Seems fairly standard but I see a lot of lists that run 4 Marauders and 4 Goblin Fireslinger.
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Yah, I would cut some of the fat, ie, manamorphose and dangerous wager for potentially another Keldon Marauder and 2 more flame rift. Flame Rift is kinda bad vs aggro, but it is 4 damage for 2 mana which is super strong. I don't really like fireslinger as it kinda derps around for a while before doing any damage, but it can play a role
Burn is pretty well established, even if it's not quite as favored as it was. I would unironically recommend you go grab a netdeck as a place to start. Here's the metagame page for it: http://www.mtggoldfish.com/archetype/pauper-burn-23138#online
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Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
One of the strenghts of burn is that it almost completely shuts off every piece of removal your opponent has. Marauders is good because it assures you will deal 2 damage even if removed, and can be used as 3 extra damage or a roadblock for 2 turns, if not removed.
Fireslinger takes 1 turn to do something and might just be removed by some removal that otherwise would have been dead.
I don't play burn, but that's what seem to me to be the role of the deck.
I've cut staggershock for 1 extra marauder and tormenting voice. 3cmc is being terrible for me
The thing with manamorphose is that it just slightly increases my dmg/draw ratio(meaning that, with it, my draws represent about 5% extra dmg on avarage), since it's a free draw 1 (and i really don't have anything else to fill that slot).
And mono r goblin is a real deal in my meta, so i think maybe 2 flame rifts is just enough.
I started netdecking, then I thought about these little changes that might get the deck better.
A problem i'm facing is ub hard control and i can't think of anything besides pyroblast to fix it.
So, what do you think of this?
So, anyone knows if exists ANY CARD in Pauper that prevents your oponent from gaining life?
This effect does not exist at common.
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The thing with manamorphose is that it just slightly increases my dmg/draw ratio(meaning that, with it, my draws represent about 5% extra dmg on avarage), since it's a free draw 1 (and i really don't have anything else to fill that slot).
The problem with Manamorphose is that it costs two whole mana to do nothing but not exist in your deck. This applies to Dangerous Wager/Tormenting Voice, too - Burn does not generally win a long game, you need every drop of mana you can make to go into burning their face off. If you absolutely have to run do-nothing cycling cards, why not Gitaxian Probe? Even Street Wraith would be less likely to get in your way while trying to finish.
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Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
As I said, my meta is kinda aggressive. So probe will likely be their finisher, since i win 1 or 2 turns before op have lethal. And the fact that it's a 2 drop does not get in the way so often, since i tend to mulligan 1 landers if my hand is not filled with lightning bolts wannabe...
But I'm still testing. I'll try probe. Thanks for helping:)
I've been trying out a Madness based version of this deck lately. Its really interesting. I has some advantages and some disadvantages over the mono-R version. The advantages being that it has a much better late game and can overcome flooding much easier. The disadvantages are that its slower and worse mana base.
Honestly, Fireblast and Gurmag Angler should probably go. Angler is a solid maybe but Fireblast I almost never have the appropriate mana for due to playing so few mountains.
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Idea is to blank opponents removal and burn them down with spells. With searing blaze, Blightning you can disrupt their game plan and deal some damage. Madness is often pure card advantage and flood insurance. Problem is that you are turn 5 deck so opponent has plenty of time to get some life. Against decks with no card advantage, its often good idea to burn their creatures (example goblins, W metalcraft, elves). Not sure if I should add some crypt incursion against grindy decks which im about mill out. Im 3-2 2-3 3-2 and 2-3 in leagues so this isnt going break bank but games are fun and interactive.
Good matchups: UB, MBC, goblins, W metalcraft, tron, burn, izzet blitz.
Bad matchups: Delver is horrible, I dont know how to make this better. I have give up on this. Kuldotha is also hard if they land some lifegain or COP: red. Affinity is troublesome as they are faster with 4 toughness creatures.
I'd seriously look at adding Bump. I've been able to grind out games and win against CoP: Red because of Alms and Bump. Alms keeps you alive late and Bump can be flashed back to keep the pressure on late as well. I will say that Goblin Fireslinger + Curse is fun against CoP because it forces them to use a ton of mana on little damage so you can still push through some spells. Fireslinger on their turn even reduces the mana they have available during their turn which further slows the game down in your favor long enough to finish them off with Alms/Bump. Maybe 2 Angler in the board would help as well?
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Problem with bump is that its often 3 damage to dome with B.
So now Lava Spike is bad? Forget everything else on the card. 3 damage for 1 mana is all it needs to be.
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Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
My version of deck is turn 5 kill with no board presence. That means that I will fold to fast aggro decks unless I burn some of their creatures and rely on card advantage. In that plan, card which cant target creatures (lava spike) is not suitable. Against delver best plan is to kill delver of secrets and often bolt their Spellstutter sprite in response of countering.
