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  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    For those that aren't sure about Kor Firewalker or Dragon's Claw vs Leyline of Punishment in the mirror I had it happen last night. I won that race. The best thing that I realized is Leyline doesn't take you off the game plan at all and doesn't require bolting yourself 2 times to get your Kor Firewalker. With regards to Dragon's Claw it is just a dead card in their hand. For those think a good answer to Kor Firewalker is something such as Pyrite Spellbomb or Path to Exile to 1 for 1 the Kor Firewalker that may work, but if their is more than 1 you have lost unless you also have another 1 for 1 answer. Leyline is a 1 time deal. It covers Kor Firewalker in multiples not just 1.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    I have had no trouble playtesting with the new card, granted I haven't played but only a few games, it is running pretty similar to what I already had. The only difference being depending on on what I had in my hand is what I fetched for first.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Quote from tophat118 »
    What match up wants enchantment destruction other than twin?


    Quite a ton actually. Any deck boarding in Leyline of Sanctity, Boggles, Infect for Wild Defiance, Ghostly Prison is played in some Soul Sisters and Martyr Proc decks, and I have even had a control player run Circle of Protection Red as well. It is no secret in my meta I am a red mage now so I think that was the reason the person had it in his sb.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Quote from Arkaedrian »
    Here's my new decklist in preparation for DTK! I've found 10 fetches to be perfect along with 5 basics to mitigate land damage. Still haven't figured out if i should do a 2/2 split with Stomping ground and sacred foundry, or just remove a basic mountain for a single basic Forest. Also might take out lavamancer for a 3'ed Skullcrack MB. Overall Thoughts/Suggestion??



    The problem with putting a single basic forest in that you can't search it out with 6 of your fetches.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    So I just watched the Magic Show with Brad and Evan going over the set review stating Atarka's Command is meh even in regards to modern. I wish I could make pie bets with them. I am so glad there are people doubting how great this card is.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    You might want to consider adding a couple more creatures I used to use Hellspark Elemental as he synergies with Eidolon of the Great Revel with not hurting you for the Unearth ability and he is still pretty cheap.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Quote from Tipsygiggle »
    Quote from Nevel0 »
    I don't think I'd want to bring it in against Merfolk honestly. Perhaps if I don't have access to Volcanic Fallout, but I feel we are losing any game we try to control their board.


    Speaking of board sweepers... is there are one that says the damage can't be prevented. I have been noticing a ton of token/sorin/lifelink.dec. Ideally I would like something to deal with kor firewalker and tokens. Also I have to disagree with you on rending volley. My other deck is merfolk and that card just feels backbreaking against me. I can't hold up counter mana. It just saps all my board pressure because all my guys are now dorks that can't race.


    To answer your question about if a sweeper exists in modern that states damage can't be prevented. The answer is simply no. This is why I still play Leyline of Punishment. It makes the sweepers we do have good against Kor Firewalker. I like Volcanic Fallout more than any other as it also does damage to the opponent as well and can't be countered by decks like Merfolk and the once great Delver.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    I don't understand why there is so many people having trouble with the mana base. If you are playing jund or naya it should just be replacing whatever 4 of shockland you were using before and 2/2 split it with Stomping Ground. Looking at both Seth and Li top 8 decks we can literally just change a 1 of the fetches to 1 more Stomping Ground. Both Li and Seth were playing 13 fetches which I disagree with. I think 12 is the max. Li was also play 20 land while Seth was playing 19.

    What I think people are doing is over thinking what they are fetching for. For the Naya (can't really speak for the Jund) 9 times out of 10 all you want to do is in game 1 fetch for the Sacred Foundry first unless you have the Atarka's Command in hand. You have more white spells in the deck.

    In game 2-3 it depends on the deck you are playing and how you have your sb setup. For those using Kor Firewalker in the mirror you are obviously want to go get 2 Sacred Foundry. For almost any other matchup you are searching for the Stomping Ground first.

    http://magic.wizards.com/en/events/coverage/ptfrf/top-8-decklists
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Too bad there isn't any r/w fast lands... Frown
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Both Angel's Grace and Deflecting Palm are narrow, but as many have stated, they do have their uses and are good to have in certain situations.

    Both have standouts in certain situations which have been discussed.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Quote from frozencajun »
    Myth Realized might be a card to add in place of those wanting to use Grim Lavamancer. There are those that are stating the reason to run Lavamancer in the first place is for the late game reach which this card has also. Let's compare:

    Both cost 1 to cast.
    Both have an activation cost which you are going to have mana for when using.
    Both are only used to close out the game.
    Both are repeatable.

    Thoughts?


    Huge differences here though.

    For one, Grim Lavamancer is Mono-Red, Myth Realized is Mono-White. We are already strained on color requirements without the enchantment.

