Why would you ever need G on T1 with Burn? Honestly if you want a G/R land that doesnt hurt you just use Rootbound Crag.
Because you still take damage from T1 fetch into Mountain. I honestly don't see why everybody else sees the enters play tapped as a downside. The 4th land drop doesn't matter for Burn, and the deck operates just fine with 3 lands in play. Also, at come the point where you do play a fourth land, you pretty much played most or all the spells in your hand anyway. Rootbound Crag is worse because it makes 1 land hands unkeepable when it's the only land in your hand.
Why would you ever need G on T1 with Burn? Honestly if you want a G/R land that doesnt hurt you just use Rootbound Crag.
Because you still take damage from T1 fetch into Mountain. I honestly don't see why everybody else sees the enters play tapped as a downside. The 4th land drop doesn't matter for Burn, and the deck operates just fine with 3 lands in play. Also, at come the point where you do play a fourth land, you pretty much played most or all the spells in your hand anyway. Rootbound Crag is worse because it makes 1 land hands unkeepable when it's the only land in your hand.
So what? 1 damage on turn 1 is nothing (if not extremely common) in modern. People fetch+shock on T1 for their correct colors all the time. The point im making is there's a reason you dont see fast/check lands in modern competitive Burn. Its just not worth the risk in a deck that already runs the risk of gassing out.
Why would you ever need G on T1 with Burn? Honestly if you want a G/R land that doesnt hurt you just use Rootbound Crag.
bad example, my point was that no lands (checkland/fastland/shockland) is strictly better, people use the stricly argument more as a rethorical argument than a real one, when one
card is stricly better than other is fact, and this is discussion/opinions, not facts.
Why would you ever need G on T1 with Burn? Honestly if you want a G/R land that doesnt hurt you just use Rootbound Crag.
bad example, my point was that no lands (checkland/fastland/shockland) is strictly better, people use the stricly argument more as a rethorical argument than a real one, when one
card is stricly better than other is fact, and this is discussion/opinions, not facts.
Well the fact is that not a single top 8 modern Burn deck uses check/fast lands
Why would you ever need G on T1 with Burn? Honestly if you want a G/R land that doesnt hurt you just use Rootbound Crag.
bad example, my point was that no lands (checkland/fastland/shockland) is strictly better, people use the stricly argument more as a rethorical argument than a real one, when one
card is stricly better than other is fact, and this is discussion/opinions, not facts.
Well the fact is that not a single top 8 modern Burn deck uses check/fast lands
sure, lets say better, but NOT strictly better (i use shock too), what bothers me is the inappropriate use of "strictly better", i´m not making the point on defending one kind of land or another.
a volcanic island is a strictly better mountain (hell, even this is not true because of wasteland/back to basics/price to progress), a shock/fast/checkland is not strictly better to each other, they are differents.
pd: Kim Sang-Eun from pro tour use 1 clifftop retreat, and i use one too (with 4-0 result in MTGO).
I'm not a fan of checklands. I've had games where my opening hand had only 1 land and it was a Clifftop Retreats (that I had as a one-of). It obviously didn't give me the possible explosive start I could've had if it were a sacred foundry or a fetch. I took it out and included a third sacred foundry since.
On the other hand, fasltands are fantastic. With the inclusion of Mega Skullcrack Atarka's Command, I've been running 3/2 split of Copperline Gorge and Stomping Grounds respectively. Having access to green mana without shocking myself too much is great, especially since aggro decks are prevalent in my LGS's meta. Would I run Rootbound Crag instead? No. I think Rootbound Crag belongs in a more midrange-y deck that needs the land to ETB untapped in late game.
I think an RW fastland would definitely find a home in boros/naya/mardu burn, just as Blackcleave Cliffs were played as a 4-of back in the days of DRS. Unfortunately, Wizards is still yet to print one.
I couldn't help but notice not a single list that has made Top 8 recently had Atarka's Command in it. I honestly feel like this card is overrated and shouldn't be played. Let me explain why:
1. It forces you to actually play 3-colored, unlike the light green splash for Revelry. This means the deck will lose some consistency and often deal more damage to itself than a Boros deck with a light green splash.
