Is there any consensus on a budget burn deck that anyone can forward me too? I've spent a fair bit of time reading around and haven't found anything recent or convincing.
I'm putting together burn, and I was wondering if anyone could list good/bad matchups or perhaps link to an article? I didn't see it listed in the primer.
Is there any consensus on a budget burn deck that anyone can forward me too? I've spent a fair bit of time reading around and haven't found anything recent or convincing.
@Nevel0 i think they are necessary against any aggro deck. especially affinity, little kid junk, any thing with a mana dork or any small creatures. i prefer blaze but i can only run 4 so it just helps out a little.
@Khaospawn: Im virtually the only burn player in my meta with the other aggro decks being merfolk and goblins. The manabase can hurt in those matchups but then i board in the helix and fallout.
I've seen most lists run 2 shard volley but i feel like with 19 land i should only have 1. What are your guys thoughts on the correct amount of shard volley to run?
Sounds like you know what you're doing then.
As for Shard Volley, I've been an advocate of playing only 1 for months now (and I'm also on 19 land). It's a great card, but I never want to see multiples and I can still keep one in my opener knowing that I'll never draw another one. It's also something I take out against decks that use Spellskite, especially when I have an odd card to bring in from the side.
I'm putting together burn, and I was wondering if anyone could list good/bad matchups or perhaps link to an article? I didn't see it listed in the primer.
I'm actually in the process of writing multi-article primer on Burn for one of my store's blog page.
The next part I'm writing now is on how to attack the Big Four decks currently (which will be broken up into 2 parts, with the first part on Affinity and Twin).
In a nutshell, Burn preys on slower decks and decks that hurt themselves that try to fix their manabase (such as Abzan/Tron/Scapeshift). When it comes to strategies that have relatively painless manabases, it's all about how prepared you are and your angle of attack. For example, against things like Merfolk and Affinity, you need to play as the Control player.
Got 3rd at Wisconsin SCG Modern states with this list. My only losses were to the same amulet bloom pilot who won. Honestly if could, I would remove the rending volley for path to exile. There was zero twin in the meta. Lots of burn, abzan, delver, tron, and some bloom near the top tables. Deflecting palm was a house. It won me two games when under leyline of sanctity and facing down wurmcoil. The threat of it won me a third game as well vs mono green stompy.
Looks like you do have some tech already for Bloom - Revely, Palm, and Molten Rain (when you're on the play, at least). Granted, Palm won't stop the Hivemind part of the deck, but if they're gonna go the Titan route, I've learned that they usually overextend and try to make a huge monster out of him with the Boros pump lands. Let them walk right into a Deflecting Palm and cross your fingers that they don't have a Pact of Negation.
How about a Jund list? Running bumps makes it easier on the two drop slot so you can run full cracks and atarkas. No kor firewalkers, but the amount of damage dealt to burn players trying to get that on turn two can let bump slip in lethal. I also run murderous cuts in place of paths in the side. Still might have issues shocking yourself for bump and atarkas, but I'm thinking about running a couple blackcleave cliffs and copperline gorges. What do you guys think?
Rending volley is the nuts vs twin. They can't deal with it. Honestly even with those cards I still lost. He turn 2 combo's off every game. The games I won against him were killing him with his own summoner's pact because he went for a greedy titan play(molten rained one of his two green sources). And winning under leyline with a swiftspear by point burn at myself, and they deflecting palm his wurmcoil. He basically boarded out of the combo games 2 and 3. Gets really hard to beat turn 2 titans and wurmcoil, or thragtusk,especially when backed up by leyline. I just feel like path would have won me those games. I can't stop him from getting a crap ton of mana anyways. Also I just didn't see enough revelry which was part of the problem.
The thing is, Amulet Bloom is already a bad matchup for Burn to begin with. I always just cross my fingers and hope they get a crappy draw because that's usually the best chance you have at beating it. Fortunately, Junk and Twin have the best chances at keeping that deck in check.
My disagreement is that the last few cards you mentioned don't deal damage. Or at least, they don't consistently deal damage. Rain of Gore doesn't even turn off lifelink, for what it's worth. It also costs 3. As a rule, it better be awesome if ti costs 3.
I feel like the efficiency from bumps and life saving from fastlands can allow a bit of greedier manabase. White sideboard still better, but I feel like I am mainly missing kor firewalkers which I would trade out for the worse card dragon claws.
My disagreement is that the last few cards you mentioned don't deal damage. Or at least, they don't consistently deal damage. Rain of Gore doesn't even turn off lifelink, for what it's worth. It also costs 3. As a rule, it better be awesome if ti costs 3.
Rain of gore costs BR, and it turns off kor firewalker, dragon's charm, soul sisters, helix, finks, baloth, scooze... tons of sources. You're right about lifelink though, useless for that purpose. I agree about cards that cost 3 though, I've recently completely abandoned them by taking the last molten rain out of the sb
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Modern Decks
KnightfallGWUR
Azorius Control UW
Burn RBG
@Khaospawn: Im virtually the only burn player in my meta with the other aggro decks being merfolk and goblins. The manabase can hurt in those matchups but then i board in the helix and fallout.
