People of MTG The Source (excuse my english, please),
Long time no see you, but finally, I've come back to work in this direct and simple deck, the always fun: Burn.
I've made some peculiar choices, which I'd like to justify. I've name it: BURN(ING BAKUNIN). Testing has been great. I'm gratefully surprised.
A. Burning Bakunin decklist.
18
Mountain
2
Grim Lavamancer
4
Hellspark Elemental
4
Spark Elemental
4
Vexing Devil
4
Goblin Guide
4
Lightning Bolt
4
Chain Lightning
4
Lava Spike
4
Rift Bolt
4
Flame Rift
3
Fireblast
1
Pyrostatic Pillar
SB
3
Pyrostatic Pillar
4
Angel of Despair
4
Shattering Spree
4
Faerie Macabre
B. General concept.
Is a "Damage Race" Burn. You can win goldfishing consistently on turn 4, and keep swinging to turn 6.
(a) The obvious Burn Core (4 Goblin Guide, 4 Lightning Bolt, 4 Chain Lightning, 4 Lava Spike, 4 Rift Bolt, 4 Fireblast and 4 Price of Progress) has been sightly modified. But just for maximize the three elements define what burn is: (1) Low Cost (near to 1 average casting cost), (2) Efficiency (Core Spells are 3 damage for 1 mana), and SPECIALLY, (3) Consistency, in (i) mana base and (ii) Aggro concepts like "Guaranteed Damage", "No Lag Damage", "Virtual Card Advantage", and "Threat density".
(b) About (1), the average casting cost is 1,14. No 3cc cards.
About (2), most of cards are 3 damage for 1 mana (or even 4).
About (3) (i), only 18 mountains are pretty solid, considering the average casting cost, and protects you from wasteland and stifles. Maybe you can try 17 or 16, to gain "Threat density" (average casting cost 1,14 let it), but it didn't worked for me.
About (3) (i), the Burning Bakunin deck tries to maximize those concepts, as I'll explain on the card choices.
(b) It has some elements of "Recurring damage": 2
Grim Lavamancer, 4
Hellspark Elemental, and 1
Pyrostatic Pillar.
C. Card choices:
(a) No
Price of Progress?! That's right. Price of Progress have problems with "Guaranteed Damage" and "Virtual Card Advantage". Players avoid to hit 2 or more non-basic lands, and there are good decks, like Elves, wich never hit one. That is why I preffer
Flame Rift.
(b) 3
Fireblast, not 4? That's right. It's is a bad hand when are 2 Fireblast in your initial hand or firsts draws, and you have no lands to cast it, because sometimes it is hard to draw the 4 mountains. One of them become useless. So this is for the "No Lag Damage" and "Virtual Card Advantage".
(c) 4
Hellspark Elemental. Recurring damage (Unearth) and 3 (or 6) No-lag Guaranteed Damage (haste speed), makes it a very good choice. Better than
Keldon Marauders, wich deals only 2 damage of that kind.
(d) 4
Vexing Devil. The problem of letting choose to your opponent has been discused widely. Also if an opponent choose creature, it is no guaranteed damage, nor no-lag damage. But has a real good pro, and is that whichever be the opponent choice, it is a 1cc. If Vexing Devil is in your opening hand, opponent will choose damage, wich is very efective and 4 damage for 1 mana is amazing. And when opponent choose creature, it happens beacause is under 10 lives (or has some board control). But even is not bad idea to have a 4/3 creature; think about it like a pumped up
Figure of Destiny, but just for 1. Here we sacrifices a little of consistency in honor to "Low Cost" and "Efficiency".
(e) 4
Spark Elemental. This is a weak card, but harmonizes with the consistency of the average casting cost, "Guaranteed Damage" and "No Lag Damage".
D. Side Board
(a) Against combo. Because Burn have no counter magic, can always loose against Combo. Thats why I have 3 (4)
Pyrostatic Pillar, 4
Angel of Despair, and 4
Faerie Macabre.
(b) Against life gain and others. The better choice is 4
Shattering Spree. With this you can kill
Umezawa's Jitte and
Batterskul, besides some other ugly stuff, like
Chalice of the Void or
sphere of resistance.
Sulfuric Vortex it is not so versatile, besides de 3CC.