I might start using flame rift. Chain of Plasma is just too annoying to go through the steps for.
Flame Rift will also deal massive damage in two-headed, along with Flamebreak and Sulfuric Vortex.
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Is there a deck that does suck more than burn in 2headed?
Burn with main-decked Vortexs, Flamebreaks and Flamerifts isn't too bad in Two-Headed. Just have your partner disruption the other-teams bombs while you burn the crap out of them. :laugh:
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Something about Flamerift is that it lets burn get a possible 3rd-turn clock.
1st: Play a Mountain, suspend Rift Bolt
2nd: Cast Rift Bolt, Play a Mountain, Cast Flamerift
3rd: Play a Mountain, cast a Chain Lightning, Lightning Bolt and a Lava Spike. Cast Fireblast.
You can't do this with the other 2cc spells that burn normally uses. I may start using Flamerift for a faster clock, though it sucks in mirror.
I don't see any problem with flame rift, actually, quite the opposite.
I've been doing great with them, except against goblins, where I take one out and md another flamebreak.
Yes, oh god yes flamebreaks. They are the red "Wrath of God" so to speak. They pwn the crap out of aggro decks so hard it isn't even funny.
Well, except for some white weenies like Silver Knight.
Hmmm, yet another large Italian tourney where a burn deck tops 8. I am not sure if its just the meta or what, but Burn is doing alright there. For reference, here is what I am referring to.
http://www.mtgthesource.com/forums/s...t=2587&page=25
I found the deck list online and it had many similarities to the other burn deck that placed.
5) volta giacomo - BURN
18 Mountains
2 Keldon Megaliths
4 Fanatics
4 Fireblast
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
4 Incinerate
4 Flame rift
4 Chain Lighning
3 Flamebreak
3 Price of progress
3 Sulfuric vortex
SIDE:
3 Shattering Spree
3 Tormod's crypt
3 Pyrostatic Pillar
3 Pithing Needle
1 Vortex
1 Price of progress
1 Flamebreak
The Keldon Megaliths was an odd choice, but maybe he couldn't afford losing life to the Ring with all the Rifts? Both of the decks that top 8'ed had a healthy amount of Vortex MB. Also, the SB is pretty interesting as well. I think I like the Needles if you see Belcher in you meta. Edit: I just noticed the lack of Magma Jet... That is indeed interesting.
Ah, I saw it now...my bad.
Even then, seems strange. Which MUs he mb teh Pyrostatic PillaRzors when there was no combo?
I have a question. Isn't Sirocco a good card on the SB? I did well with it in the tournament, well, since we have some other blue decks besides Thresh
I liked the Italian style of burn when playing around with it last night, so I changed my build.
Land
2 x Barbarian Ring
18 x Mountain
Burnination
4 x Lightning Bolt
4 x Magma Jet
3 x Price of Progress
4 x Rift Bolt
4 x Chain Lightning
4 x Fireblast
3 x Flame Rift
3 x Flamebreak
4 x Incinerate
3 x Sulfuric Vortex
SB
3x Shattering Spree
3x Pyrostatic Pillar
2x Pyroblast
2x Red Elemental Blast
2x Crypt
1x Flame Break
1x Price of Progress
1x Vortex
I cut out creatures entirely to fit in the extra Vortex and Flame Rifts. My Ichorid matchup is weakened, so I threw in some Crypts in the board. I don't think that will save me so I might just take them out and focus more on other MU's. Overall though, I feel very comfortable with this build and like the interaction between the Vortex and Rifts. It puts the opponent that much closer to death (well it does that to you too...), and helps ensure that Flame Rift to be the last card they see.
A few cards I was thinking of using lately are Pulse of the Forge, Firebolt, and Flames of the Blood hand. Have all these cards been deemed unworthy? They all seem to have merits at first glance, but is it just a case of having superior options?
Pulse never comes back to your hand
Firebolt is like shock because you could never pay the flashback!
Flames of the Blood is nice but a little expensive...
I was thinking there was some synergy between Rift and Pulse, but yeah I have to agree. However, I kinda like Flames of the Blood Hand. Not sure where you would put it, maybe if your meta was less creature heavy you would take out Flamebreak for it. Also, I would like to have a little feedback on my newest list. At this point, its kinda hard to discuss because the large differences of opinion. Still, I would appreciate it nonetheless.
I've talked repeatedly about how good Pulse of the Forge is when you make good use of the synergies (Flame Rift, Rift Bolt, Seal of Fire, theoretically Keldon Marauder although I don't run that) and play intelligently. Sometimes that includes dodgy things like mana burning yourself or delaying the use of sweepers.
Pulse helps where Flames of the Blood Hand would (not as efficiently, but you don't have to have the mana open at exactly the right time).
It shines if you had to point burn elsewhere (Lackeys, Hippies, Meddling Mages, True Believers, early Goyfs when it looks like you might lose a straight race...).
It helps whenever you run out of steam... regardless of whether the reason was life gain (including a short Tendrils), counterspells, threats that warranted frying them or discard. This functionality can only be achieved by recurring damage sources. Other recurring damage sources suck royally when you don't need them; this is still solid if unexciting Burn.
The conditional nature is only relevant when the opponent has an overwhelming clock, in which other recurring damage is unlikely to save you either.
You definitely have my attention Iranon. Could you give me an example list of what you have in mind? I am already using Rift Bolt and Flame Rift, but I am somewhat hesitant to use seal of fire. Anyway, I see the beautiful synergy and think it could work. How effective was this synergy in practice? Doing a few loops and tricks to get some recurring dmg might be well worth it. Still, it seems a bit tough to pull off.
Of course many things depend on what you expect to face... this is a slightly modified version from a time when Price of Progress didn't warrant a maindeck slot, and Cave-In possibly belongs as well.
19 Mountain
4 Mogg Fanatic
4 Lightning Bolt
4 Lava Spike
4 Chain Lightning
3 Seal of Fire
3 Flame Rift
3 Magma Jet
4 Rift Bolt
4 Pulse of the Forge
4 Flamebreak
4 Fireblast
About the usefulness of the synergy... it's a fine point. Most of the games you don't really use it, but the subtle advantages seemed a big deal. Even if I had a slow hand, opponents would have to choose between running headlong into a Flamebreak or risk something stupid like EoT Pulse, Pulse, sacrifice a Seal, Fireblast.
I already listed the other benefits... I don't know, maybe I'm overrating them because it felt a lot better than it strictly was to have a bunch of tricks up my sleeve.
On the other hand... none of the components sucked on its own, and the disadvantage in goldfish time to other builds was pretty neglegible so I figure it's worth it.
These days, Price of Progress is better and Seal of Fire is weaker than at the time I fiddled with the concept (fuels Goyfs instead of stopping some creature-based combos without needing mana open). I'm not sure if this approach needs further tweaking or whether it's too slot-hungry in a meta where PoP belongs maindeck.