Hey guys, looking into building a burn deck but my only concern is that the deck folds to life gain, which is easy for a deck to include. I realise Skullcrack can mitigate that. What are Burns strength and weaknesses? What are the good and bad matchups? I can imagine Jeskai Control being a bad one. Appreciate any answer you are willing to share.
It does?
There's an entire wall of text in the first post that discusses individual cards, strengths, and weaknesses. Perhaps look through that and stop by again when you have more specific questions?
We replaced Experiment One with Dryad Militant since the largest that E1 can get is 3/3 in this deck besides hardcasting Ghor-Clan Rampager. He also won't let me make the deck without Domri Rade since he's 10 and loves all Planeswalkers. I'm just glad he figured out that the Samut, the Tested he opened isn't for Modern...
Which is, in fact, good! That means that every time you have him in the opening hand he will be attacking as a (potentially regenerating) Nacatl on T2 (if you're not playing at least one 2/2 and at least one 2/3 on T2 with Bushwhacker Zoo, you're doing it wrong :P). E1 is vastly superior to Dryad in this shell.
Also, 4th Bushehwacker is a must, and Boros Charms are slightly awkward (you really want to spend your mana on putting pressure on the board).
The only suggestion I have is -1 Boros Charm, +1 Bushwhacker. I'd also say having a set of Hidden Herbalists over the Charms/Domri is probably superior if removing the planeswalker ever becomes negotiable. I liked having Rancor over GCR, but if you're keeping Domri in, it's probably right to keep GCR as it is a potential target.
FWIW I'm convinced that Traverse the ulvenwald is the route infect should take, the ability to tutor for a creature or Inkmoth Nexus is something we always wanted, can't figure out the correct shell to play it tho ...
The problem with Infect is that it has to slot pump so that it has win condition. Shadow decks don't, because Shadow and Goyf pump themselves. Thus, it's hard to feed delirium with Infect (you basically have to add subpar cards that feed delirium). Seems like a lost proposition.
Funny story time!
Last week I played against the mirror (both of us on boros burn w/ splash green for Drev SB)
G2: He brings in Dragons Claw (who plays dragon's claw?(he does apparently)) and PTE's; I bring in the Firewalkers and PTE's thinking he did the same.
--> PTE is dead in hand as I stare @ a dragon's claw slowly winning him the game and I never find my Firewalker.
G3: I side out the PTEs for Drev and he sides out the Dragon's claws entirely... cheeky bastard lol!
--> Drev is dead in hand with no targets and he Paths my firewalker = GG loss 1-2
Oh Modern, you silly.
Just about everyone who wants to really hose the mirro? It's not a particularly obscure SB tech.
I agree with this. I originally had my paths in the board, quickly realized I was boarding them in a lot, and have not regretted putting them in the main. So I run 4 commands, 4 bolts and 3 paths (with the 4th in the board) and have loved it.
I have 3 Rancors in main, 3 Paths in SB. I wonder whether it might be correct to run 3 Paths, 4 Rancors, and zero bolts maindeck instead...
My issue with this blitz naya is how all in it is, and the basic makeup of the deck (36 creatures, and like, 7 spells). My love of zoo was the curving out and building a pressure cooker of a game, not go as fast as possible. I'm not denying that this is the current best approch to the deck with the card pool given to us. I just dont love it. The cards on curves to make a "classic" zoo are just missing.
I feel like the (mostly) Gruul Revolt shell right now starts with 8 spells (4 Bolts, 4 Commands), and goes from there. As far as I am concerned 10-13 is probably optimal, but anything less means you're not getting enough utility in games where you're not getting magical fairly land openings.
Postboard the deck had RIP. And I went full retard customizing the naya build with a single blood crypt for fatal push in the side. And there's deflecting palm. Was really really fun playing burn control.
Do you really need Push when you can have Path?
It was an experiment for some WNM, and because I refused to allow the opponent to out-tempo me (they get more land and potentially curve better and top deck threats slightly bettererer) I'm experimenting taking out 3 Paths and putting in 4 fatals. Am interested in trying rakdos burn so that may be necessary.
On other news, new ruling: turn // burn now 5CMC so affects some cards. Meaning Kari Zev's expertise is also affected: does that mean we no longer need to side out ALL creatures cuz such a deck is now moot?
Anyone interested in trying Hazoret the Fervent as a one of in burn? Its repeatable damage, hasty indestructible 5 damage threat. I know 4 mana is not where we wanna be, but it seems like a good choice if you keep drawing land late game.
