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Zalren
02-10-2010, 11:09 AM
This is a deck that I have made to play with my small group of friends. They like to find powerful tournament winning decks and recreate them. It is a straight burn deck but with a splash of white for the new Kor. My friends like to use quick decks like zoo. One in particular likes discard. The problem is that we only can get together a couple times a year because of college, so I cannot test against them.

Land - 20
4 Wooded Foothills
4 Arid Mesa
4 Plateau
2 Plains
6 Mountain

Creatures - 4
4 Kor Firewalker

Instants/Sorceries - 36
4 Manamorphose
4 Rift Bolt
4 Lava Spike
4 Flamebreak
4 Fireblast
4 Lightning Helix
4 Flame Javelin
4 Chain Lightning
4 Lightning Bolt

I was thinking about going all nonbasic and using Price of Progress but I don't know about that.

Thank you for your time,

-Z

Fatestitcher
02-10-2010, 12:22 PM
Unless I'm missing something, what do you need the life gain for?

I would suggest Magma Jet as it essentially filters your deck for burn spells

Zalren
02-10-2010, 02:57 PM
I was thinking of using the life gain to get an advantage against quick aggro decks. They can race me to 0. And I don't have any draw if I use my burn to kill the critters.

Puzzle
02-10-2010, 03:12 PM
Unless I'm missing something, what do you need the life gain for?
For tempo advantage against aggro. Lightning Helix is quite good in this respect.

That said, I really can't understand the Firewalker in there or why Keldon Marauders is out.

I'd also get Manamorphose and Flamebreak out.
I don't think the PoP self-damage should matter too much.
Flame Javelin also seems a bit too expensive to my taste.

I'd play PoP. You only need one dual and should have tempo advantage against of non-combo decks.
I'd also include Searing Blaze for its card advantage. The matchups where it's dead are mostly combo and in those you will lose game 1 anyway.

Magma Jet has grown to feel just a tad too slow for me, though it does increase consistency.
I maindeck Jotun Grunt over it because it gives additional tempo against most non-combo decks and can help against Goyf, Dredge and others without using sideboard slots.

Poron
02-10-2010, 09:14 PM
the way of this deck is clear: W for creatures, R for burns

some name for the most played
W
Jotun Grunt
Serra Avenger
Isamaru
some of those 2/1 W around

R
Lightning Bolt
Lightning Helix
Rift Bolt
Lava Spike
Chain Lightning
Magma Jet
Price of Progress
Fireblast

if you should go 15+ creatures you should also consider a 2x Reckless Abandon

Kangaxx
02-13-2010, 11:29 AM
This is a deck that I have made to play with my small group of friends. They like to find powerful tournament winning decks and recreate them. It is a straight burn deck but with a splash of white for the new Kor. My friends like to use quick decks like zoo. One in particular likes discard. The problem is that we only can get together a couple times a year because of college, so I cannot test against them.

Land - 20
4 Wooded Foothills
4 Arid Mesa
4 Plateau
2 Plains
6 Mountain

Creatures - 4
4 Kor Firewalker

Instants/Sorceries - 36
4 Manamorphose
4 Rift Bolt
4 Lava Spike
4 Flamebreak
4 Fireblast
4 Lightning Helix
4 Flame Javelin
4 Chain Lightning
4 Lightning Bolt

I was thinking about going all nonbasic and using Price of Progress but I don't know about that.

Thank you for your time,

-Z

You're running x4 manamorphose and x8 Fetches, why not run Barbarian Ring? Maybe Grim Lavamancer as well. I also concur with everyone else, you need to be running Lightning Helix.

Mikeleroi
02-14-2010, 08:30 PM
The best burn deck is red monocolor, splashing another color only gives you disadvantages:
- Wasteland are not dead lands for the opponent. And also you have to worry about Stifle -> fetchland.
- When adding a 2º color, PoP should go. And the textbox says "1R instant: PoP deals, at least, 4 damage to target opponent." It is the MVP of the deck.
- Also, the creature you are splashing cost WW. The only cards I would play in this deck would be Lightning helix and Jotun Grunt.