I urge you to test different versions. Matches are really fun. Nothing like usual burn as your game plan varies against different decks.
I notice you're playing Tyrant's Choice - where are you playing? Stuff that works at the FLGS doesn't often work on MODO...
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Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
Problem with bump is that its often 3 damage to dome with B. In many matchups flashback is useless as you will never reach 6 mana especially with fireblast. I used to play with them but they were always first cards to take away. I put 4 firebolt instead of bump to control the board better. Im not sure if i should mainboard curse of pierced heart.
Problem with bump is that its often 3 damage to dome with B.
So now Lava Spike is bad? Forget everything else on the card. 3 damage for 1 mana is all it needs to be.
In my R/B version, I regularly make it to 6 mana for Flashback so it is extremely relevant. Also, I rarely have 2 Mountains that I can freely sac to Fireblast so that helps. In fact I don't even run Fireblast because it was dead in hand way to often. That said, I think LordSaturn has the right idea here. If Lava Spike is playable, then by default so is Bump. In fact Bump is more so simply because of Flashback because you COULD hit it. Lava Spike you can NEVER flashback.
I know it seems ridiculous to think a burn deck would run that late into the game but when you are waiting until turn 3 to Faithless + Temper/Alms + Temper/Alms its not that crazy. Ideally Turn 1 is Goblin Fireslinger and Turn 2 is Curse or Marauders and then you start chaining burn spells drawn off of Voice or Looting. It allows you to draw plenty of lands to hit your land drops and plenty of burn to keep the gas in hand so hitting 6 lands really isn't that hard but I may not always have 2 Mountains that I'm willing to spare. It lacks the consistency of the Mono-R version and my list could probably use some additional tuning and add a couple more traditional burn spells like Chain Lightning or Lava Spike to speed up the list and improve consistency.
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Trying to evaluate burn cards for a card-advantage perspective was an error I made as a new player. Lava Spike is a terrible card, a guaranteed 0-for-1 - except if you're playing burn, or maybe some kind of red aggro in a format with no Lightning Bolt. Burn shouldn't be tracking card advantage, burn should be counting to 20 before Fangren Marauder shows up to work.
Btw, it sounds like Night's Whisper is about to become accessible to this deck...
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Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
Here's my Pauper Burn I do things a little differently, I tried to cut down on anything that I can't cast for one or less mana for speed and I don't run any card draw spells as I found that, with the exception of Needle Drop, you're basically time walking yourself and burn can't afford to skip a turn.
I run Mogg Fanatic as he is a great tempo card and I usually get 2 or more points of damage in with him. He's also incredibly tricky, I blow out opponents with him all the time. I thinks he is severely underrated in the pauper format.
Also because I run 12 creatures I can run Reckless Abandon which increases our odds of a 3rd turn win. I also only run 3 Fireblast because multiples can gum up the hand; this also allows me to run 2 shard volley. Reckless Abandon and Shard volley bring my one cmc 3+ damage cards up to 24.
Finally, I only run 2 Searing Blaze in the main because I've found that they can be difficult to time with land drops and can end up as dead cards if top-decked, I board in the other 2 in creature heavier match ups.
Curse is an all star against the more controlling/grindy decks and it's the only red card in pauper that works well against lifegain, I do board it out a lot though.
While I understand you're skepticism since it is a bit of a gambit, Reckless has actually been amazing. It was a dead top deck once but I was still able to win that game with it after drawing a fanatic (though there is some anti-synergy between the two). Every other time it's been 1 manna for four damage off sparky or, the matching art makes it even sweeter, a marauder after a swing (or when I can't get through). I've had a third turn win on the play with reckless twice, which to my knowledge is only possible with reckless, flame rift or Scent of Cinder. (T1-3 dmg spell, T2- sparky-reckless, T3- 2 3 dmg spells and fireblast, there are other ways but this one only involves 6 cards. The other 3rd turn wins without reckless can only be on the draw and need 7 cards.
I had wanted to run flame rift but It's 4+ dollars online, which I think is ridiculous for a digital common. However, after playing with the deck I've realized that rift may not be a good fit anyway, there are some really close races out there and rift can put me in danger of a back swing if I can't win with it right there. At any rate Brimstone Volley has taken the place it would have occupied and I don't want to play-test with an overpriced card, although upping the third turn win odds is tempting. Brimstone has also worked well so far (Fanatic and Brimstone are a power couple), though I usually end up not needing it. I know these are risky lines but you gotta risk it for the biscuit if you wanna go fast and they've actually been pretty reliable so far.
