http://www.wizards.com/Magic/Magazin...east12/welcome
It's somewhere in the Coverage.
Sounds like a cool choice for UR builds, possibly even this type (unfortunately it's pretty much a dead card in our opening hand).
Printable View
http://www.wizards.com/Magic/Magazin...east12/welcome
It's somewhere in the Coverage.
Sounds like a cool choice for UR builds, possibly even this type (unfortunately it's pretty much a dead card in our opening hand).
It's from PAX east, I even have a picture, cards with miracle have other borders to remind you of the mechanic: https://p.twimg.com/Ap6FnkaCMAAdf5h.jpg
This card might actually be the most convincing reason to play Magma Jet. It's also worth noting that, if we were on the draw, drawing the card would also make it a dead card, as we won't be able to pay for the Miracle cost (assuming that I understood the ability correctly). This increases the probability of having it become a liability.
Cheers,
jares
Hey folks,
I was reading alot in thes Burn thread and Build a Burn Deck on my own.
Today i tryed my list at a local event in my Town with 22Players. I know thats not much but nevertheless i want to share my tournament Report:
My Decklist:
*sorry i dont know how to link Card images*
Creatures:
3 Figure of Destiny
3 Hellspark Elemental
3 Keldon Marauders
4 Goblin Guide
Spells:
4 Fireblast
3 Price of Progress
4 Lightning Bolt
4 Chain Lightning
4 Rift Bolt
4 Lava Spike
3 Flame Rift
2 Sulfuric Vortex
Lands:
17 Mountain
2 Barbarian Ring
SB: 3 Smash to Smithereens
SB: 3 Pyrostatic Pillar
SB: 3 Faerie Macabre
SB: 2 Tormod's Crypt
SB: 1 Sulfuric Vortex
SB: 3 Volcanic Fallout
We played 5 Rounds:
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Round 1 vs. Ub Mill 2-0
Random Deck had no chance at all.
Standing: 1-0
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Round 2 vs. Dredge 2-1 -- Opp on the play // LEDless version
Game 1: He Dredged nuts... so i got killed Turn 3 with no chance at all.
Side: In: 2x Crypt 3x Macabre 3x Volcanic Fallout // Out: 3x Pop 3x Figure 2x Vortex
Game 2: I keep an opening Hand with 2 Crypts and a Faerie Macabre, got really lucky i would say.
Even thought i do some Bad plays with my Crypts... 3x Hate is to much to handle for Dredge
Game 3: I keep an opening hand without any Graveyard hate but with Volcanic Fallout.
The Fallout turns out to win me the Game killing off an Imp and 2x Nacomoeba.
Even though he gets a Crypt off my Hand with a Therapy he cant come back fast enought after the Fallout.
After all i am not happy with this win caus i did alot of miss plays and could have won that alot better
Standing: 2-0
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Round 3 vs. EsperBlade controle 0-2 -- Opp on play // Stoneforge, Jace, Swords, Discard sth like that.
Game 1: Mule to 6, keep a 1Land hand and 3x no land Draw.. nevertheless i burn him to 6 bevore he gets his Batterskull online, no chance after that.
Side in: 3x Volcanic Fallout 3x Smasth to Smithereen 1x Vortex // Out: 3x Figure 3x Keldon Marauders 1x Hellspark
Game 2: This time i can handle Batterskull but Jitte starts the livegain short after .. again no vortex for me in the first 20 cards :(
I think i should have taken a muligan. And i am really unsure about my Sideboarding.... The creatures could have been a better clock in this matchup!
This is my only lose of the day and i could have done alot better in this matchup!
Standing: 2-1
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Round 4 vs. Bant 2-0 -- Iam on play // Forces, Kinghts, GsZ,
Game 1: I keep a good hand and start racing him. But he gets me to 3 with 2 Hiracs 1 Pridemage and KotR bevore i can kill him. FlameRift made it pretty close!
I never expected his deck to be that fast.
Side in: 3x Pyrostatic Pillar // Out: 3x Figure
Game 2: Again a good Hand with Goblin guide and alot burn. I play Pyrostatic pillar in Round 3. This time i can race him alot better and finish him while i have 11 Life left.
