Quote Originally Posted by SBGpinas View Post
Because Needle Drop is bad for 2 reasons:

1. It never does damage on it's own. It relies on your other spells for it to do any damage, making it a terrible top deck.
2. Cantrips, whether free or not, are bad in general for Burn. If free Cantrips like Gitaxian Probe are bad, what more a Cantrip that isn't free?

The reason why Cantrips are bad in Burn is that for a linear deck like Burn, Threat Density (i.e. the ratio of threats to the total number of cards in the deck) is important. In order to maintain Threat Density, Lands will need to be cut in order to make room for Cantrips. If you cut lands, you will find you mulligan more often since ideally you would want at least 2 lands in your opening 7. Having to mulligan more often basically negates the perceived deck-thinning and "improved" card draw quality that Cantrips are supposed to provide.
What you say about cantrips it is true. "Threat Density" it is key to consistency, and therefore, to win in a Burn Deck.

But now I'm testing Gitaxian Probe, and it surprise me. It allows you to take off cards that you don't wanna to use, like Incinerate; and more important, see the hand of your opponent, showing you how to play, which is crucial against RUG, BUG, and Death and Taxes. For reference, I run now 20 lands (7 mountain, 12 Fetchland, and 1 Barbarian Ring), and it's working very smoth.

Quote Originally Posted by JPettie View Post
Considering your meta as you said it is the most I can work with and I will attempt to give reasoning for everything I suggest as follows.

I will evaluate your concerns in steps of each rampant deck in your meta that you have described.

"Storm-combo"

This matchup is always dire in my opinion, you have to hope to do enough damage to make it hard for them to cast Ad Nauseam or have the Mindbreak Trap and hope they don't have the silence as an answer. They are simply quicker than you most times. I can see reason for your 3 main-board Pyrostatic Pillars, but they will be dead in a lot of match-ups where you could have cast a more relevant spell. Usually a storm deck can go off turn 1 and if you don't have the Mindbreak Trap because you kept a hand with Pyrostatic Pillar then you would be dead in the water. Storm has many variants and I would consider which Storm is local to your meta, if it is Belcher, than I would consider Reroute as a sideboard option, along with Ingot Chewer as a way to stop them if they get risky and play the Belcher a turn before they can activate it. I would consider the amount of hate you put into your deck versus 1 deck type if you want to still not be losing to other archetypes.

"UW Miracles"

The match-up here is determined by what you mean by the deck name, and I would assume it is some sort of counter-top archetype, but I could be wrong. In the terms of it being what I assume it is, I would suggest some number of Vexing Shusher because a top with counterbalance can be very hard to beat as a Burn deck. I would also consider disrupting their Sensei's Divining Tops with Ingot Chewer because it is uncounter-able. Running a card like Ensnaring Bridge if their way of winning is a miracle angel variant can be very hard for them to deal with other than their usual 1 of Detention Sphere. With Vexing Shushers the match-up can often be much more favorable for you because they are usually a slower deck that relies on countering everything you do, without that plan, they lose the race to your combo deck.

"RUG"

I would assume this match-up is why you are running a lot of board wipers, especially uncounter-able ones at that, and why there are a lot of blasts in your sideboard. I don't mind this and I think it could be the correct way to deal with the match-up, playing around their counters and not running fetches making their Stifles dead. I don't have much advice on this match-up and I think you are correct in your choices.

"Sneak'n'Show"

This match-up is also very hard to deal with, referencing the storm match-up. I would suggest some number of Ensnaring Bridge or something like Angel of Despair to deal with their Show and Tells, along with some number of Pithing Needle to stop their Sneak Attack. Pithing Needle can also be very good against a lot of miscellaneous cards in Legacy and a decent 2 of in a sideboard. I play test against a Sneak'n'Show deck myself with Burn and I find their plan against Burn is to take out Show and Tell and put in Through the Breach if they know you are running Ensnaring Bridge. The match-up is not an easy one but if you can resolve a Ensnaring Bridge it can be very hard for them to win. I am still not sure if 4 of Sulfuric Vortex is the right number, I currently run 3 and I find that when they lay down a Griselbrand and you have Sulfuric Vortex they just simply can't draw cards or they will lose to a Fireblast. I find Sulfuric Vortex to also be very good in this match-up.

Other "modest" amounts of decks

I find Burn has a good match-up against a lot of the ones you have mentioned and you can choose whether to include other cards you notice that might be good against those decks, but usually if you can clear their creatures from the board or resolve an Ensnaring Bridge or Sulfuric Vortex, it can be very hard for them to win. Ingot Chewer is also especially good against cards like Batterskull and Umezawa's Jitte.

Concerning suggestions given

I would only consider fetches and Grim Lavamancer if your meta is heavy on creature based decks or tribal decks where it would be very efficient to run and also run some number of Searing Blaze, but with the meta you described, and considering RUG being around, I like the idea of running just basic mountains and speed to keep your deck well rounded against all the quicker decks like storm and not have dead draws or lose a Mountain to Stifle. Barbarian Ring can definitely win games and is good sometimes, but I find it pretty hard to run when it loses to Stifle and Wasteland in a deck that wants to be as efficient as possible and take advantage of that fact by running just basics and making your opponents cards dead. It can be especially contradictory to the strategy of Burn when you reach the awkward moment when you can't cast your first or second Fireblast off it and lose a game because of it. I can definitely see reason for playing it but I like to be very precise and safe when creating a competitive deck-list.

I will leave you with a suggestive deck-list according to your concerns and good luck playing Burn!

Mainboard:

4 Goblin Guide
4 Hellspark Elemental

4 Sulfuric Vortex

4 Chain Lightning
4 Flame Rift
4 Lava Spike
4 Rift Bolt

4 Price of Progress
4 Fireblast
4 Lightning Bolt

20 Mountain


Sideboard:

4 Mindbreak Trap
3 Vexing Shusher
3 Ingot Chewer
3 Ensnaring Bridge
2 Pithing Needle
Nice recomendations. You are like Good Greg Guy.