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Thread: [Deck] Burn

  1. #1421

    Re: [Deck] Burn

    There's a new, amazing card in scars:
    Galvanic Blast R
    Instant SoM common
    Shock, if you control three artifacts 4 damage instead.
    I think it should be abused. How about some kind of "ankh burn" with great furnaces, maybe cursed scrolls or isochron scepters?

  2. #1422
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    Re: [Deck] Burn

    Quote Originally Posted by naurthal View Post
    There's a new, amazing card in scars:
    Galvanic Blast R
    Instant SoM common
    Shock, if you control three artifacts 4 damage instead.
    I think it should be abused. How about some kind of "ankh burn" with great furnaces, maybe cursed scrolls or isochron scepters?
    Problem with this card is that you have to surround your deck with a bunch of crappy artifacts which aren't as effictive as the existing burn spells that they will replace so that you can cast galvanic blast reliably.

  3. #1423

    Re: [Deck] Burn

    Between Galvanic Blast and Shrapnel Blast that a lot of burn with artifact affinity. So I wouldn't dismiss the idea so quickly.

    Something with some cycling artifacts like Mishra's Bauble and stuff like Cursed Scroll. And maybe Sensei Divining Top? Tap Top and Shrapnel in responsel saccing it.

    It's a stretch, but I've seen worst ideas work out after a little work.

  4. #1424

    Re: [Deck] Burn

    Yeah, but his point was that you can't plug shitty burn spells into burn, because (in this case) you'd be relying on even shittier artifacts to make them good.

    However, having 4 Uber Lightning Bolts and 4 Uber Incinerates gives Vial Affinity quite a bit of reach.

  5. #1425

    Re: [Deck] Burn

    The one artifact I've always been tempted to play in burn is Ankh of Mishra. Urza's and Mishra's Baubles are nice too. Great Furnace also works. And if you're building the deck to have 3 artifacts in play at any time, 3 Mox Opal could sub in for 3 lands. That's 19 artifacts right there that function PERFECTLY in Burn, which is still unfortunately not enough to reliably have 3 in play at any one time. After that, you have to resort to lesser artifacts like Top, Scroll or the 0cc 1/1 creature.

    Quote Originally Posted by Captain Hammer View Post
    A really solid burn deck came in second place at SCG's 5K Denver Legacy Open Tournament out of 150 players.

    The list actually seems very optimal...

    //Burn, by Kyle Miller

    8 Mountain
    4 Lava Spike
    4 Price of Progress
    4 Chain Lightning
    4 Wooded Foothills
    4 Bloodstained Mire
    4 Keldon Marauders
    4 Sulfuric Vortex
    4 Rift Bolt
    4 Grim Lavamancer
    4 Lightning Bolt
    4 Fireblast
    4 Goblin Guide
    4 Scalding Tarn

    // Sideboard:
    SB: 3 Volcanic Fallout
    SB: 4 Pyrostatic Pillar
    SB: 4 Vexing Shusher
    SB: 4 Searing Blaze

    I think it should be edited into the OP because it is everything a burn deck should be, and it also performed really well.
    No responses to this list?

    Frankly, I think the list looks amazing, it was well put together, fliexible, and should be the de facto standard burn list until someone else top 2s a 150 player 5K tournament with Burn.

  6. #1426

    Re: [Deck] Burn

    It's a very good list, but I see little reason not to run Flamebreak in some number, at least in the board.

  7. #1427

    Re: [Deck] Burn

    Quote Originally Posted by Captain Hammer View Post
    And if you're building the deck to have 3 artifacts in play at any time, 3 Mox Opal could sub in for 3 lands.
    Remember, Urza's/Mishra's Baubles aren't actually meant to be in play for a period of time, so I qould guess running lands would b e better. Even if you run Ankh, Great Furnace and Darksteel Citadel.


    I think a burn deck can get away with running the 8 artifact lands to support some amount of Shrapnel Blast and/or Galvanic Blast. You don't even have to run that many sucky artifacts beside that. Problem with that, however, is that you probably won't be able to run Fireblast which is one of the best finishers the deck has available.

  8. #1428
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    Re: [Deck] Burn

    Was reading through some foreign magic reports and a very unique burn list called the Swiss Connection took 1st in a 345 player event in Milan, Italy over the weekend.

    This link is to a Google Translated version of his report:
    http://translate.google.com/translat...hp%3Ft%3D19406

    This link is to the article where I found out about the tournament:
    http://www.eternal-central.com/?p=785#more-785

    Basically, he shoves Steppe Lynx and a boatload of fetchlands into a Burn build. Looks pretty fast, but I'd still seem wary of not having the right land to play a T1 Lynx.