This matchup seemed really easy for me. I could Burn the Noble and Price of Progress wins the Day.
Not sure with the Sideboard here either. The Pillars did more damage to me than to him maybe a Fallout would have been better.
Standing: 3-1
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Round 5 vs. Meerfolk -- Iam on play //
Game 1: I can barely race him and win the Game with 4 Life left. Aether Vial and Lords can hit really fast and hard. But he Forced a Figure in my first Turn. Dont think that a Figure is worth a Force.
Side in: 3x fallout Out: 3x Price
Game 2: This time he eats me alive with a big swing in round 4. He surprisingly had Volcanic Islands i dont really know what for but i decide to put Pops back in.
side in: 3x Pillar 3x Pop // Out: 1 Figure 3x Flamerift 2x Vortex
Game 3: This Game i go nuts with 2 Goblin Guides. I start a race and just Burn every Lord and he loses vs. 2 Guides and a Keldon Marauder.
My life total at the end of the Game: 20.
I dont know what was up with me in this Game. I really shoud have sided in the Fallouts! The Pops didnt do anything here so i dont know why i put them back in.
Even if he would again fetch on nonbasics... At most it would have been 2-4 dmg and thats not enought to win this matchup.
Standing: 4-1 what makes me 3rd.
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To sum up the day:
Vortex was a bad card. If i had one it was always bad and in the matchups i really needed one i got unlucky.
--
Figure was sided out the most so i dont consider it a good card either
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With Flame Rift the games get really close BUT it wins some games and can be sided out if your opp. can race you really good.
3 was a great number i dont want to see 2 Flame Rifts most of the time and with 3 its not that likely to happen.
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Iam not sure about 4 Fireblasts i often got 2 in my Hand and could only play 1
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Pillar is a great card i just dont know jet how to play it right i think.
--
Pop wasn't that great but thats caus of the lag of duals in my Meta. I expected to get to the Tops and thought that the other Top players would have duals.
If Merfolk wouln't have been my last match my opinion about Pop would be another one.
Next time at a bigger Tournament i will play 4
--
And now i would be really glad if you'd share your opinion with me about my sideboarding and my Decklist.
Click on the "Reply With Quote" button for this comment to see how to show the images of cards when hovering over the text.
I hope that helps. :smile:
Cheers,
jares
Ah okey i got that mixed up. No i played with Flame rift and only with that.
Thx i edited the post i hope now its Flame Rift everywhere.
And thx Jares i got it now :D
Card spoiled in new set:
Thunderous Wrath
4RR
Instant
Thunderous Wrath deals 5 damage to target creature or player. Miracle R (You may cast this card for its Miracle cost when you draw it if it's the first card you drew this turn)
Thoughts? Maybe a couple would be nice as having it in your starting hand is ass, but drawing into it is really great.
Not for mono-red. Its best fit will be something like UR Delver, where you have brainstorm to put it from you hand back on top of your deck. Even then, you only have four brainstorms, and it will be a dead card probably too much of the time to play it.
Previous page, http://www.mtgthesource.com/forums/s...l=1#post631594
Just a curiosity, how often do you all opt to be on the draw? Given that the insistence is to win on turn 3, wouldn't it make sense to always be on the draw?
For instance, previously it was mentioned that burn's fundamental turn is 3--this is only actually true when you're on the draw. Since burn's win turn is directly related to the number of cards it has in hand, would it not make sense to always be on the draw (outside of obvious games like ADN or TES where you want early damage to push back their AdN abuse)?
For reference, 6 bolts and a fireblast on turn 3 requires 3 lands 6 bolts and a fireblast, 10 cards. This isn't doable on the play as you only have access to 9 cards on the play and the only way to push the turn 3 win is to have an unanswered goblin guide on turn 1 (which may not always happen). This would further move towards opting for the draw, as you may find that turn 1 goblin guide you were hoping for. No other tier decks play large enough creatures to block goblin guide and kill it and likely feel that in order to race you they can't afford to let their T1 creature die if they even played one.