2. It looks like it's superior to Skullcrack, but it's not. Skullcrack's ability to (help) kill Kor Firewalkers is extremely relevant and one of the main reasons it is played. Buffing creatures with Command is admittedly sweet, but I think decks like Zoo could make more use of it.
3. There is simply no room for Command in the current Boros build. What are you going to cut? Skullcrack? Have fun with the Firewalkers. Lightning Helix? This will make the mirror significantly harder for you. Searing Blaze? This will make Affinity happy. Grim Lavamancer? I fail to see why people cut this card. Lavaman's raw power is unmatched by any other card in the Burn deck.
So long story short: Don't play Atarka's Command. Not only does it make your manabase more problematic, but it also doesn't live up to the expectations of being a better Skullcrack. Even the few times where it allows you to sneak in an extra 2 damage are probably not worth it.
I think your jumping the gun here. We haven't had enough live tournaments for Top8 frequency to mean much (literally only two weekends with no major Modern main events). This isn't Standard where meta changes on the fly and the main events are plentiful. Start showing me Top8 Burn decks with zero copies, then there might be something there. As far as I'm aware we haven't had any Top8 finishes at major tournaments period. Furthermore, it's only been like 4 days since Dragons went live online. The MTGO dailies will be the ones to watch out for, which should be over the next couple of weeks.
I couldn't help but notice not a single list that has made Top 8 recently had Atarka's Command in it. I honestly feel like this card is overrated and shouldn't be played. Let me explain why:
1. It forces you to actually play 3-colored, unlike the light green splash for Revelry. This means the deck will lose some consistency and often deal more damage to itself than a Boros deck with a light green splash.
2. It looks like it's superior to Skullcrack, but it's not. Skullcrack's ability to (help) kill Kor Firewalkers is extremely relevant and one of the main reasons it is played. Buffing creatures with Command is admittedly sweet, but I think decks like Zoo could make more use of it.
3. There is simply no room for Command in the current Boros build. What are you going to cut? Skullcrack? Have fun with the Firewalkers. Lightning Helix? This will make the mirror significantly harder for you. Searing Blaze? This will make Affinity happy. Grim Lavamancer? I fail to see why people cut this card. Lavaman's raw power is unmatched by any other card in the Burn deck.
So long story short: Don't play Atarka's Command. Not only does it make your manabase more problematic, but it also doesn't live up to the expectations of being a better Skullcrack. Even the few times where it allows you to sneak in an extra 2 damage are probably not worth it.
I think your jumping the gun here. We haven't had enough live tournaments for Top8 frequency to mean much (literally only two weekends with no major Modern main events). This isn't Standard where meta changes on the fly and the main events are plentiful. Start showing me Top8 Burn decks with zero copies, then there might be something there. As far as I'm aware we haven't had any Top8 finishes at major tournaments period. Furthermore, it's only been like 4 days since Dragons went live online. The MTGO dailies will be the ones to watch out for, which should be over the next couple of weeks.
There were a few more lists from states that made top 8 with command. The guy from my state, Ohio, ran Gruul. His list is different from the norm. He's playing 12 anti life gain spells main deck. There were probably 6-8 burn decks out of the 72 decks there (mine included) and his did make top 8. Not sure if he faced a mirror match though. He is running dragon claw and dismember (for firewalker) in the board. http://magic.tcgplayer.com/db/deck.asp?deck_id=1234836
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern: UBWAd NauseamWBU URStormRU
EDH: BMikaeus the UnhallowedB RWAurelia, the WarleaderWR
I agree with Nevel0. I think there are more than one reason why a seemingly good card does not show up in many top-8 lists. It's possible that those modern daily decks don't run atarka's command due to lack of availability. I think we need to wait a couple more weeks for more MTGO players to get their hands on Atarka's command.
This is not the first time I've played a 3 color burn deck. Since I built the deck, it has changed from RB to RWB to RWU briefly, then to RW, and now I'm testing RWG. I rarely had problems getting access to the colors I need. The mana base that supports 3 color is a little bit more painful, but I run fastlands to mitigate this. It's true that 3-color decks are less consistent than 2-color ones, but not by much. Before the banning, RWU burn was the norm. This shows that 3-color burn is viable.
