin Guide reveal, plus some tells). Luckily I manage to Blaze + Bolt the first Exarch and topdeck the Boros Charm I needed to finish him when he tried to flash in another the next turn. Did not expect to win that game.
Out: 3 Searing Blaze
2 Lightning Helix (I think?)
2 Skullcrack (I think?)
In: 4 Destructive Revelry
3 Path to Exile
Game 2 He is missing a red mana source but I have the Revelry for the Splinter Twin anyways. I was off to a fast start so I ended up winning.
Round 5: Jund
Game 1 I'm on the draw and he plays a T1 Birds. I have a fast hand but I think about it for a while and decide to bolt it. Turns out this was a wise move and he was a little mana screwed. I basically just run him over.
Out: Nothing
In: Nothing
Game 2 I have a fast start with Swiftspear and plenty of burn. He plays out a Scavenging Ooze that eats a Searing Blaze. He plays another that promptly eats a topdecked bolt (lucky me). My Swiftspear is dead but I play out an Eidolon and a Lavamancer and the grindfest begins. He plays Obstinate Baloth and Avalanch Riders, but I just race him. He misplayed slightly by forgetting a land drop (might have helped, he had Olivia he said) and by Inquisitioning me with Eidolon out. Still, I was surprised I managed to fight through so much SB hate to get the win.
Record: 4-1, 3rd place.
Like I said, this was my first time with the deck. I was very impressed. The deck stayed consistent for me all night and I never had to mulligan. I will say that there are some hard decisions to be made while piloting the deck. A lot of it is thinking ahead and wringing every bit of value out of Swiftspear before she's killed. Sometimes I'd agonize for 5 minutes on what land to play. Hopefully this will get easier over time.
I lost the first game against Fairies due to a misplay on my part, but aside from that I felt like I had game against everything. For what it's worth, despite GW Tron, Goblins, and Fairies sounding like awkward tier 2 lists, they were not budget decks and their pilots were very, very good. As far as T1 and T1.5 goes, Jund felt very winnable and Twin post-board was pretty good. I didn't have a chance to play against Affinity or the mirror, but my friend who won the event with Affinity said he crushed a Burn player along the way so I guess maybe I'll face those next week. Sure, my hands were strong all night, but I think Burn just has a lot of consistency regardless. Burn's weak hands beat the weak hands of opponents since many of them rely heavily on the sideboard to combat us.
I think Burn is in a really good place and I'll be picking up the Atarka's Commands as soon as their price drops a little.
UBWAd NauseamWBU
URStormRU
EDH:
BMikaeus the UnhallowedB
RWAurelia, the WarleaderWR
I would still run fetches and a singleton Stomping Ground though.
FREE BLOODBRAID ELF
Running just shocks and fetches was going bad for me. I was getting <wrecked> by aggro decks.
Warning for inappropriate language
-ktkenshinx-
8 mountain fetch+2 windswept heath seem OK, add 3 sacred foundry 4 mountain 2 stomping grounds and 1 Copperline Gorge and you should not have mana problems.
4 bloodstained mire
4 wooded foothills
3 sacred foundry
1 stomping ground
1 plains
1 forest
6 mountains
So far its worked out for me and i have not had any situations where i had a plains/forest in my hand and wished it was a mountain. I've also replaced my skull cracks with Atarka's Command main deck so green mana is more important to me.
Thoughts?
My current list is
4 Bloodstained Mire
4 Arid Mesa
3 Scalding Tarn
1 Woody Foothills
3 Sacred Fountain
1 Stomping Ground
3 Mountains
Creatures
3 Eidolon of the great Rebel
4 Goblin Gide
4 Monastery Swiftspear
4 Lightning Bolt
4 Rift Bolt
4 lava Spike
4 Searing Blaze
4 Lightning Helix
4 Skullcrack
2 Atarka's Command
4 Boros Charm
4 Revelry Destruction
3 Magus of The Moon
2 Deflecting Palm
2 Kor Firewalker
2 Volcanic Fallout
1 Atarka's Command
1 Eidolon of the great Rebel
I was running Grim Lavamancer ( one Main and one side, but i cut them both to make room for Atarka's Command. This new card is just raw power. It get through Leyline and Spellkite, serves as an additional skyllcrack…Swiftspear get crazy with this.
Ive doing pretty good with this list, placing 1st to 3rd in a 4-round FNMs and such.
my current metagame is a lot of people playing Zoo, Affinity, Burn Jund and Junk. This list does pretty good against mirror, but I’ve had some problems with affinity…even though, This list does pretty good in general.
If you dont have problem so far...play/test more, i assure that you will have problems with that manabase.
UBWAd NauseamWBU
URStormRU
EDH:
BMikaeus the UnhallowedB
RWAurelia, the WarleaderWR
I've found that the extra life is usually irrelevant, and in any possible matchup where it is relevant you don't want the Gorge anyways because you never want to need it and have to play it tapped.
UW Approach UW
EDH
U Azami, Lady of Scrolls U
Legacy: BUWRG Manaless Dredge
Add 2 Smash to smithereens perhaps
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
http://tappedout.net/mtg-decks/08-04-15-RyZ-naya-burn/
Duel Commander: Marath, Will of the Wild
Tiny Leaders: Zo-Zu the Punisher
Modern: Burn, liege Rhino, and Zoo
Legacy: Zombardment
Copperline Gorge can't be fetched with fetch lands and may come in tapped. It's strictly worse than the shock lands.
I'm of the opinion that Path to Exile isn't a burn-centric card. It causes no face burn, is situationally utilized, and there are better replacement options.
strictly worse mean that is worse in every escenario, if you need G by turn 1 fastlands give you this, but without damage, so is NOT strictly worse (or superior), they are different.
i totally agree here, yes, path is a card that you should avoid if you can (thats why why dont need it in the maindeck), but is a necessary evil in some match (thats why is in the sideboard!)