  9. #1429
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    Re: [Deck] Burn

    Man, as a Stax and D&T player, I love to play against decks with 6 real land. In spite of that vulnerability, that's an impressive finish.
    Most people blindly suggest new cards for decks. True contributors also suggest what to remove. It's not about what's good, but rather what's better than the current selections.

  10. #1430
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    Re: [Deck] Burn

    Quote Originally Posted by Psyqo View Post

    Basically, he shoves Steppe Lynx and a boatload of fetchlands into a Burn build. Looks pretty fast, but I'd still seem wary of not having the right land to play a T1 Lynx.
    Why? he runs 2 Plateau and 14 fetchs, it seems pretty probable to have a first turn Dual to play Lynx.

  11. #1431
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    Re: [Deck] Burn

    Quote Originally Posted by sligh16 View Post
    Why? he runs 2 Plateau and 14 fetchs, it seems pretty probable to have a first turn Dual to play Lynx.
    Yeah I must have had a brainfart there. Anyways, when running burn I'd hate it to go T1 Land, Lynx, then have the opponent waste my Plateau on his turn.

    It might be an irrational fear since it seemed to work just fine for him, oh well.

  12. #1432

    Re: [Deck] Burn

    1st off, my addiction has gotten the best of me... again. I last quit (for the 3rd time I think) shortly after Lorwyn was released and now I am back. Yes, the hooks are in deep and I cant seem to stay away for more then 2 years at a time.

    Anyway, I have been updating my various decks on MWS and seeing how play out. This is what I have in Burn right now...

    Name Qty
    Mountain 19
    Hellspark Elemental 4
    Price of Progress 2
    Fireblast 2
    Flame Javelin 3
    Volcanic Fallout 3
    Lightning Bolt 4
    Flamebreak 3
    Lightning Storm 2
    Magma Jet 4
    Rift Bolt 4
    Chain Lightning 4
    Sulfuric Vortex 2
    Fork 2
    Smash to Smithereens 2


    Sideboard
    Smash to Smithereens 2
    Dragon's Claw 2
    Anarchy 2
    Sudden Shock 3
    Sulfuric Vortex 1
    Volcanic Fallout 1
    Flambreak 1
    Price of Progress 2
    FireBlast 1


    I hate LavaSpike so its gone. With Bolt and Chain in the deck LS just give me spells 9-12 that I cant use when a Chalice of "Up Yours!" comes into play on turn 1 or 2. So I just as soon drop the 1 drop that has the most limited use.

    I was running 4 FlameBreaks and 4 Volcanic Fallouts MD, but found it to be a bit much.

    Sulfuric Vortex, I love. Always have, always will. 2 MD and 1 SB is basicly as solid for me as 4 lightning bolts MD.

    2 Lightning Storms are to make use of the extra lands I draw. I used to run Siesmic Assault in those slots but storm is much better.

    Claws are for mirror and some other red decks but I'm soft on them.

    Forks I love. I did 20 damage on turn 4 with PoP, Fork and a fireblast. Its not always as flashy and I am soft on them, but it would have to be for something that really makes a difference.

    2 Smash to Smithereens in MD is largely in advance of the influx of Arts I expect to see in the upcoming months. Sudden Shock is basicly for the appearance of DotVault that will be w/ those Arts and sometimes I find other uses.

    1 Fireblast in SB is for those matches where I really do need the fastest possible kill.

    2 Anarchy are clearly for all the white stuff, mostly chantments, that just destroy the deck, Leyline, Confinment, Ivory Mask, and the all mighty CoP: Red. On the upside, most of the deck running those are control and don't kill me fast enough to stop me from getting 4 lands to cast it.


    The issues I'm seeing.

    Its feast or famine on land. since it is both Im sure Im good on number and I am playing on MWS which is anything but random, but there seems to be something else I can do to smooth things out. Top? but would need to use fetchlands and now you are messing with the mana base as well.

    I forsee the possible need of more art killing, forwhich i was considering Smash, for no other reason then after I kill a Jitt w/ it I can draw something to kill them with.

    Anyway, things Im softest on are: D Claw, Fork, and Sudden Shock (however if Affinty makes a comeback this one will need to be reconsidered)

  13. #1433
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    Re: [Deck] Burn

    Quote Originally Posted by Psyqo View Post
    Yeah I must have had a brainfart there. Anyways, when running burn I'd hate it to go T1 Land, Lynx, then have the opponent waste my Plateau on his turn.

    It might be an irrational fear since it seemed to work just fine for him, oh well.
    I thought the same the first time i saw the list, but actually is better for us, cause opponent actually got "time walked", losing a land drop. His list has many one drops, so having only one mountain for the first turns is not a problem. But if 2 lands are needed, going plateau-lynx may not be the correct play, i would fetch a basic mountain instead.

