Quote from Soldier »Quote from RyogAkari »I think I'm just going to acquiesce and try the red route for right now after further reading into the primer and based off of suggestions.
Here will be my revised list for the time:
I have another fetch I can run to fuel Searing Blaze and Grim Lavamancer however 12 is probably enough, right? Also would you run a single searing blaze and 2 grim or 3 grim?
I think 12 is more than enough of fetchlands. Usually 8 is a good number too. If you think you need more fetchlands to fuel Searing Blaze than you might need to pop your fetchlands slower.
Other stuff. Grim Lavamancer is good but I tend to think the Searing cards (Blaze and Blood) seemed to work better, at a point that we don't need to play or have room to play Grim. I do think at least 3 Searing Cards (Blaze or Blood) should be included to any burn design. I do think both cards are good and it might also be a good idea to play a mixture of both (just in case the opponent does something to take one out).
Price of Progress is one of those awesome must have spells that seem too awesome for us not to play but it can be a dead card. I do want to say that 4 is too many! You just don't want to start the opening hand with 2 price of progress and then find out that the opponent is purposely holding back on their duals because they are expecting POP from you. The best numbers of POP is 2 to 3. Usually if your playing 2 one can be placed in the sideboard.
1 Sensei's Divining Top - All you need is one (awesome card)... some players do play 2 Divining Tops so they can beef-up Swiftspear in late game play.
I would honestly cut a fireblast over a price of progress. Fireblast is the worst card to have multiples of in your hand IMO. They're dead until late game and unless you're flooded out the wazoo you usually can't cast more than 2. That said, I've cut both a Fireblast and POP (per your suggestions) for 2 tops, simply because I want a better chance of drawing one. I like that card too much to simply never see it during gameplay.