Seems like a poor fit. Play Hazoret so that you turn your Boros Charms and Lava Spikes into Shocks? I mean, in Modern Burn he seems worse than Ball Lightning.
"quick and dirty games are about the least appealing thing to me. I want to play to enjoy the game. I hope to win, but I don't want to win the match in 10 minutes just to sit around and watch the other players for the next 40 minutes. I have my Burn deck sleeved and ready for when I need more store credit, but I absolutely can't stand playing it."
This is exactly how I felt about modern before giving it a break. my fnm was basically all decks like this, so i just stopped going. so tired of spikes who just want to win as fast as possible and not enjoy a grindy,thought provoking game of modern.
Try going to time for 10 rounds within a single day, and we'll talk about it again.
Yeah, I'm running Kird Ape default too. I like the 4th counter on Experiment One but with that in mind, some list run a couple of Vexing Devil.
Vexing Devil can't give Experiment One his fourth counter. You need something with a power or toughness of 5 or higher for that. Avatar of the Resolute fulfills that role in my build because I have a dozen other creatures that enter with counters, causing him to typically ETB as at least a 5/4, and sometimes substantially larger.
Sounds a bit like a "win more" situation to me. If you already have a bunch of creatures with counters on the battlefield, you should be winning the game comfortably...
Postboard the deck had RIP. And I went full retard customizing the naya build with a single blood crypt for fatal push in the side. And there's deflecting palm. Was really really fun playing burn control.
Yes, my own testing is not sufficient, obviously. I think revolt zoo will see a pick up. At least the version I tested against.
I mean, Revolt Zoo already saw a pickup. After the change from the regular Bushwhacker to Revolt Bushwhacker version, the deck picked up from .5% to 1.5% of the metagame, so it got bumped from non-tiered to T2. I'm not sure how much further can an all-in linear deck without a backup plan progress in a meta with so much interaction.
Shattering Spree kills Chalice of the Void on anything.
It does?
There's an entire wall of text in the first post that discusses individual cards, strengths, and weaknesses. Perhaps look through that and stop by again when you have more specific questions?
Which is, in fact, good! That means that every time you have him in the opening hand he will be attacking as a (potentially regenerating) Nacatl on T2 (if you're not playing at least one 2/2 and at least one 2/3 on T2 with Bushwhacker Zoo, you're doing it wrong :P). E1 is vastly superior to Dryad in this shell.
Also, 4th Bushehwacker is a must, and Boros Charms are slightly awkward (you really want to spend your mana on putting pressure on the board).
The only suggestion I have is -1 Boros Charm, +1 Bushwhacker. I'd also say having a set of Hidden Herbalists over the Charms/Domri is probably superior if removing the planeswalker ever becomes negotiable. I liked having Rancor over GCR, but if you're keeping Domri in, it's probably right to keep GCR as it is a potential target.
The problem with Infect is that it has to slot pump so that it has win condition. Shadow decks don't, because Shadow and Goyf pump themselves. Thus, it's hard to feed delirium with Infect (you basically have to add subpar cards that feed delirium). Seems like a lost proposition.
Play Vexing Devils
Just about everyone who wants to really hose the mirro? It's not a particularly obscure SB tech.
I have 3 Rancors in main, 3 Paths in SB. I wonder whether it might be correct to run 3 Paths, 4 Rancors, and zero bolts maindeck instead...
I feel like the (mostly) Gruul Revolt shell right now starts with 8 spells (4 Bolts, 4 Commands), and goes from there. As far as I am concerned 10-13 is probably optimal, but anything less means you're not getting enough utility in games where you're not getting magical fairly land openings.
I'm not sure there's enough in B to offset the loss of Boros Charm, Deflecting Palm, Lightning Helix, Path, Atarka's Command, and Destructive Revelry.
Seems like a poor fit. Play Hazoret so that you turn your Boros Charms and Lava Spikes into Shocks? I mean, in Modern Burn he seems worse than Ball Lightning.
Try going to time for 10 rounds within a single day, and we'll talk about it again.
Sounds a bit like a "win more" situation to me. If you already have a bunch of creatures with counters on the battlefield, you should be winning the game comfortably...
Do you really need Push when you can have Path?
I mean, Revolt Zoo already saw a pickup. After the change from the regular Bushwhacker to Revolt Bushwhacker version, the deck picked up from .5% to 1.5% of the metagame, so it got bumped from non-tiered to T2. I'm not sure how much further can an all-in linear deck without a backup plan progress in a meta with so much interaction.
And what happens if you don't draw into the magical fairyland opening?