Before switching to my current naya build, I ran 2x Lavamancer, 2x Helix, and 4x Skullcrack. I took out 1 Lavamancer, 1 Helix, and 1 Skullcrack for 3 Commands. I understand the card frequently gets compared to skullcrack, but the card feels more like Boros Charm 5-8 than Skullcrack 5-8. I've used the +1/+1 mode more frequently than the "no lifegain" mode because the card absolutely goes nuts with Swiftspears. The lovely thing about Atarka's Command is that it evades the dreaded Leyline of Sanctity.
Overall, I think Atarka's Command is alright. It's not a paradigm-changing card that Treasure Cruise was, but it is better than Bump in the Night. I need to playtest it some more before I can make my conclusion.
I might put together some more detailed stats on this but I've noticed some Top8 lists in the States Champs. I don't think all the decklists are in yet, but so far:
16x Burn Total
8x RW(g)
5x RWG
2x RW
1x RG(w)
() denotes sideboard cards only.
The RWG and RG(w) lists run 2-4x Atarka's Command. Avg 3.5x per list.
Builds with Command represent about 40% of the Top8 lists.
The RW(g) are pretty much stock lists, maybe with Rending Volley in the SB. I imagine that many who ran this version did so because it was the safer proven list in a meta that has not significantly changed. With Command showing up strongly, I think there will be a gradual shift toward RWG.
If I run the numbers and make an aggregate maindeck (as per Frank Karsten's methodology) for RWG it comes out as below:
As you can see most of the decks opted to cut a number of Skullcrack, Shard Volley, and Lightning Helix. It's worth noting that the 1st Shard Volley tied for the 41st card slot with the 2nd Skullcrack. Furthermore, most of the lists contained 1-2 Skullcrack in the board. I opted for Volley to match the average curve of all 16x Burn lists to not have more than 18x 2-drops (only 1x deck contained 19x).
The manabase is much less painful than one that includes W because there are fastlands for both G and B.
I think only one of each shockland is necessary because I don't think anyone is gonna try to destroy your lands.
Atarka's Command has been great so far. If I get 5 damage out of it with 2 creatures out (which is actually pretty common), it's usually game over for my opponent. It also freed up spots in my sideboard because the Atarka's Commands can instantly become Skullcracks.
I'm also experimenting with 4 Spark Elementals instead of the 2 Grim Lavamancers and 2 Shard Volleys. I think they have great Turn 3 synergy with Atarka's Command
I think the people are missing the real issue, are other fast red decks a significant part of your meta. If they are it is probably better to just stay two color. If not then command is a better card. You can tinker with the mana how you want, me I like mana confluence, but you will still take more damage from it then a R/W build. Most Modern decks don't get a one size fits all build path, the format is too diverse. You have to pick your poison.
I think the people are missing the real issue, are other fast red decks a significant part of your meta. If they are it is probably better to just stay two color. If not then command is a better card. You can tinker with the mana how you want, me I like mana confluence, but you will still take more damage from it then a R/W build. Most Modern decks don't get a one size fits all build path, the format is too diverse. You have to pick your poison.
correct then game 2 you side out atarkas command and just go nuts with helix, path(for thier kor) and then kor firewalker.
I feel mirror comes to who gets Eidolon to stick.
-MH
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!)
You won't. There's no scenario where a competitive burn deck will require 1 G on turn 1, because no competitive burn deck plays a single cost G spell.
Yes, by now it is obvious that along with Swords to Plowshares, Path to Exile is the best removal in modern. I wasn't disparaging the ability of PtE to be removal, I was saying it doesn't belong in a competitive modern burn deck.
