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Thread: [Deck] Burn

  1. #141
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    Wth...

    i have a 3-1, 4-0 burn deck. had it for ever don't be dissin till you try it.

    16 mountains
    2 dmg
    4 magma jets
    3 dmg
    4 lava spike
    4 bolts
    4 chain lightning
    4 rift bolts
    4 incinerate
    4 dmg
    4 flamerift
    4 fireblast
    4 sonic burst
    creatures and opinion
    4 mogg fanatic
    4 flamebreak/ goblin grenade, yes it works

    relativley cheap. JUST REMEMBER the amount of damage you are dealing 99% of the time exceeds the amount of damage taken.

  2. #142

    Re: Wth...

    let the critical assessment fly.

    sonic burst is bad bad bad... discarding a card will kill you.

    also grenade is bad and too situational with only 4 goblins in deck.

  3. #143
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    Re: [DTW] Burn

    Goblin Grenade has no place in Burn, ever (and even as a finisher in Goblin Sligh I'd be reluctant to play it as a 4-of).

    Sonic Burst is essentially a Bolt that turns a random card into a Shock (slightly worse as you can't split the damage). It's generally not efficent or reliable enough to warrant a spot.
    You could make a case for it in a Burn deck with a comparatively high land count and mana curve, where converting surplus lands/uncastable spells into shocks might be good. In your mana-starved build, I don't see a reason to play it.

    Personally, I consider Incinerate as a clue that you shouldn't be playing Burn. After the 1-for-3s and Fireblasts, the remaining slots should be hate or utility keyed to your metagame (Price of Progress, Sulfuric Vortex, Sweepers, whatever). If my metagame isn't defined enough that I can fill the rest of the slots that way, I'd rather play a deck with a little more raw power.
    Better players than me disagree though.

  4. #144
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    Re: [DTW] Burn

    Look at this new morningtide release:

    Shard Volley
    Instant
    As an additional cost to play Shard Volley, sacrifice a land.
    Shard Volley deals 3 damage to target creature or player.


    Maybe it can find a room in this deck as a new 1 for 3?

    I think it's good enough and I'll run it.
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  5. #145
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    Re: [DTW] Burn

    My only concern is that it fights with Fireblast for available lands to sacrifice.
    Have to do some testing to see how much of an impact it makes.
    -T

  6. #146
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    Re: [DTW] Burn

    Quote Originally Posted by Lemuria View Post
    Look at this new morningtide release:

    Shard Volley
    Instant
    As an additional cost to play Shard Volley, sacrifice a land.
    Shard Volley deals 3 damage to target creature or player.


    Maybe it can find a room in this deck as a new 1 for 3?

    I think it's good enough and I'll run it.
    I have been talking about this card for the last month, saying how it would be nice to have another for 3 damage spell. I said they would prob. make it sac. a mountain to do 3, and what do ya know here it is!!! I think this will put Burn/Goyf Sligh over the top, sacing a mountain is nbd and shouldn't hurt to much, even if you are running Fireblast.
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  7. #147
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    Re: [DTW] Burn

    Shard Volley shouldn't compete with Fireblast... if you can have 2 Blasts, you can probably afford having a blank. If you're stuck on 2 lands, you should other relevant Burn so you can hold it back until it's time to go for the kil


    Having said that, the card is horrible.
    Fireblast is useful because, as a finisher, it's a 4-for-0. 4 additional damage makes turn-3 wins possible, allows overpowering counterwalls and serves other invaluable strategic goals.
    Being Yet Another Bolt is nowhere enough to justify the drawback. You don't want to cast this early, and later on you want spells that deal more than 3 damage or those with other benefits. Garbage.

  8. #148
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    Re: [DTW] Burn

    Here's a c&p from the spoiler thread:

    But will the Sligh and Burn decks be able to support the land sacrifice for the new card and Fireblast? Look at the list of burn spells that this new spell must compete with:
    • Lighting Bolt: Instant 3 for
    • Chain Lightning: Sorcery 3 for (with a usually negligible drawback)
    • Fireblast: 4 for two Mountains
    • Magma Jet: 2 for and draw quality
    • Price of Progress: Scaled damage for
    • Rift Bolt: a delayed 3 for (with the bonus of dodging Chalice/Trinisphere)


    It could be standard viable, but I don't think I like it much for Legacy.

