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  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    On Firecraft:
    I posted on Nexus's Burn Primer that the card is very good, and someone questioned it. Now look where we're at...just saying. Lol

    Splash is a necessity for the hate cards games2/3.

    I too took out Helixes to put back 1 Shard Volley, and 1 Craft MD.
    Got a lot of testing to do with an upcoming RPTQ.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    I'm with Son of Suns...
    That sideboard layout is quite poor. The way this deck sideboards really depends on draw/play.

    I used to run Molten Rain, but cut it for the reasons stated by Son. Tron is still a great match without it. Bloom is horrendous w/ or w/o it. You don't really need it against Jund/Junk either.

    Eidolon comes out on the draw in almost every match.

    You never board out Boros Charm. Period.
    Your first Burn spells out should be Rift Bolts/Shard Volleys. I actually don't think Shard Volley is good anyway. It always feels like an auto mulligan in your opening hand.

    I also wouldn't board out GLM. Even against Tron it still has utility.

    If there are any specifics, just ask...don't feel like typing up a whole guide...
    Posted in: Modern Archives - Proven
  • posted a message on Burn
    So...
    Does Confusion in the Ranks still trigger if they cast SnT, and put Emrakul into play at the same time you put CitR into play?
    Posted in: Aggro & Tempo
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Nutcase: With your board, I would do as following:

    On the draw:
    -4 Eidolon
    +2 Path
    +2 Palm

    On the play:
    -1 Eidolon
    -1 Shard volley
    -2 Rift Bolt
    +2 Path
    +2 Palm

    Assuming you run only 1 Volley...
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Assuming you're on Naya, then Yes...
    1. White is the more important splash.
    2. Merfolk is a real deck, and having 3 Foundries > 2 helps with the Spreading Seas, and Sea's Claim post board.
    3. Doesn't CIPT, as mentioned.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    Beowulf: If anything, you should run an extra Foundry. Having your 4th land drop come into play tapped with 2 spells that cost 2 CMC can be rough. Happens more often than you think...
    Take a look at my deck for example. I would never run a land that CIPT. I'd rather run another mountain instead.
    Posted in: Modern Archives - Proven
  • posted a message on [Primer] Burn (1/2011 - 11/2015)
    PPTQ/IQ this past Saturday.
    49 people showed up to battle, and I took down the event with a final record of 8-0-1.
    Note: I've been playing Modern/Burn almost exclusively for a year.


    Round 1
    Eric on Jund:
    Don't remember much from this match except I mulligan game 1. Game 2 I beat him when at 1 life. Game 3 he was stuck on 2 lands until turn 4? By then it didn't matter.

    Round 2
    Tracey on Merfolk:
    I know him from local events, and he usually plays Mill.
    Game 1 I keep a 1 land, 2x Guide/1x Swiftspear, and 3 other cards. He is on the play and surprises me with T1 Vial. Follows it up with T2 Spreading Seas. I concede on my turn after not drawing another land.
    Game 2 was rough for him. I again had double guide on the play. He stumbled.
    Game 3 was closer, but I was able to handle his vial, and Lords before just burning him out.

    Round 3
    Milton on U/R Twin:
    Game 1 got kind of weird after I mulligan, and he never hits twin. He also drew 3 deceivers, and I drew garbage.
    During the game he mentioned that he has never had a burn opponent leave up blockers like I did...times get hard when you have a GG/Swiftspear facing down 3 Deceivers and a Snapcaster. Lol
    Game 2 I had the Revelry for his Twin, and was able to beat with Guide/Swiftspear.
    Game 3 He mulled, and almost got there...but I topdecked the Rending Volley the turn before I would've died.

    Round 4
    David on Bogles
    Game 1...I somehow pulled a miracle victory out of a hat.
    Game 2 he Leylines...I try. Dead.
    Game 3 he thinks, and keeps his hand. I start with a Swiftspear. He plays a Bogle. It winds up he is at 7, and passes turn without attacking with his life linking Bogle. End of turn I Revelry his Spirit Link so he can no longer gain life. Untap, draw and Eidolon. I proceed to Lava Spike him to 2, and cast Eidolon. Life totals are 11 to 2. He draws and scoops.