    More importantly though, Grim Lavamancer does two things better:

    1) He machine-guns down opposing blockers or threats, especially against Affinity, Infect, and the mirror.
    2) He represents actual "reach", in that he can target your opponent's face even when they have a wall of 4/5 that you can't attack through. Even an 8/8 Myth gets chump blocked easily.

    Beyond that, it's much harder to get Myth relevant in the lategame. You need it in play before you cast spells. Lavaman can come down when your yard is already full and start going to town next turn. Myth will be a 0/0 if you had nothing else to play, and dumping lore counters for 3 mana is glacially slow in this deck.

    Essentially, Lavamancer is miles better, and we already have folks complaining he is slow. Myth Realized doesn't fit burn well. It might be a sweet Big Boros type card, but it's not outperforming the Lava Wizard.


    Well thought out response. Thanks for the input. You are right about your assessment I believe.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Myth Realized might be a card to add in place of those wanting to use Grim Lavamancer. There are those that are stating the reason to run Lavamancer in the first place is for the late game reach which this card has also. Let's compare:

    Both cost 1 to cast.
    Both have an activation cost which you are going to have mana for when using.
    Both are only used to close out the game.
    Both are repeatable.

    Thoughts?
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Quote from Skitzafreak »
    Hello Burn players Grin

    After wallowing in the Dregs of Tier 2+ decks, I have decided to take up the mantle of the red mage! As such I request knowledge on how to properly melt off people's faces with fire and lightning!


    Simply put.....how do sideboards in burn work exactly? :p


    Welcome! I am a fan of brews and haven't stopped brewing.

    To answer your question the best I can without going into a bunch of detail, you want to fill your sb with cards that are the bad matchups for which at this current time are: Splinter Twin Decks, Life Gain strats such as Soul Sisters, Combo decks such as Storm and Jeskai Ascendancy, and the mirror. You also have to be out on the lookout for Leyline of Sanctity as is shuts down half of your deck.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Quote from vismal »
    Quote from RyogAkari »
    Man what a rush using Atarka's Command. I've been proxying the card and trying out builds of my deck in my local monday play group.

    Dropping a 3rd land on turn 2 really shifts the game when you are on the draw. All of the sudden you are matched with your opponent as if you had been on the play and you drew an extra card. On the play its a better Boros Charm if you have two creatures like a Goblin Guide and a Monastery Swiftspear already on the field as a turn three surprise. Then let's not forget a main deck nope nope nope to lifegain.

    Here is my 75-to-be:




    No Eidolon? I also wonder if 4 leylines are needed if we have up to 8 answers to life gain post board. Pre commands I always had leyline in my board but I plan on removing it after DTK is legal.


    I agree with the part about missing Eidolon. However, Leyline is still very good against any deck that gains incremental life like Soul Sisters. That deck gains so much life so often you can't stop with Skullcrack or Atarka's Command. It is also great for those trying to side in Dragon's Claw (which becomes a dead card in their hand) or Kor Firewalker (which now they have basically have an unblockable 2/2 which you can still race.)
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Quote from wpgstevo »
    I almost wonder if this isn't going to be enough for goldfishing a few too much turn 3 wins, pushing us up above tier 1.

    ex:
    T1: Land, Swifty(1)
    T2: Land, Swifty, lava spike (8)
    T3: Land, Command (burn/+1+1), lava sike (22)

    T1: Land, GG(2)
    T2: Land, Swifty, lava spike (9)
    T3: Land, Command (burn/+1+1), lava sike (22)

    T1: Land, GG(2)
    T2: Land, GG, lava spike (9)
    T3: Land, Command (burn/+1+1), lava sike (21)

    This turn 3 sequence requires 2x 3 for 1 mana damage spells, 2 of our 1 drops and 3 land in the first 9 or 10 cards seen. 8/10 isn't really that bad, especially considering how many lands and 3 damage for 1 mana spells there are in the deck. That is to say, 2 creatures and Atarka's command is going to be a pretty nutty draw.

    This further supports adding Bump in the Night to your list - the more 1 mana burn spells you have the more often you will hit your turn 3 kill. (you know, in addition to just casting 6 of the 3-1 spells at an opponent who shocks themselves)


    To put it shortly you can do at the very least 20 damage on turn 3 with the below situation:

    Turn 1: 1 Creature of choice Goblin Guide or Monastery Swiftspear
    Turn 2: +1 More Creature listed above and a Lava Spike or Lightning Bolt (1 mana burn spell).
    Turn 3: Either of the 1 mana burn spells or another +1 of the creatures listed above + Atarka's Command choosing the creatures gets +1/+1 and reach ability and each opponent takes 3 damage mode.
    Posted in: Modern Archives - Proven
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