    In a current Sligh or Burn builds, on what turn would I want to cast this spell? Not turn 1. Not turn 2 (when I'd be playing my Goyf). I'd have to wait to turn 3 to cast it. (Rift Bolt can be cast earlier with no board disadvantage).

    I also fail to see it as a necessary Goyf pump. Will my opponent or I not have a land in the yard by turn 3? Goyf-Sligh has had no problems getting lands into the yard.

    It doesn't dodge the most hurtful cards to Sligh/Burn. Chalice for one - the most common setting against burn - shuts this card down. Trini pwns it as badly as it does Bolt and Chain. CoP shuts it down just like any red burn spell.
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  9. #149

    Re: [DTW] Burn

    Hey PR, you forgot to mention...

    • Lava Spike: Sorcery 3 for (Targets players only)


    That's the bottom of the barrel for "Bolts" in burn; however, I still think it's a better fit for the deck than Shard Volley would be.

    Mountains are best saved for Fireblasts, especially in a deck that runs so little mana to begin with.

    What I really would have liked to see printed is an unconditional 4-for-2 without any drawbacks, or at worst a "target Player" clause like Lava Spike.

    The "standard" now is 2-for-1 (Shock); so a 4-for-2 isn't that unreasonable. Just take away Incinerate's regeneration clause, and maybe its status as an Instant, then add an extra point of dmg.

  10. #150
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    Re: [DTW] Burn

    As a "target player" sorcery, I could see it (yeah, Flame Rift, but they've obsoleted terrible cards before), but not anything else. Volcanic Hammer saw play, and just left for Incinerate, which is considered top of the curve.
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  11. #151

    Re: [DTW] Burn

    Quote Originally Posted by redmage View Post
    The "standard" now is 2-for-1 (Shock); so a 4-for-2 isn't that unreasonable.
    Char disagrees with you. That was a four for three with a draw back, and that made a huge splash.

    But, this isn't really the place to discuss what the current standard for burn spells is.

  12. #152

    Re: [DTW] Burn

    I have a pet hate for this deck. it just pisses me off when some kid shows up with a 100% burn deck and there's not much I can do against damage to the dome, and he can just autopilot it :(

  13. #153
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    Re: [DTW] Burn

    Quote Originally Posted by Sanguine Voyeur View Post
    Char disagrees with you. That was a four for three with a draw back, and that made a huge splash.

    But, this isn't really the place to discuss what the current standard for burn spells is.
    It is the burn Thread, so yeah it is...

    I love playing burn and goyf sligh, I have tried many diffrent combo's of spells and have found, at least I think, what is the best package for me...

    To me the deck is simple to build, You Just throw in your 16xLightning Bolts (Rift Bolt,Chain Lightning,Lava Spike,Lightning Bolt) add 4xFireblast, and 3-4xPrice of progress. That, to me, is the base for any Burn deck, after that you have to lok at your meta. You have to think about what works for you, I for instance don't like Magma Jet but love Baubles so I run 8xBauble's. My current burn list looks something like this...

    4 Lightning Bolt
    4 Chain Lightning
    4 Rift Bolt
    4 Lava Spike
    4 Fireblast
    4 Price of Progress
    4 Incinerate
    2 Flames of the Bloodhand
    2 Flamebreak
    3 Flame Rift
    4 Urza's Bauble
    4 Mishra's Bauble

    3 Bloodstained Mire
    3 Wooded Foothills
    2 Barbirian Ring
    9 Mountain

    Quote Originally Posted by Shtriga View Post
    I have a pet hate for this deck. it just pisses me off when some kid shows up with a 100% burn deck and there's not much I can do against damage to the dome, and he can just autopilot it :(
    Is it much diffrent than so "regular" showing up with a combo deck and winning on turn 1?
    Team Fat Man & Little Boy

    Quote Originally Posted by pingveno View Post
    On to stone rain, Clark Kant; is a 'timewalk' as good as a threat?

  14. #154

    Re: [DTW] Burn

    Quote Originally Posted by Sanguine Voyeur View Post
    Char disagrees with you. That was a four for three with a draw back, and that made a huge splash.
    Yeah, a "huge splash" in a weak (read: Standard) format. Char was a cute card, shifting Psionic where it should have always been, but it's by no means a great card, and it isn't a good litmus test for what burn spells should/could be. Hell, Flames of the Blood Hand is strictly better, and it's only an uncommon. It took quite awhile for people to realize that Char & Psionic are only mediocre spells. Nostalgia, and a severe lack of anything "better" were the main reasons that shifted Psionics reached $25-$30, and Char hit $10-$15 during their peaks.

