Three would be enough: they don't have CounterTop on turn one, so first thing is to play as much Burn-spells as possible. After they establish CounterTop you throw in Shusher. At least, that's how I would do it (I'm running three in my SB)
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Three is probably the correct amount, depending on the meta. (Mine is heavy on Blue-based decks, so I run 3) Against Miracles, it's perfectly fine to sandbag onto it until you need to kill them (usually past Turn 5), although it can be correct to jam one on Turn 2-3 if you've had already had a creature removed.
I've had decent success with it when testing against RUG Delver as well, although that might just be due to variance. (The theory being, that the Delver player has to overextend on trying to counter Price of Progress that you run him out of resources, and you also have to side out Searing Blaze if you run it maindeck)
http://sales.starcitygames.com//deck...p?DeckID=86599
This deck won an IQ on Sunday. Of interest to me is its creature suite, which includes Swiftspears over Lavamancers, even with all the fetches. Fetches appear in Lavamancer builds to feed Lavamancer, but why are they here?
This makes me wonder: Is shuffle just that important in Burn? Do we need to shuffle to guarantee card quality?
He has 4 Searing Blaze and 3 Grim Lavamancer in the SB, so it's for post-board games with those.
The reason I take it out after Game 1 is due to the relative weakness of the card. (Dead against Wild Mongoose, quite often dead against Tarmogoyf, reasonably good against Delver of Secrets.) While the three damage is often good, getting to deal that three damage is harder in actuality, especially as you have to play around Daze or Spell Pierce, with Stifle as an additional bogeyman in Game 1. I'd much rather Relic of Progenitus and/or Vexing Shusher in that matchup, as they seem to be more proactive threats.
Against BUG/UR Delver, Searing Blaze is generally good, as it bricks against less creatures. (Should be able to kill all of UR Delver's creatures, and most of BUG Delver's creatures)
@ Krimson Viper: I also missed your question regarding Green and land-count: always twenty, with a minimum of eight fetch and one (if possible two) Taiga.
Is Vexing Shusher still a legitimate SB card for Burn? I'm pretty new to the format and a much more experienced Legacy player told me to take them out because they are: a) too mana intensive and b) usually do nothing the turn they come down. Any tips?
It depends on your meta. I have played a green splash with K-Grip in the side for a while, but have now opted for a mono-red version with Shusher in the side. Menners here have opted for Shusher because a) it's a creature and b) you only need a couple of spells to get through.
Hey guys, cheers!
So, I was looking at the new spoilers and hoping for that potential new 1 mana bolt, but that new "Fiery Impulse" just ruined this slot... Anyway, today this card was spoiled:
"Exquisite Firecraft - 1RR
Sorcery
Exquisite Firecraft deals 4 damage to target creature or player.
Spell mastery - If there are two or more instant and/or sorcery cards in your graveyard, Exquisite Firecraft can't be countered by spells or abilities."
It's not the new bolt that we deserve, but still, it have some potential.
Unfortunately, the card is not Legacy playable. I would not be able to justify a sideboard slot on it, when cards like Vexing Shusher do the uncounterable spell role better. Costing 3 is also a drawback, especially as the only cards at that slot are Sulfuric Vortex (which is already stronger against Control) or a hardcast Rift Bolt. (In the rare circumstance of not having enough time to suspend it.)
I can see this being strong enough for Modern though, if your meta is heavily blue.
Made it to third place using the same main deck as before. (See post number eight zero three)
Side board
3 Tormod's Crypt
1 Surgical Extraction
3 Vexing Shusher
1 Searing Blaze
3 Smash to Smithereens
3 Sudden Shock
1 Sulfuric Vortex
I beat Reanimator because he punted game two and let me resolve Tormod's Crypt with Force in hand, two to zero. Game one I had too fast of a clock and I guess he had Iona in the side. I killed him on turn three in game one. Out Goblin Guide, in my graveyard hate. Oh, and I lost the die roll.
I lost the die roll and round two to BUG Delver on the Tasigur/Hymn build. Game one it was a race. He countered nearly everything I had to get rid of his turn one Delver(he was on the play). I eventually got it with a Searing Blaze and followed up with a PoP for eight for the win. Game two was a top decking race. I sided out Vortex and two Guides, brought in Sudden Shock and the extra Blaze. Got me while he was at three life with Goyf. Game three I feel I punted. I opened up with a one lander and had Lavamancer and Rift Bolt and it was a fetch I opened with. I went turn one into Grim, when I feel I should have turned one Rift Bolt on suspend. Why do I feel like I punted? Well, I should have played it safe and felt like I didn't know I wasn't going to top deck a land, which I didn't the following turn. I had no other one mana spells to play and he ended up killing Grim. I had no other way to kill his Shaman, he had no other land, and the game ran away from there. My hand was two PoP, a Fireblast, Eidolon, and I think I top decked into Searing Blaze. Bummer.
Game three was against BUG Delver with Dark Confidant and I lost the die roll. Rolled him game one, no questions asked. Same side strategy as the previous build. Game two was kind of close until I killed Delver while on eleven life with him at eighteen. I rode Grim for the win on both games, with some help from PoP. Never touched me again.
Has anyone else noticed that one mana blue spell that redirects effect to another target unless you pay two colorless? It's the second or third time I've seen a BUG Delver deck bring it in against me. Very useless because you can play around it like you do Pierce and Daze.
Andy Cooman's Burn, 36th at Grand Prix Lille 2015
Creature (15)
4 Goblin Guide 4 Eidolon of the Great Revel 4 Monastery Swiftspear 3 Grim Lavamancer
Sorcery (12)
4 Lava Spike 4 Chain Lightning 4 Rift Bolt
Instant (11)
4 Lightning Bolt 3 Price of Progress 3 Fireblast 1 Shard Volley
Enchantment (2)
2 Sulfuric Vortex
Land (20)
7 Mountain 4 Wooded Foothills 4 Bloodstained Mire 4 Arid Mesa 1 Barbarian Ring
60 Cards
Sideboard (15)
4 Red Elemental Blast 3 Ensnaring Bridge 3 Pyrostatic Pillar 2 Pyroblast 3 Smash to Smithereens
I've been playing a single copy of Sensei's Divining Top since I saw Yusuke Shimizu's list.
Burn has been performing well at the last couple Star City Games Invitational Qualifiers too:
2nd at SCG IQ Bristol
2nd at SCG Super IQ Columbia
8th at SCG IQ Augusta
1st at SCG Premier IQ Indianapolis