Why not run both? Looking at the bolt cards, and trying to stay away from multicolor and the truly bad bolts, I think an updated list could be:
4 Goblin Guide
4 Eidolon of the Great Revel
4 Monastery Swiftspear
4 Lava Spike
4 Lightning Bolt
4 Chain Lightning
4 Rift Bolt
4 Skewer the Critics
4 Fireblast
3 Price of Progress
2 Open Spots for (Sulfuric Vortex, Searing Blaze, Forked Bolt, Grim Lavamancer)
19 Lands
I don't think Legacy/Modern Burn really wants this. I like Rift Bolt over this still. Spectacle doesn't change timing restrictions, and there will be some "AH HA GOT YOU!" Moments, but I don't think it's consistent enough for Burn.
Red Deck Weekly -- I'm bad at magic
From looking at all the lists there seems to be about 10 open spots all together that are fought between:
Sulfuric Vortex
Searing Blaze
Forked Bolt
Grim Lavamancer
Rift Bolt
Bomat Courier
The question for SKTC is whether it should be included in the above discussion, and I think it should. It seems better than Rift Bolt on each turn other than the 1st (you have about a 40% chance of drawing into 1 of 4 rift bolts turn 1, and by turn 3 you have a 49+% of drawing into 1 of 4 rift bolts, which means that while rift bolt would be better turn 1 (and to be honest you would rather play one of your creatures), by turn 3 SKTC would already seem to be better 9 out of every 100 games simply by drawing into it). How to order the above cards is up to metagame and player choice IMO, but also IMO SKTC > Rift Bolt, but as my list made clear I also think Rift Bolt is a better include that the other cards on that list, so in the 10 open spots, I would include them both).
I did some math on the new card, Skewer the Critics. So I don't have to format the entire thing a second time, a link to what I've typed up is here: https://np.reddit.com/r/MTGLegacy/co...r_the_critics/
Overall, I definitely think that Skewer is worth testing. Probably in place of some of the flex slots at first. If it turns out to be really good, it can be a 4 of in the main deck. If it's sometimes awkward for you but still pretty good, consider cutting down to less than 4 copies, as multiple copies of Skewer in your hand aren't very good together.
I've played burn a long time, although most recently only online. Latley I've been doing pretty well. I think some of the recent bannings have really helped burn.
When I have problems, it's usually because I'm flooded with mana or screwed out of it through bad draws, discard or whatever. When I loose games, it's generally not because I didn't have enough bolts. It's because they played something I couldn't answer....jitte, gristlebrand, some giant elderazi....
I think 16 bolts is enough. I even take some out post board sometimes for ensnaring bridge or graffdiggers cage. I'm going to be testing this card, but in place of my rift bolts or lava spikes. I think I need my flex spots to be competitive.
Just blasting away with damage to my opponent while ignoring the cards they play hasn't worked very well for me since like 1999.
I'm not hugely proficient with Burn, but I agree pretty much completely with this. I'm interested to try Light Up the Stage, but I don't really see any reason to double down on Bolts even further. With that said, I can see Skewer to be a good metagame choice or sideboard option against a lot of Chalices.
All Spells Primer under construction: https://docs.google.com/document/d/e...Tl7utWpLo0/pub
PM me if you want to contribute!
yea i think for burn decks attacking on turn 3 and getting light up the stage into eidolon would be pretty great.
-rob
I think both Skewer and Light Up are really good additions to the deck, what do you think of something like this?
19x Mountain
4x Goblin Guide
4x Monastery Swiftspear
4x Eidolon of the Great Revel
4x Lightning Bolt
4x Chain Lightning
4x Lava Spike
4x Rift Bolt
4x Skewer the Critics
4x Fireblast
3x Price of Progress
2x Light Up the Stage
I would also like to play Risk Factor and Sulfuric Vortex but the flex slots aren't enough. What do you think? In my opinion playing 20x Bolt is too powerful to not do it.
I agree with almost all of your card choices. My deck looks a lot like yours. I run into so much discard and life gain when I play online, the risk factors and vortexes are really important to me.
I'm considering dropping the risk factors for some skewer the critics....but hymn...thoughtseize...duress.inquisition of whatshisname.....lianna....its great to be able to play something from the graveyard.
Maybe you could move the prices to the sideboard? I don't know your meta, but in some matchups they are really dead cards. So without price and light up you have 5 flex slots, in which you can try 3 vortexes and 2 risk factors. What do you think?
Did anyone tested light up the stage I have found the card to be very good it is a four off one mana draw 2 is so good don't forget the effect doesn't end at this turn but next turn !!