I board out reckless and brimstone against decks with excessive amounts of creature hate like mbc
I see your point and I can understand that cash is an argument for not playing a card.
I also do like the curse in my decks. It is a very good card in certain decks and matchup's. But there are different styles burn decks and different styles of playing burn and I feel that your deck wants to be fast by any means. From this point I can understand that you play reckless abandon. But I think curse and brimstone volley are not what you want if you want to finish the game by turn 3. course deals 1 damage till then maybe two till turn 4. A similar argument can be made for brimestone volley. If you want to use it on turn 3 you need to be sure to hit all your land drops. 18 lands seem to be on the lower side to achive that. I don't want you to pressure to buy flame rift But it might fit the nature of your deck the best. Then I would keep curse in the side and just get it in match ups that take longer to win.
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I feel like adding black can potentially shore up some rougher matchups and add a bit of disruption to the play of the deck.
I'm going to try a Rb list with bump, terminate, and blightning - with duress in the sideboard. My LGS is pretty competitive and they just added paper pauper so we'll give it a shot.
I've been testing Thermo Alchemist out as a 4 of in the place of Mogg Fanaticin the main. He's been a powerhouse so far, if he doesn't eat removal I win 90% of the time. However, he is slower, but generally he'll be a bolts worth of dmg after sickness and then pure gravy afterwards.
I've found that any advantages that splashing black provides is worse than mitigated by the loss in speed and consistency. That's just my experience though.
I have a list here that I would love to discuss and know how to improve it.
1 Forgotten Cave
17 Mountain
Creature
3 Keldon Marauders
Enchantment
3 Curse of the Pierced Heart
Instant
2 Dangerous Wager
4 Fireblast
4 Lightning Bolt
2 Manamorphose
4 Needle Drop
4 Searing Blaze
2 Staggershock
4 Chain Lightning
2 Flame Rift
4 Lava Spike
4 Rift Bolt
2 Martyr of Ashes
2 Electrickery
2 Flaring Pain
4 Pyroblast
2 Smash to Smithereens
3 Flame Slash
So, what do you think?
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Fireslinger takes 1 turn to do something and might just be removed by some removal that otherwise would have been dead.
I don't play burn, but that's what seem to me to be the role of the deck.
The thing with manamorphose is that it just slightly increases my dmg/draw ratio(meaning that, with it, my draws represent about 5% extra dmg on avarage), since it's a free draw 1 (and i really don't have anything else to fill that slot).
And mono r goblin is a real deal in my meta, so i think maybe 2 flame rifts is just enough.
I started netdecking, then I thought about these little changes that might get the deck better.
A problem i'm facing is ub hard control and i can't think of anything besides pyroblast to fix it.
So, what do you think of this?
This effect does not exist at common.
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The problem with Manamorphose is that it costs two whole mana to do nothing but not exist in your deck. This applies to Dangerous Wager/Tormenting Voice, too - Burn does not generally win a long game, you need every drop of mana you can make to go into burning their face off. If you absolutely have to run do-nothing cycling cards, why not Gitaxian Probe? Even Street Wraith would be less likely to get in your way while trying to finish.
But I'm still testing. I'll try probe. Thanks for helping:)
4x Goblin Fireslinger
4x Keldon Marauders
2x Gurmag Angler
SPELLS (30)
2x Lightning Axe
4x Lightning Bolt
4x Bump in the Night
4x Faithless Looting
2x Tormenting Voice
4x Fiery Temper
4x Alms of the Vein
2x Fireblast
4x Curse of the Pierced Heart
8x Mountain
4x Swamp
4x Evolving Wilds
4x Bloodfell Caves
3x Duress
3x Chainer's Edict
3x Choking Sands
3x Molten Rain
3x Electrickery
Honestly, Fireblast and Gurmag Angler should probably go. Angler is a solid maybe but Fireblast I almost never have the appropriate mana for due to playing so few mountains.
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I'd seriously look at adding Bump. I've been able to grind out games and win against CoP: Red because of Alms and Bump. Alms keeps you alive late and Bump can be flashed back to keep the pressure on late as well. I will say that Goblin Fireslinger + Curse is fun against CoP because it forces them to use a ton of mana on little damage so you can still push through some spells. Fireslinger on their turn even reduces the mana they have available during their turn which further slows the game down in your favor long enough to finish them off with Alms/Bump. Maybe 2 Angler in the board would help as well?
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So now Lava Spike is bad? Forget everything else on the card. 3 damage for 1 mana is all it needs to be.
I notice you're playing Tyrant's Choice - where are you playing? Stuff that works at the FLGS doesn't often work on MODO...