Let's list the scenarios where it would be most relevant:
Wurmcoil engine: You have better, more relevant removal options, namely Smash to Smithereens and Destructive Revelry. Yes, you'll allow the coils controller to generate the two tokens, however, who cares? If by the time they've cast the coil you can't kill them after ridding them of the coil, then chances are you won't win that duel anyway.
tarmogoyf: You can always bait them into trading with you, and then searing blaze the goyf. If not, you still have enough turns to burn them to the face to win.
sure, lets say better, but NOT strictly better (i use shock too), what bothers me is the inappropriate use of "strictly better", i´m not making the point on defending one kind of land or another.
a volcanic island is a strictly better mountain (hell, even this is not true because of wasteland/back to basics/price to progress), a shock/fast/checkland is not strictly better to each other, they are differents.
pd: Kim Sang-Eun from pro tour use 1 clifftop retreat, and i use one too (with 4-0 result in MTGO).
Alright, from what I understand about your post is that you seem to take issue with "strictly better" as opposed to "better". Fine, if it makes a difference, then the shocklands are better than Copperline Gorge, not strictly better.
I couldn't help but notice not a single list that has made Top 8 recently had Atarka's Command in it. I honestly feel like this card is overrated and shouldn't be played. Let me explain why:
1. It forces you to actually play 3-colored, unlike the light green splash for Revelry. This means the deck will lose some consistency and often deal more damage to itself than a Boros deck with a light green splash.
2. It looks like it's superior to Skullcrack, but it's not. Skullcrack's ability to (help) kill Kor Firewalkers is extremely relevant and one of the main reasons it is played. Buffing creatures with Command is admittedly sweet, but I think decks like Zoo could make more use of it.
3. There is simply no room for Command in the current Boros build. What are you going to cut? Skullcrack? Have fun with the Firewalkers. Lightning Helix? This will make the mirror significantly harder for you. Searing Blaze? This will make Affinity happy. Grim Lavamancer? I fail to see why people cut this card. Lavaman's raw power is unmatched by any other card in the Burn deck.
So long story short: Don't play Atarka's Command. Not only does it make your manabase more problematic, but it also doesn't live up to the expectations of being a better Skullcrack. Even the few times where it allows you to sneak in an extra 2 damage are probably not worth it.
Eh, I'm ambivalent about this. I personally don't run the commands, but that's for budgetary concerns. I do however, see and understand their appeal.
Considering Copperline Gorge, I never ever saw it as a replacement for a shockland - exactly as I never saw Blackcleave Cliffs as a replacement for a Blood Crypt in my earlier RBW/RBU builds.
Fastlands are great as Mountain replacements if you have enough land slots. If you play significant amount of lands (not 19, clearly; 20-21 seem more likely) and you're low on fetchland count (not 12, something more like my 8 fetch build from Khans), you have some room in your deck for these cute fellas even in addition to 3+ Mountain 2-4 shock in your manabase. Something like 8 fetch, 4 shock, 4 mountain, 4 fastland (or 10 fetch/2fastland) seem absolutely fine by me.
As a Mountain subsitute, a Gorge is almost in any cases strictly better, if you play it as a 4+ land, it's a sign that something isn't all that right anyways, and if you have it in your opening hand, you won't have to fetch+shock yourself and you can easily fetch a basic Mountain instead later in the game.
I'd never compare fastlands to shocklands - they serve different purposes in our Burn builds. Shocks give us stability while fastlands provide us some extra fixing and life in addition to our shocklands.
Also, path to exile is an amazing card. It flawlessly exiles any problem creatures (Wurmcoil engine, tarmogoyf, Platinum Angel, Archangel of thune, Pestermite/Deceiver exarch ect) at instant speed for only W. Doesnt get much better than that for removal
RWG Burn
GW Abzan Company
Because you still take damage from T1 fetch into Mountain. I honestly don't see why everybody else sees the enters play tapped as a downside. The 4th land drop doesn't matter for Burn, and the deck operates just fine with 3 lands in play. Also, at come the point where you do play a fourth land, you pretty much played most or all the spells in your hand anyway. Rootbound Crag is worse because it makes 1 land hands unkeepable when it's the only land in your hand.
So what? 1 damage on turn 1 is nothing (if not extremely common) in modern. People fetch+shock on T1 for their correct colors all the time. The point im making is there's a reason you dont see fast/check lands in modern competitive Burn. Its just not worth the risk in a deck that already runs the risk of gassing out.