    I've been testing this list a lot, and surprisingly have won every match against Stax and Dragon Stompy. Chalice @1 first turn is a pain, but Price of progress really shines in those MUps. Post board is easier, since a resolved sulfuric vortex is usually GG. If not, Shusher and Smash are good counters against Chalice.

    Lynx is a beast, no doubt, usually dishing 6-8 damage in a game. The MU I'm not so confident is Merfolk. Sure, his report shows it as a very favorable one, but facing 8 daze effects and sometimes 2 jittes paired with good pressure is not a joke.

    These days I'm gonna playtest against Merfolk a lot using Cockatrice (the program that lets you play 2 different decks in solitaire mode) and post my results. Maybe running 2 Ensnaring Bridges instead of Volcanic Fallouts is the correct move. Maybe not.

  14. #1434
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    Re: [Deck] Burn

    I've played 3-2 in a local event yesterday with that list:

    4 Lightning Bolt
    4 Lava Spike
    4 Cain Lightning
    4 Magma Jet
    4 Fireblast
    4 Price of Progress
    1 Shard Volley
    4 Hellspark Elemental
    4 Keldon Marauders
    4 Rift Bolt
    4 Mogg Fanatic
    1 Barbarian Ring
    2 Bloodstained Mire
    16 Mountain

    4 Red Elemental Blast
    3 Volcanic Fallout
    2 Flamebreak
    2 Sulfuric Vortex
    1 Tremor
    3 Smash to Smithereens

    I actually have a 14 cards SB. Tremor must be replaced with something that makes sense.

    Won against: Merfolk, Bant Survivial, Goblins
    Lost against: Merfolk, Show and Tell Sneak Attack.dec
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  15. #1435

    Re: [Deck] Burn

    Quote Originally Posted by Captain Hammer View Post
    The one artifact I've always been tempted to play in burn is Ankh of Mishra. Urza's and Mishra's Baubles are nice too. Great Furnace also works. And if you're building the deck to have 3 artifacts in play at any time, 3 Mox Opal could sub in for 3 lands. That's 19 artifacts right there that function PERFECTLY in Burn, which is still unfortunately not enough to reliably have 3 in play at any one time. After that, you have to resort to lesser artifacts like Top, Scroll or the 0cc 1/1 creature.



    No responses to this list?

    Frankly, I think the list looks amazing, it was well put together, fliexible, and should be the de facto standard burn list until someone else top 2s a 150 player 5K tournament with Burn.

    I think the deck looks optimal. It's what a burn deck is looking for. I'll give it a try in this week's Lotus tournament around my neck of the woods.

  16. #1436

    Re: [Deck] Burn

    Quote Originally Posted by CabalTherapy View Post
    I've played 3-2 in a local event yesterday with that list:

    4 Lightning Bolt
    4 Lava Spike
    4 Cain Lightning
    4 Magma Jet
    4 Fireblast
    4 Price of Progress
    1 Shard Volley
    4 Hellspark Elemental
    4 Keldon Marauders
    4 Rift Bolt
    4 Mogg Fanatic
    1 Barbarian Ring
    2 Bloodstained Mire
    16 Mountain

    4 Red Elemental Blast
    3 Volcanic Fallout
    2 Flamebreak
    2 Sulfuric Vortex
    1 Tremor
    3 Smash to Smithereens
    Don't you play mass removal (flamebreak, volcanic fallout) on the main? For me it is mandatory since almost always some deck will play creatures (goblins, merfolks, elves, zoo...)

    Problem with Burn.deck is simple, everything is as optimized as possible... can´t add new things, like the new bolt.

  17. #1437
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    Re: [Deck] Burn

    I'd like to revisit the purpose of REB / Pyroblast in the sideboard.

    I've never found this card to be effective at all. In keeping with the burn philosophy - what does countering a blue spell gain? You're wasting a card slot to counter a counter that will most likely be targetting another burn spell. Especially recently with the influx of utility burn spells (Smash to Smithereens, Searing Blaze, etc) these slots can be better utilized for other more suitable spells/answers.

    Essentially, what are you using REB for?

    vs Counterbalance - they can easily counter your Blast both before and after CB hits play. Vexing Shusher allows you to ignore CB altogether. Also doubles duty against Chalice of the Void, and actively attacks.

    vs Merfolk - it's a 1 mana Terror, but isn't Grim Lavamancer better here?

    vs Combo - Here perhaps is the best use - countering Show and Tell, Dream Halls, Meditate, etc.

    In what circumstance would REB/Pyro be better than another burn spell?