    Red has had, and will continue to have better burn spells than Char; it's a $2-$3 dollar rare at best. The only reason Psionic (TS) is still worth $5-$9 is that it's "black bordered nostalgia" for those who can't find/afford Alpha/Beta, it's the best "burn" available in Blue, and it gives Blue something it never should have had (burn).

    Take Flames of the Blood Hand (an Instant) and remove the "The damage can't be prevented." and the "If that plyer would gain life this turn, that player gains no life instead.", then drop its CC by one colorless mana. Seems like a fair trade to me.

  15. #155

    Re: [DTW] Burn

    Char demonstrates what modern versatile burn for four would be. In fact, the only burn for four that's cheaper than it are Flame Rift and Fireblast.
    Quote Originally Posted by redmage View Post
    Hell, Flames of the Blood Hand is strictly better, and it's only an uncommon.
    Not it's not. The inability to target creatures is huge and is one of the reasons that Char was so widely played.

  16. #156

    Re: [DTW] Burn

    Quote Originally Posted by Sanguine Voyeur View Post
    Char demonstrates what modern versatile burn for four would be.
    Modern?

    Hardly.

    It's Psionic Blast (from ALPHA) that's been color shifted. It doesn't get any more "old school" than that.

    Quote Originally Posted by Sanguine Voyeur View Post
    Not it's not. The inability to target creatures is huge and is one of the reasons that Char was so widely played.
    We're talking Legacy Burn here. Opposing creatures don't matter (in this case), and when it comes to Legacy Burn FotBH is "strictly better" (yet often still doesn't make the cut).

  17. #157

    Re: [DTW] Burn

    The original dispute comes from the misconception that a four for two is as good as a two for one. That isn't and hasn't matched the efficiency of burn spells.
    Quote Originally Posted by redmage View Post
    We're talking Legacy Burn here.
    No, we're not. We're talking about burn spells in general. That's why it why it isn't entirely relevant to this particular thread.

  18. #158

    Re: [DTW] Burn

    Quote Originally Posted by Sanguine Voyeur View Post
    The original dispute comes from the misconception that a four for two is as good as a two for one.
    Then that's your misconception, and you can take your straw man fallacy elsewhere. What I said was "The "standard" now is 2-for-1 (Shock); so a 4-for-2 isn't that unreasonable." There is a difference between "as good as" and "not that unreasonable".


    Quote Originally Posted by Sanguine Voyeur View Post
    No, we're not. We're talking about burn spells in general.
    Maybe you're not, but some of us are trying to.

    I don't think that Shard Volley will make the cut in Legacy, and I feel that a decent 4-for-2 would. I also feel that somewhere between Lava Spike, Shock, and FotBH is a reasonable 4-for-2 that would be able to see print.

  19. #159

    Re: [DTW] Burn

    Quote Originally Posted by Sacearuse View Post
    Is it much diffrent than so "regular" showing up with a combo deck and winning on turn 1?
    not really :) since some combo decks can also be autopiloted

  20. #160
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    Re: [DTW] Burn

    Quote Originally Posted by Peter_Rotten (Quote)
    But will the Sligh and Burn decks be able to support the land sacrifice for the new card and Fireblast? Look at the list of burn spells that this new spell must compete with:
    • Lighting Bolt: Instant 3 for
    • Chain Lightning: Sorcery 3 for (with a usually negligible drawback)
    • Fireblast: 4 for two Mountains
    • Magma Jet: 2 for and draw quality
    • Price of Progress: Scaled damage for
    • Rift Bolt: a delayed 3 for (with the bonus of dodging Chalice/Trinisphere)
    I think this approach is wrong. Every new 3 for 1 has to compete with the filler cards burn usually plays. When Rift Bolt was printed it wasn't compared to the "must play" burn spells and considered shitty (which it would be then).
    Every Burn deck has to run 16 bolts, 4 Magma Jet and 4 Blasts. After that comes a meta dependend number of PoP and sweepers. The rest are "sub-par " or meta cards. When Rift Bolt was printed people found it to be better than Incinerate & friends and ran it.

    The new 3 for 1 is definately playable as 2-of at least because you often draw more than two mountains or don't draw fireblast in a game.

    An early Trinisphere and Chalice @ 1 is usually GG anyways, so it doesn't matter.
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