RWG Burn
GW Abzan Company
bad example, my point was that no lands (checkland/fastland/shockland) is strictly better, people use the stricly argument more as a rethorical argument than a real one, when one
card is stricly better than other is fact, and this is discussion/opinions, not facts.
Well the fact is that not a single top 8 modern Burn deck uses check/fast lands
RWG Burn
GW Abzan Company
sure, lets say better, but NOT strictly better (i use shock too), what bothers me is the inappropriate use of "strictly better", i´m not making the point on defending one kind of land or another.
a volcanic island is a strictly better mountain (hell, even this is not true because of wasteland/back to basics/price to progress), a shock/fast/checkland is not strictly better to each other, they are differents.
pd: Kim Sang-Eun from pro tour use 1 clifftop retreat, and i use one too (with 4-0 result in MTGO).
On the other hand, fasltands are fantastic. With the inclusion of
Mega SkullcrackAtarka's Command, I've been running 3/2 split of Copperline Gorge and Stomping Grounds respectively. Having access to green mana without shocking myself too much is great, especially since aggro decks are prevalent in my LGS's meta. Would I run Rootbound Crag instead? No. I think Rootbound Crag belongs in a more midrange-y deck that needs the land to ETB untapped in late game.I think an RW fastland would definitely find a home in boros/naya/mardu burn, just as Blackcleave Cliffs were played as a 4-of back in the days of DRS. Unfortunately, Wizards is still yet to print one.
| 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 |
1. It forces you to actually play 3-colored, unlike the light green splash for Revelry. This means the deck will lose some consistency and often deal more damage to itself than a Boros deck with a light green splash.
2. It looks like it's superior to Skullcrack, but it's not. Skullcrack's ability to (help) kill Kor Firewalkers is extremely relevant and one of the main reasons it is played. Buffing creatures with Command is admittedly sweet, but I think decks like Zoo could make more use of it.
3. There is simply no room for Command in the current Boros build. What are you going to cut? Skullcrack? Have fun with the Firewalkers. Lightning Helix? This will make the mirror significantly harder for you. Searing Blaze? This will make Affinity happy. Grim Lavamancer? I fail to see why people cut this card. Lavaman's raw power is unmatched by any other card in the Burn deck.
So long story short: Don't play Atarka's Command. Not only does it make your manabase more problematic, but it also doesn't live up to the expectations of being a better Skullcrack. Even the few times where it allows you to sneak in an extra 2 damage are probably not worth it.
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)
correction states their was one that placed 2nd with 4 atarka's and also path hits firewalkers and so do firewalkers.
http://magic.tcgplayer.com/db/deck.asp?deck_id=1234542
I agree with this
-MH
Modern
BUGLantern ControlBUG
UBWAd NauseamWBU
URStormRU
EDH:
BMikaeus the UnhallowedB
RWAurelia, the WarleaderWR
This is not the first time I've played a 3 color burn deck. Since I built the deck, it has changed from RB to RWB to RWU briefly, then to RW, and now I'm testing RWG. I rarely had problems getting access to the colors I need. The mana base that supports 3 color is a little bit more painful, but I run fastlands to mitigate this. It's true that 3-color decks are less consistent than 2-color ones, but not by much. Before the banning, RWU burn was the norm. This shows that 3-color burn is viable.
Before switching to my current naya build, I ran 2x Lavamancer, 2x Helix, and 4x Skullcrack. I took out 1 Lavamancer, 1 Helix, and 1 Skullcrack for 3 Commands. I understand the card frequently gets compared to skullcrack, but the card feels more like Boros Charm 5-8 than Skullcrack 5-8. I've used the +1/+1 mode more frequently than the "no lifegain" mode because the card absolutely goes nuts with Swiftspears. The lovely thing about Atarka's Command is that it evades the dreaded Leyline of Sanctity.