If you want to play against Zoo, and also splash white I would do:

19 Lands

16 Bolts R -> 3 damage (Lightning bolt, chain lightning, lava spike, rift bolt)
4 Keldon marauders
4 PoP
4 Magma jet
4 Flamebreak
4 Fireblast
3 Jotun
2 Lightning helix

Explanation:
Marauders: 1 card, 2 mana, 2 damages at least, and can stop an attack from tarmo/reliquary
PoP: they play 3 colors, apes and nacatls needs duals. And they are not going to search for a plain never, so most of the time it says: 3rd turn, 1R: 6 damage.
Magma jet: filters your draws, and can kill a quasali/lavamancer
Flamebreak: 3 mana, 3 damage to everything... being lucky can even kill a reliquary :P
Fireblast: 4 damage for free
Jotun: 1W, mana cost reasonable, 4/4 body. Just 3 because drawing 2 would suck, almost impossible to pay the unkeep
Lightning helix: if you are keeping in hand instants you can choose between lightning bolt, PoP, magma jet and lightning helix to spend the mana. Maybe 3/3 with magma jets.

Vacrix
02-17-2010, 01:12 PM
Have you considered Steppe Lynx? Its insane on so many levels with the number of fetches you are running. 'beats for 4' is worth running.

Zalren
02-22-2010, 10:51 PM
Sorry I have been away from this thread because I was moving. I will definitely try Jotun Grunt and Steppe Lynx and see how they work. Thanks all for your replies!

Vacrix
02-23-2010, 12:14 AM
I wouldn't use grunt. You are slowing down your clock SO much by adding in a creature that doesn't have haste. He might up your turn 4 win percentage but you lose the fast turn 3 wins that you need against combo that needs time to set up. I've used Goblin Guide in the past to good effect. He also attacks under counterbalance for quite some time, and lets you see what the opponent has on top so you know when to cast your 1cc spells (provided the opponent doesn't have top out).

A friend, supachai (on thesource) suggested this list to me a while back (not sure where he got this list from), and it was pretty good on MWS. Give it a go. You might have problems against thresh (wasteland and stifle are not happy). I don't know which matchups it will win that mono-red won't, but its an interesting take to say the least. Undistrupted, you can get quite a few turn 3 wins. Steppe Lynx is insane.

BOROS:
4 Goblin Guide
4 Steppe Lynx
4 Grim Lavamancer

4 Lightning Bolt
4 Chain Lightning
4 Rift Bolt
2 Path to Exile

4 Magma Jet
4 Lightning Helix
2 Price of Progress

4 Fireblast

4 Wooded Foothills
4 Arid Mesa
3 Bloodstained Mire
3 Scalding Tarn
3 Plateau
3 Mountain

SB

2 Path to Exile
4 Jotun Grunt
3 Duergar Hedge-Mage
2 Tormod's Crypt
2 Relic of Progenitus
2 Price of Progress

badjuju
02-23-2010, 03:08 AM
I wasn't going to say anything, but the cat is out of the bag.

Go look at the extended Brozeck Boros list. I think it'll make the Legacy transfer fine, with speed so fast that it is possible to kill on turn 3 with an average kill on turn 4. Every card in the list has a purpose, and barring the sideboard, the only cards I would change are 3 Plateaus for 3 Foundries.

4 Arid Mesa
4 Flagstones of Trokair
4 Ghost Quarter
3 Mountain
1 Plains
3 Sacred Foundry
4 Scalding Tarn

4 Goblin Guide
1 Jötun Grunt
4 Plated Geopede
4 Steppe Lynx

4 Lightning Bolt
4 Lightning Helix
2 Magma Jet
3 Path to Exile
4 Searing Blaze
3 Shard Volley
4 Zektar Shrine Expedition

The list is seriously just a bunch of commons, but it is disgusting. Give it a spin - I know I will be.