In my R/B version, I regularly make it to 6 mana for Flashback so it is extremely relevant. Also, I rarely have 2 Mountains that I can freely sac to Fireblast so that helps. In fact I don't even run Fireblast because it was dead in hand way to often. That said, I think LordSaturn has the right idea here. If Lava Spike is playable, then by default so is Bump. In fact Bump is more so simply because of Flashback because you COULD hit it. Lava Spike you can NEVER flashback.
I know it seems ridiculous to think a burn deck would run that late into the game but when you are waiting until turn 3 to Faithless + Temper/Alms + Temper/Alms its not that crazy. Ideally Turn 1 is Goblin Fireslinger and Turn 2 is Curse or Marauders and then you start chaining burn spells drawn off of Voice or Looting. It allows you to draw plenty of lands to hit your land drops and plenty of burn to keep the gas in hand so hitting 6 lands really isn't that hard but I may not always have 2 Mountains that I'm willing to spare. It lacks the consistency of the Mono-R version and my list could probably use some additional tuning and add a couple more traditional burn spells like Chain Lightning or Lava Spike to speed up the list and improve consistency.
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Btw, it sounds like Night's Whisper is about to become accessible to this deck...
I run Mogg Fanatic as he is a great tempo card and I usually get 2 or more points of damage in with him. He's also incredibly tricky, I blow out opponents with him all the time. I thinks he is severely underrated in the pauper format.
Also because I run 12 creatures I can run Reckless Abandon which increases our odds of a 3rd turn win. I also only run 3 Fireblast because multiples can gum up the hand; this also allows me to run 2 shard volley. Reckless Abandon and Shard volley bring my one cmc 3+ damage cards up to 24.
Finally, I only run 2 Searing Blaze in the main because I've found that they can be difficult to time with land drops and can end up as dead cards if top-decked, I board in the other 2 in creature heavier match ups.
Lands 18:
2 Forgotten Cave
16 Mountain
Creatures: 12
4 Mogg Fanatic
4 Spark Elemental
4 Keldon Marauders
Spells: 30
4 Chain Lightning
4 Curse of the Pierced Hart
3 Fireblast
1 Incinerate
4 Lava Spike
4 Lightning Bolt
2 Reckless Abandon
4 Rift Bolt
2 Searing Blaze
2 Shard Volley
Side Board:
4 Smash to Smithereens
2 Searing Blaze
3 Raze
2 Martyr of Ashes
1 Incinerate
1 Flaring Pain
2 Electrickery
Edit: -1 Incinerate +1 Brimstone Volley or potentially Flame Rift if I swallow my pride and buy it.
While I understand you're skepticism since it is a bit of a gambit, Reckless has actually been amazing. It was a dead top deck once but I was still able to win that game with it after drawing a fanatic (though there is some anti-synergy between the two). Every other time it's been 1 manna for four damage off sparky or, the matching art makes it even sweeter, a marauder after a swing (or when I can't get through). I've had a third turn win on the play with reckless twice, which to my knowledge is only possible with reckless, flame rift or Scent of Cinder. (T1-3 dmg spell, T2- sparky-reckless, T3- 2 3 dmg spells and fireblast, there are other ways but this one only involves 6 cards. The other 3rd turn wins without reckless can only be on the draw and need 7 cards.
I had wanted to run flame rift but It's 4+ dollars online, which I think is ridiculous for a digital common. However, after playing with the deck I've realized that rift may not be a good fit anyway, there are some really close races out there and rift can put me in danger of a back swing if I can't win with it right there. At any rate Brimstone Volley has taken the place it would have occupied and I don't want to play-test with an overpriced card, although upping the third turn win odds is tempting. Brimstone has also worked well so far (Fanatic and Brimstone are a power couple), though I usually end up not needing it. I know these are risky lines but you gotta risk it for the biscuit if you wanna go fast and they've actually been pretty reliable so far.
I board out reckless and brimstone against decks with excessive amounts of creature hate like mbc
I also do like the curse in my decks. It is a very good card in certain decks and matchup's. But there are different styles burn decks and different styles of playing burn and I feel that your deck wants to be fast by any means. From this point I can understand that you play reckless abandon. But I think curse and brimstone volley are not what you want if you want to finish the game by turn 3. course deals 1 damage till then maybe two till turn 4. A similar argument can be made for brimestone volley. If you want to use it on turn 3 you need to be sure to hit all your land drops. 18 lands seem to be on the lower side to achive that. I don't want you to pressure to buy flame rift But it might fit the nature of your deck the best. Then I would keep curse in the side and just get it in match ups that take longer to win.
Has anyone tried testing out Thermo-Alchemist?
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I'm going to try a Rb list with bump, terminate, and blightning - with duress in the sideboard. My LGS is pretty competitive and they just added paper pauper so we'll give it a shot.