I've seen most lists run 2 shard volley but i feel like with 19 land i should only have 1. What are your guys thoughts on the correct amount of shard volley to run?
Sounds like you know what you're doing then.
As for Shard Volley, I've been an advocate of playing only 1 for months now (and I'm also on 19 land). It's a great card, but I never want to see multiples and I can still keep one in my opener knowing that I'll never draw another one. It's also something I take out against decks that use Spellskite, especially when I have an odd card to bring in from the side.
Thanks for the advice. Concerning the lands; i was thinking of running a 2/2 split between sacred foundry and stomping ground for a 3ed basic mountain. Is that feasable or should i always have 3 sacred foundry? Also i know 2 mountain is the minimum but is it recommended or should i have at least 3-4?
My disagreement is that the last few cards you mentioned don't deal damage. Or at least, they don't consistently deal damage. Rain of Gore doesn't even turn off lifelink, for what it's worth. It also costs 3. As a rule, it better be awesome if ti costs 3.
Rain of gore costs BR, and it turns off kor firewalker, dragon's charm, soul sisters, helix, finks, baloth, scooze... tons of sources. You're right about lifelink though, useless for that purpose. I agree about cards that cost 3 though, I've recently completely abandoned them by taking the last molten rain out of the sb
Ack, I got the card confused with Everlasting Torment. Mah bad.
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thats cool 2 top 8's for burn in pptqs. that and also 7/8 of my teamates that are sponsored toped 8'd also lol
-MH
Modern
BUGLantern ControlBUG
www.mtggoldfish.com/archetype/modern-skred-17868#paper
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thats another deck
Sounds like you know what you're doing then.
As for Shard Volley, I've been an advocate of playing only 1 for months now (and I'm also on 19 land). It's a great card, but I never want to see multiples and I can still keep one in my opener knowing that I'll never draw another one. It's also something I take out against decks that use Spellskite, especially when I have an odd card to bring in from the side.
I'm actually in the process of writing multi-article primer on Burn for one of my store's blog page.
I have the first part here: [url=http://www.wizardscupboard.com/wordpress/modern-musings-burn-primer-part-1/[/url] It's a little outdated (by a few weeks) since it was written just before DTK dropped.
The next part I'm writing now is on how to attack the Big Four decks currently (which will be broken up into 2 parts, with the first part on Affinity and Twin).
In a nutshell, Burn preys on slower decks and decks that hurt themselves that try to fix their manabase (such as Abzan/Tron/Scapeshift). When it comes to strategies that have relatively painless manabases, it's all about how prepared you are and your angle of attack. For example, against things like Merfolk and Affinity, you need to play as the Control player.
4 Boros Charm
1 Grim Lavamancer
4 Lava Spike
4 Rift Bolt
4 Goblin Guide
4 Lightning Bolt
2 Shard Volley
4 Eidolon of the Great Revel
3 Searing Blaze
3 Sacred Foundry
4 Monastery Swiftspear
2 Mountain
1 Scalding Tarn
3 Bloodstained Mire
4 Wooded Foothills
2 Stomping Ground
3 Arid Mesa
3 Atarka's Command
2 Mana Confluence
3 Kor Firewalker
2 Deflecting Palm
2 Rending Volley
2 Molten Rain
2 Skullcrack
Got 3rd at Wisconsin SCG Modern states with this list. My only losses were to the same amulet bloom pilot who won. Honestly if could, I would remove the rending volley for path to exile. There was zero twin in the meta. Lots of burn, abzan, delver, tron, and some bloom near the top tables. Deflecting palm was a house. It won me two games when under leyline of sanctity and facing down wurmcoil. The threat of it won me a third game as well vs mono green stompy.
Looks like you do have some tech already for Bloom - Revely, Palm, and Molten Rain (when you're on the play, at least). Granted, Palm won't stop the Hivemind part of the deck, but if they're gonna go the Titan route, I've learned that they usually overextend and try to make a huge monster out of him with the Boros pump lands. Let them walk right into a Deflecting Palm and cross your fingers that they don't have a Pact of Negation.
KnightfallGWUR
Azorius Control UW
Burn RBG
The thing is, Amulet Bloom is already a bad matchup for Burn to begin with. I always just cross my fingers and hope they get a crappy draw because that's usually the best chance you have at beating it. Fortunately, Junk and Twin have the best chances at keeping that deck in check.
My disagreement is that the last few cards you mentioned don't deal damage. Or at least, they don't consistently deal damage. Rain of Gore doesn't even turn off lifelink, for what it's worth. It also costs 3. As a rule, it better be awesome if ti costs 3.
Well, you're not wrong. You'll definitely have to resort to the Claws.
KnightfallGWUR
Azorius Control UW
Burn RBG
Thanks for the advice. Concerning the lands; i was thinking of running a 2/2 split between sacred foundry and stomping ground for a 3ed basic mountain. Is that feasable or should i always have 3 sacred foundry? Also i know 2 mountain is the minimum but is it recommended or should i have at least 3-4?
RWG Burn
GW Abzan Company
Ack, I got the card confused with Everlasting Torment. Mah bad.