Vacrix
02-23-2010, 03:34 AM
I question how good Geopede and Expedition. They look so slow. If you want to match the speed of legacy mono-red burn, you'll want chain lightning. Searing Blaze is certainly interesting. I guess that burn could slow down to play a more control like style, but which matchups does that improve? The creatures surely improves matchups like stax and counterbalance, in which you can sneak a creature under to smash face, but trying to play board control with burn is more of an extended style because of the limited card pool. You should already have a pretty good aggro matchup in legacy with mono red burn, especially if you are on the play. The rational argument to moving it to white is that it makes the deck better against stax and counterbalance. Grim Lavamancer is also great against stax and counterbalance. I think the Boros list is stronger.

badjuju
02-23-2010, 03:47 AM
Play this deck and tell me Geopede is bad. These landfall creatures are the most insanely efficient creatures printed to date when it comes to raw damage. Yesterday I swung at my opponent for 17 on turn 3 with a Lynx and Geopede.

You aren't slowing down with Searing Blaze at all, the deck is a landfall machine and the card is just straight up better than Incinerate in this shell. It's not about what matchups it will improve, it's just an extremely efficient burn spell that acts as a bolt for your opponent's creature AND a bolt to the dome. Insane.

You don't need anything mentioned above. Lavamancer is way too controlling and way too slow. Every card has a purpose, Shard Volley is to create synergy with Flagstones; Shard Volley IS the Chain Lightning of this deck. Ghost Quarter is to consistently double landfall. Don't even get me started on Flagstone shenanigans, cause your landfall guys will be hitting for lethal very, very quickly. Because you are landfalling so hard, popping Zektar Shrine Expedition is never an issue (with Flagstones you can even pop it the turn you play it).

You can question the choices, and I know it's hard to stomach because they're just a bunch of common and uncommons, but I have seen and tried this deck first hand. If you think about it, Legacy Zoo is almost identical to Extended Zoo sans the mana base- it's the same concept for this deck. I could see replacing Magma Jets with something more brutal like Price of Progress or even Helix with Chain Lightning. The point is - the deck is an efficiency monster.

All I'm saying is PLEASE try this deck first before you make any assumptions. If you've played Zendikar limited at all, you'll know how disgusting landfall can get, especially with Skyfishers and whatnot. Now in a constructed environment, you can consistently hit double landfall and create situations with triple landfall (and on occasion hit quad landfall)l. I usually won't defend a deck like this unless I know it has potency.

Vacrix
02-23-2010, 03:58 AM
I usually won't defend a deck like this unless I know it has potency.
I believe you man. I would test it, but Mac is giving me shit for trying to use MWS.

I can actually see Shard Volley being pretty sick with Flagstones.. The other interactions you mention are noteworthy. I'm sure its good in goldfish, but how will it do against mana denial? Decks with Wasteland and Stifle like Tempo Thresh will give this deck a nightmare, not to mention, fire//ice is a 2 for 1 against the land fall dudes.

I'm not saying its a bad list. I'm posing the question, which lists improves which matchups? Mono-red burn isn't a bad deck. Everyone hates it but there are some matchups that eat its heart out. Why is this list winning those matchups and can it do this better than Grim lavamancer under CB or 3sphere?

badjuju
02-23-2010, 04:07 AM
I believe you man. I would test it, but Mac is giving me shit for trying to use MWS.

I can actually see Shard Volley being pretty sick with Flagstones.. The other interactions you mention are noteworthy. I'm sure its good in goldfish, but how will it do against mana denial? Decks with Wasteland and Stifle like Tempo Thresh will give this deck a nightmare, not to mention, fire//ice is a 2 for 1 against the land fall dudes.

I'm not saying its a bad list. I'm posing the question, which lists improves which matchups? Mono-red burn isn't a bad deck. Everyone hates it but there are some matchups that eat its heart out. Why is this list winning those matchups and can it do this better than Grim lavamancer under CB or 3sphere?

It's true that I have not tested this against tempo, but I don't feel like it would be a huge problem. The deck runs off two lands and doesn't really care what happens to its mana base. I wouldn't be so worried, as your threat density is much more intense than theirs. Your creatures are superior once in the red zone (this applies vs ANY aggro deck really) and at worst you just revert to playing as a burn deck. The massive amounts of fetchlands guarantee not only a consistent flow of landfall for your creatures, but help to thin out the deck as well.

Your hard matchups will still be hard, but this has got to be one of the most efficient and synergistic aggro decklists that I've seen since Affinity.