I've made a complete 180 since I first started playing Burn. I began with a mana curve build, but the above is about as extreme a mana sink build as one could possibly make.
The virtues of such are that one gets to resolve spells in an orderly fashion, but it really has to be played correctly. I wouldn't trot out Grim Lavamancer on turn 1, for instance, unless I had nothing else to play. I'll even go to the dome with Lightning Bolt before I do that. Sometimes a Taiga will get Wastelanded, or a fetchland will get Stifled, but these plays aren't always as bad as they seem. When my Taiga gets Wastelanded, I lose a land, but so does my opponent. They sacrifice their development to attack mine: but if I had plentiful mana resources to begin with, this plays right into my hands. Stifle is a similar deal. If they've got one blue open, I fetch and they Stifle, the coast is clear to resolve something without fear of Spell Pierce. I find Stifle pretty easy to play around anyway.
Sideboarding is really fun with this configuration. The best thing that could possibly happen is getting paired against Omnitell. Congratulations, you now get to play RUG against them, with hard counters instead of taxing ones, and they aren't even aware of the transfiguration. It probably works on Sneaky Show too. They'll never resolve a SnT. Sneak Attack is considered a dangerous plan against us, as we can race it, so players gravitate away from that plan: and even if they don't, Sneak Attack often involves digging for a fatty with cantrips, which we deploy the full weight of the Blasts countering.
Or you can just play a Goblin Guide and spend the rest of the game countering everything the other player does. That's almost as fun as using the symmetrical properties of Dream Halls (always let that resolve) to throw more Blasts.
...I think I just like Blasting stuff too much for my own good, but it fits into the Mana Sink plan. Mana Curve builds should never play blasts IMHO.
I don't really get why people play Mana Curve builds, to be honest, despite gravitating towards that myself. A more experienced player, and Burn pilot, once revealed to me the fact that Burn's plan against a combo deck never, ever involves racing. We're always the control deck in those matchups. That, and no other reason, is why stuff like Grim Lavamancer is a good card in the deck. It's slow. It's inefficient. That doesn't matter because we're not really racing combo, and don't need the speed against anything else.
...
I can't make too many claims as to how good it is against an entire field, but I will put the matchups I've tested in order, with notes.
- Jund: the record is like 10-1
- Omnitell: after sideboarding, it doesn't get to resolve anything important
- Esperblade: sometimes they can protect Batterskull, usually not
- Affinity: much to my surprise, the deck does very well against them
- Maverick: more lifegain than Blade
- Cloudpost MUD: Chalice, Glimmerpost, and Wurmcoil are a serious beating. From here down, the matchups are unfavorable.
- Storm: it's too fast
- Miracles: impossible, the variant tested was Energy Field
The other decks I can't
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Grim Lavamancer and Barbarian Ring don't have the best synergy together.
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Vexing Shusher didn't break the game in half, and it hoses control pretty good. I could see them making a decent red hate bear, and I would welcome that.
Given the enchantment theme of Theros block, it wouldn't be implausible to expect some sort of enchantment costing 3 or less that might be worth considering. Probably not an aura, as we don't swing with enough creatures. Ordeal of Purphoros isn't where we want to be. But it does show that WotC isn't afraid to give red some love in Theros block.
I've wondered if they wouldn't bring back Evoke in Theros block. I'd love a creature that could Evoke for a Bolt effect.
There really are no limits for a creative mind. Variations on Vexing Devil (opponent's choice effects), Flame Rift (symmetric damage), and Fireblast/Shard Volley (sacrificing your own resources for quick advantage) are possible too.
Heck, they could even do another Chained to the Rocks style effect in red. It could do direct damge EtB. Or be a more cost efficient version of Awaken the Ancient.
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Well, here's the finished product. Just in time for 50 years of Doctor Who.
It was fun to do, but sadly I don't know anyone interested in it. Oh well. Twas a nice pet project.
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Not really. Except in the fringe. Tezzeret, Agent of Bolas just straight up outclassed and replaced the Discple/Ravager combo. Arcbound Ravager is still a strong, playable card by itself. And some decks still run it as a beatstick. But the Disciple/Ravager combo has been relegated to fringe play.
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I maindeck 2 Dimir Charm. Accomplishes those things without the splash. The counter aspect is much weaker, but I'll settle for a hard counter for Natural Order and Show and Tell when attached to the other effects.
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In short, Lavamancer builds tend to sacrifice about a turn of pure speed goldfish speed and a few life points to fetchlands for an amazingly favorable matchup against creature decks, more interactivity, less chance of running out of gas, and a maindeck answer to certain problematic cards for Burn (Thalia and Counterbalance).
'Mancer-less builds prefer to go the route of more classic, traditional Burn lists and go for minimal interactivity and the speediest win possible.
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In all seriousness though, it is good to know that you're okay and out of immediate danger.
Also, congratulations to hopefulhawkeye.
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Yes. Exactly that. Sorry if I was unclear.