So, theoretically, opting to be on the draw would increase the likelihood and reality of a turn 3 win by giving you access to 10 cards on turn 3, rather than 9. An extra bolt or your third land drop is often the limiting factor of whether or not they die on turn 3.
--EDIT: Furthermore, opting to draw means your opponents have 1 fewer card to find an answer to you, one fewer counterspell / whatever. Since you lack the reliance of creatures to win on turn 3, and the creatures you do play generally have haste or are effective immediately upon entering the field, delaying a turn would only impact the use of Keldon Marauders.
I was thinking about Thunderous Wrath and the most I would play is 3. That said I'd really want Brainstorm to be able to put it back on top. Of course if I am playing Thunderous Wrath, maybe I can play 4 and use Magma Jets and Pyrokinesis to help reduce the dead card effect since I casn pitch the card to Pyrokinesis if it's in my opening hand.
Of course I say this without actually having tried anything out, Which I will have to do in the coming months.
Here are some possible choices (that aren't random discards):
Firestorm
Lightning Axe
Chain of Plasma
Cave-In
Pyrokinesis
None of those look good.
I run Cave-In in the board, and love it. LOVE IT.
It has won me more games than most of the Burn in the deck has. It devastates so many decks right now.
Well, in that case... test it with the new burn card. It makes it less dead.
All this talk of damaging ourselves (Flame Rift, Sulfuric Vortex) has got me wondering: has anyone tried just simply main-decking some amount of Pyrostatic Pillars?
If the opponent casts at least 2 spells with a CMC of 3 or less, it's essentially another Flame Rift. Not a great top deck though, but it's also a main-deck solution to some combo matchups. It's also highly unlikely for people to avoid the damage considering that for most people, 30+ cards are of a CMC of 3 or less. Yeah, it kills us, but if people are finding that self damage spells are not bad, why not the pillars?
I'd suggest either taking out the Hellsparks or the Marauders if anyone wants to test it.
PyroPill as a MD card in an enviroment where the bulk of the decks run creatures doesn't work out well for the math. Every bolt you cast is 3 damage to them and 2 to you. Meanwhile 1 and 2 drops they cast keep swinging. In order for you to keep pace with even 1 flipped delver you need to cast 1 spell per-turn in tghe process taking 2 more damage. So effectively you take 5 damage a round to the 3 you deal if they just stop casting. When used in Burn PyroPill only works against combo that have no choice but to cast a large number of spells.
Oh, and Hellspark is likely the 1 card I would ADD if I didn't already have 4 of them if I wanted to use PyroPill as it can deal 6 total damage while only costing me 2 when I cast it. The Unearth ability wouldn't trigger the PyroPill.
Looking inward, it loves stuff like Fireblast and new Wrath, but it makes mutual destruction cards hurt us more. The only sweeper you'd want to use is Cave-In. In other words, you'd have to really build around it and would end up with a seriously unconventional burn deck, but it might work out really well in a combo-heavy meta. Let us know what happens if you test it!
Something to add to the list of things that would help make some sense of a dead card:
This list isn't looking too good as of now...
Regards,
jares
I just stumbled upon something that might be worth considering when thinking about the mana-flooding issues that we've always had (certainly much better than Seismic Assault):
It doesn't look like something that would make the cut, not to mention that it also adds a sense of uncertainty to the deck (the safest/best time to play it would be at the end of your opponent's turn so that he would still have priority). It would surely add some fun to testing, though.
Cheers,
jares
Hey,
The problem with cards like Lightning Storm you always have to be mana flooded AND you need to have this card on your Hand....
How often are you flooded ? I dont know to me it happens approx. 2 out of 10.
And if you arent flooded this card with 3dmg for 1RR is so bad.
Even Countryside Crusher would get this job done better.
Besides Fireblast is a way to deal with manaflood in my opinion.
To the new wrath: I cant see that card disatvantage to make a card "less dead" is going to help at all. Burn is a Deck with quality Cards because we dont have any suffel/search effects (exept magma Jet). Every Card you draw has do be outstanding!
Thats exactly what the Burn lists nowadays look like beside a Land there is nearly no card iam not happy to draw.