Legacy & Homebrew **ONLY**
Brown Stax
Rainbow SWAT
Dimir Mill
Morph my Ride
Wally Wallah
Corona Syndrome
Here is what I am testing, I cut two firebolt one grim lavamancer and one vortex
// 60 Maindeck
// 12 Creature
4 Eidolon of the Great Revel
4 Monastery Swiftspear
4 Goblin Guide
// 1 Enchantment
1 Sulfuric Vortex
// 14 Instant
4 Lightning Bolt
4 Price of Progress
4 Fireblast
2 Searing Blood
// 19 Land
19 Mountain
// 14 Sorcery
4 Chain Lightning
4 Lava Spike
2 Rift Bolt
4 Light Up the Stage
// 15 Sideboard
// 4 Enchantment
SB: 3 Pyrostatic Pillar
SB: 1 Sulfuric Vortex
// 8 Instant
SB: 4 Smash to Smithereens
SB: 2 Mindbreak Trap
SB: 2 Searing Blood
// 3 Land
SB: 3 Karakas
Im all for card draw and card selection, but the thing that turns me off to light up the stage is that it cant possibly do any damage by itself.
Risk factor often does 4 damage, even magma jet does 2 damage and let's you fiddle with your deck.
It's a good effect, but I think the major thing that burn has going for it is that every single time I tap mana, my opponent either has to have an answer in hand or on the board in order to avoid damage.
I think the raw efficiency of how Burn enables LutS is what really tips the scales. Getting a draw 2 for R that lets you play both cards over 2 turns is incredible, making it so that drawing lands isn't even that bad. Because of that you can reliably start considering 3 mana cards without having to worry as much about hitting that 3rd land (I'm looking at you Sulfuric Vortex.) Multiple Fireblasts get significantly better, which is hands down the best burn spell in the deck based on raw efficiency. Then there's the sideboard implications; having a way to dig deeper for sideboard cards rather than 'hope I draw/topdeck it' is something Burn could really use, arguably the way to make it break through from tier 2.5-2 up to 1.5, maybe even tier 1 depending on how the metagame shapes up (spoiler: Burn has been doing well lately.) Spending the one mana and one card to potentially accelerate your plan, simply by sometimes giving up 3 damage for a turn, is perfectly reasonable given how slow the format is right now. Burn isn't about speed so much as raw consistency and power. Other decks are faster, other decks are better at controlling the board, and others are better at playing tempo. Take a deck like Burn with raw consistency and power (inevitability essentially) and give it a tool to leverage like Light up the Stage and it gets even better.
Savvy blue players know which spells to counter and good burn players know you need to build up to a critical mass of plays in a single turn to break through that. Opponents know they can't avoid damage, so they use their life total as a resource knowing they just need to be at 1 while you are at 0 to win. If they don't know this rule then pretty much any burn list will steam roll them anyways. Better to make deckbuilding choices based on good players than bad onesIt's a good effect, but I think the major thing that burn has going for it is that every single time I tap mana, my opponent either has to have an answer in hand or on the board in order to avoid damage.
Last edited by Mr. Safety; 01-30-2019 at 09:44 AM.
Brainstorm Realist
I close my eyes and sink within myself, relive the gift of precious memories, in need of a fix called innocence. - Chuck Shuldiner
Light up the Stage also greatly enhances sideboard hate like Tormod's Crypt/Surgical and Mindbreak Trap. Dig two cards deeper, and even if you exhaust your mana (say doing a Bolt + LutS on T2) then you can still deploy what you find.
Edit: I guess there is a pro/con. Having Mindbreak/Surgical in exile means they are safe from discard. But there is then a time limit (by next turn) to use them if available this way. Hm.
Last edited by square_two; 01-30-2019 at 12:01 PM.
+1
Good catch.
Brainstorm Realist
I close my eyes and sink within myself, relive the gift of precious memories, in need of a fix called innocence. - Chuck Shuldiner
Glad to see some discussion on here. I, for one, am pretty excited to start testing these new cards. Since the banning, I've been pretty tempted to move Price of Progress to the sideboard, at least for my local meta-game. I'll be testing something similar to this moving forward:
4 Eidolon of the Great Revel
4 Goblin Guide
4 Monastery Swiftspear
4 Fireblast
4 Lightning Bolt
20 Mountain
4 Chain Lightning
4 Lava Spike
4 Rift Bolt
4 Skewer the Critics
4 Light Up the Stage
Sideboard:
3 Pyrostatic Pillar
4 Smash to Smithereens
4 Price of Progress
4 Exquisite Firecraft
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