    Here's my SB btw:
    4 Searing Blaze
    3 Vexing Shusher
    3 Relic of Progenitus/Faerie Macabre/Crypt
    1 Price of Progress (3 main)
    1 Smash to Smithereens
    3 Pyrostatic Pillar
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  18. #1438
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    Re: [Deck] Burn

    As a general rule, I always try to fit sideboard cards that do damage, so I never pack graveyard hate. Dredge is a tough match, but who plays dredge nowdays?

    REB is bad, except against show and tell.

  19. #1439
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    Re: [Deck] Burn

    I'm planning on running burn this weekend, but need Goblin Guides and Hellspark Elementals. If anybody can help me out I would greatly appreciate it. My list is located a few pages back for reference. I will probably be running 3-4 sweepers main deck, and have a beefed up gy hate package in the board to fight against Vengevines. Searing Blaze seems like it will probably be making a showing in the SB, with maybe 2 sweepers to round it up to 6 sweepers and 4 searing blaze to race merfolk/zoo/vengevine and any other random aggro out there. Peope will undoubtedly start playing some bad poison deck, so sweepers should be gold.

    Again, if anybody can get me some Hellsparks or Goblin Guides PM me, we need to figure it out by like tomorrow so I can get them in time. I'll be back later to put up my full list and discuss the artifact builds that have been mentioned.
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    Quote Originally Posted by nitewolf9 View Post
    I personally like spell snare against 2 cc spells, but it really isn't good against spells that aren't 2 cc. With engineered explosives, it is a good card to have against non-land permanents with converted mana cost equal to what you set the explosives to, but it doesn't hit those that have differing cc. Plus, engineered explosives has sunburst.
    -My hero

    Quote Originally Posted by Mister Agent View Post
    For some odd reason, I find shackles to be superb against creature oriented decks. Of course, the logic behind it is the sooner you can play and activate shackles the better. Although, shackles definitely has it's late game uses as well. It basically counts as a threat and a removal spell simultaneously which is relevant against "not quite shroud" creatures. Also, you should really be running a playset of engineered plagues against merfolks. They can dismantle tribal decks so run more of them.
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  20. #1440
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    Re: [Deck] Burn

    Here's my list

    // Lands
    12 [AN] Mountain
    2 [JGC] Wooded Foothills
    4 [ZEN] Scalding Tarn
    1 [R] Taiga
    1 [JGC] Bloodstained Mire

    // Creatures
    4 [ZEN] Goblin Guide
    4 [GTW] Hellspark Elemental

    // Spells
    2 [DS] Flamebreak
    4 [FD] Magma Jet
    4 [EX] Price of Progress
    4 [DD2] Fireblast
    4 [TSP] Rift Bolt
    4 [CHK] Lava Spike
    4 [LG] Chain Lightning
    4 [4E] Lightning Bolt
    2 [CFX] Volcanic Fallout

    // Sideboard
    SB: 1 [DS] Flamebreak
    SB: 3 [DDD] Faerie Macabre
    SB: 2 [CH] Tormod's Crypt
    SB: 2 [CFX] Volcanic Fallout
    SB: 3 [TSP] Krosan Grip
    SB: 4 [WWK] Searing Blaze

    Everybody looking for a good artifact list should stay away from the Baubles. They make you skimp on land and then give you horrible mulligan decisions. Sensei's Dinining Top is probably better than the Baubles. Playing Artifact land is probably your best bet, but Darksteel Citadel sucks in burn, and Great Furnace opens up their Wastelands. The other problem with the whole Galvanic Blast idea is that you would have to keep these artifacts on the board, which completely goes against the Bauble idea, and makes Shrapnel Blast a bit of a conflict of interest, especially if you are playing Mox Opal, which was mentioned earlier. Also, it is possible for your opponent to turn Galvanic Blast into a Shock with a Disenchant. The idea makes an already iffy burn deck into a more disruptable more shaky deck. Good luck if you can make it work, but adding artifacts seems weak to me.

    On another note, has anybody tested extensively against Vengevine Survival? Please let me know if you have and what your experiences have been.
    EPIC Syndicate

    Quote Originally Posted by nitewolf9 View Post
    I personally like spell snare against 2 cc spells, but it really isn't good against spells that aren't 2 cc. With engineered explosives, it is a good card to have against non-land permanents with converted mana cost equal to what you set the explosives to, but it doesn't hit those that have differing cc. Plus, engineered explosives has sunburst.
    -My hero

    Quote Originally Posted by Mister Agent View Post
    For some odd reason, I find shackles to be superb against creature oriented decks. Of course, the logic behind it is the sooner you can play and activate shackles the better. Although, shackles definitely has it's late game uses as well. It basically counts as a threat and a removal spell simultaneously which is relevant against "not quite shroud" creatures. Also, you should really be running a playset of engineered plagues against merfolks. They can dismantle tribal decks so run more of them.
    -I don't think this one was a joke...

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