    Sitting at 4-0, I think about double drawing into Top8.
    Luckily I scouted the tables, and knew my opponent was on G/R Tron.
    I decide to play this great matchup to guarantee #1 seed throughout Top8.

    Round 5
    Larry on GR Tron:
    Game 1 I get tilted having to mull to 5...
    2x Swiftspear, 2x Land, and a burn spell. Was able to take down game1 relatively quick.
    Game 2 He can't assemble Tron, even with Goblin Guides feeding him lands.

    Round 6 - ID

    Quarters
    Bob on Elves:
    Game 1 went as expected. Play some dudes, kill some dudes.
    Game 2 I was able to knock him down to 1 while he was Hellbent. He proceeds to Topdeck Ezuri with just enough mana to cast/pump and swing for 12. I was at 11.
    Game 3 went just like game 1. Except he mulled to 5.

    Semis
    Mike on Bloom Titan:
    Game 1, Turn 1, I play Swiftspear. He plays Amulet. I play another Swiftspear, attack. His turn, he combos.
    Game 2 he plays Leyline. I was able to beat fast enough before he finds a Karoo land. Boros Charm, and Atarka's Command are clutch here.
    Game 3 He is on the play. He thinks over a mull, but decided to keep. Plays a Tolaria West, and passes. I do my thing, and pass back. He plays Amulet, and passes. Missed his land drop. This happened only one more time before he died. Was apparently only 1 Karoo land from going off with above Mind.

    Finals
    Brandon on Merfolk:
    Game 1 he mulls to 5. His five was insane enough to keep him In the game though.
    Game 2 I keep a hand consisting of 2x Guid/1x Swiftspear, 2x Fetches, and 2 Burn Spells.
    He mulled to 6, and tried to double Vial. Was too fast for him, and proceeded to maneuver my way to a RPTQ berth.

    Sorry if this report is bad. It is my first one. Let alone I'm doing it on my phone.

    If anyone has any questions, I'll be checking in to help out as needed!
    Posted in: Modern Archives - Proven
  • posted a message on Burn
    What is this decks matchups like? Figure now that I've gotten what I need for Modern, I will start working on Legacy.
    Posted in: Aggro & Tempo
  • posted a message on [[Official]] "What Deck Should I Play?"
    Play style: Various
    Competitive: GPs/IQs
    Budget: Flexible. Not willing to buy Goyfs.
    Staples: Khans Fetches, TS

    Looking ahead, Modern will be the format I can play the most this year. Since the banning of Cruise and Dig, the meta looks super aggressive with decks such as RDW, and Affinity placing high/in multiples. If this trend continues, I would like something somewhat favored in that field.
    Decks over considered are UWR, Affinity, and Twin, but open to other suggestions.
    Posted in: Modern Archives
  • posted a message on [Primer] Ad Nauseam
    Mulligan down to Leyline.
    Decks like B/G and Jund will/should mull to a Thoughtseize or 2, just like you should mull to leyline.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    Since they aren't posted in Primer, and I don't feel like reading every page to find out...
    What's this decks positive matchups? What is it poor against?

    Edit: Or link to articles regarding the deck. Literature, not video please.
    Posted in: Combo
  • posted a message on March Legacy Tournament @ Squabbles Trading Cards
    At what amount of players are prizes guaranteed?
    Posted in: Upcoming Events
  • posted a message on Best Build Around Commander 2013
    Now if I oh with Prossh, do I still use it as my general? Or would switching to The Goblin Brothers be a better choice?

    As for table hate BigBear, I'm used to it...only because I'm "That Guy." That always draws it no matter what lol
    Posted in: Commander (EDH)
  • posted a message on Best Build Around Commander 2013
    I like Derevi because of Control Combo implications. It also feels like the best build around me for that style of play. The Naya deck would be second choice...mainly cause Jund never feels combo-y to me...
    Posted in: Commander (EDH)
  • posted a message on Best Build Around Commander 2013
    Which of the generals from Commander 2013 is decent to build around? I'm leaning towards the Bant deck. Always playing General for 3 mana seems...good.
    Thoughts/suggestions?
    Oh, it's between Bant/Jund/Naya.
    Posted in: Commander (EDH)
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