Overall, I think Atarka's Command is alright. It's not a paradigm-changing card that Treasure Cruise was, but it is better than Bump in the Night. I need to playtest it some more before I can make my conclusion.
| 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 |
16x Burn Total
8x RW(g)
5x RWG
2x RW
1x RG(w)
() denotes sideboard cards only.
The RWG and RG(w) lists run 2-4x Atarka's Command. Avg 3.5x per list.
Builds with Command represent about 40% of the Top8 lists.
The RW(g) are pretty much stock lists, maybe with Rending Volley in the SB. I imagine that many who ran this version did so because it was the safer proven list in a meta that has not significantly changed. With Command showing up strongly, I think there will be a gradual shift toward RWG.
If I run the numbers and make an aggregate maindeck (as per Frank Karsten's methodology) for RWG it comes out as below:
4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of the Great Revel
2 Grim Lavamancer
Spells
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
3 Searing Blaze
2 Lightning Helix
1 Skullcrack
1 Shard Volley
11 Fetch Lands
3 Mountain
3 Sacred Foundry
2 Stomping Ground
As you can see most of the decks opted to cut a number of Skullcrack, Shard Volley, and Lightning Helix. It's worth noting that the 1st Shard Volley tied for the 41st card slot with the 2nd Skullcrack. Furthermore, most of the lists contained 1-2 Skullcrack in the board. I opted for Volley to match the average curve of all 16x Burn lists to not have more than 18x 2-drops (only 1x deck contained 19x).
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)
4 Bloodstained Mire
4 Wooded Foothills
3 Blackcleave Cliffs
1 Blood Crypt
3 Copperline Gorge
1 Stomping Ground
4 Mountain
Spells
4 Atarka's Command
4 Bump in the Night
4 Lava Spike
4 Lightning Bolt
4 Rift Bolt
2 Shard Volley
4 Eidolon of the Great Revel
4 Goblin Guide
4 Monastery Swiftspear
4 Vexing Devil
2 Grim Lavamancer
2 Blood Moon
4 Destructive Revelry
2 Dragon's Claw
2 Torpor Orb
2 Rakdos Charm
2 Rending Volley
1 Dismember
Some things to note:
correct then game 2 you side out atarkas command and just go nuts with helix, path(for thier kor) and then kor firewalker.
I feel mirror comes to who gets Eidolon to stick.
-MH
Modern
BUGLantern ControlBUG
You won't. There's no scenario where a competitive burn deck will require 1 G on turn 1, because no competitive burn deck plays a single cost G spell.
Yes, by now it is obvious that along with Swords to Plowshares, Path to Exile is the best removal in modern. I wasn't disparaging the ability of PtE to be removal, I was saying it doesn't belong in a competitive modern burn deck.
Let's list the scenarios where it would be most relevant:
Again, I'm not saying never play PtE, all I'm saying is smart plays, burn centric cards and a bit of luck far outweigh the one benefit of PtE.
Alright, from what I understand about your post is that you seem to take issue with "strictly better" as opposed to "better". Fine, if it makes a difference, then the shocklands are better than Copperline Gorge, not strictly better.
Eh, I'm ambivalent about this. I personally don't run the commands, but that's for budgetary concerns. I do however, see and understand their appeal.
FREE BLOODBRAID ELF
Fastlands are great as Mountain replacements if you have enough land slots. If you play significant amount of lands (not 19, clearly; 20-21 seem more likely) and you're low on fetchland count (not 12, something more like my 8 fetch build from Khans), you have some room in your deck for these cute fellas even in addition to 3+ Mountain 2-4 shock in your manabase. Something like 8 fetch, 4 shock, 4 mountain, 4 fastland (or 10 fetch/2fastland) seem absolutely fine by me.
As a Mountain subsitute, a Gorge is almost in any cases strictly better, if you play it as a 4+ land, it's a sign that something isn't all that right anyways, and if you have it in your opening hand, you won't have to fetch+shock yourself and you can easily fetch a basic Mountain instead later in the game.
I'd never compare fastlands to shocklands - they serve different purposes in our Burn builds. Shocks give us stability while fastlands provide us some extra fixing and life in addition to our shocklands.
KnightfallGWUR
Azorius Control UW
Burn RBG