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Thread: [Primer/Deck] Burn

  1. #161
    jungle lion, good?...
    paeng4983's Avatar
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    Re: [Primer/Deck] Burn

    Since U base are at large at the moment, have you guys consider this in your list Sudden Shock? In situations that your opponent is down to two or one life points and knowing that he's holding a bunch of counters at hand; and having this card is an edge. What do you think guys?
    Thanks
    ^_^
    TJB

    http://deartiyopaeng.blogspot.com/ <---- (updated) MTG related blog. ^_^

    TES: 102nd out of 2000 players at GP Kyoto 2015 (Legacy)

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  2. #162

    Re: [Primer/Deck] Burn

    Quote Originally Posted by paeng4983 View Post
    Since U base are at large at the moment, have you guys consider this in your list Sudden Shock? In situations that your opponent is down to two or one life points and knowing that he's holding a bunch of counters at hand; and having this card is an edge. What do you think guys?
    Thanks
    ^_^
    Volcanic Fallout is superior.

  3. #163

    Re: [Primer/Deck] Burn

    Quote Originally Posted by HammafistRoob View Post
    Elves against Burn? How the F do you plan on comboing with no elves in play sir?
    By playing Glimpse of Nature, against your deck with no counters. Trollolololololololol

  4. #164
    Man versus nature is not a fair fight.
    JPettie's Avatar
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    Re: [Primer/Deck] Burn

    Quote Originally Posted by paeng4983 View Post
    Since U base are at large at the moment, have you guys consider this in your list Sudden Shock? In situations that your opponent is down to two or one life points and knowing that he's holding a bunch of counters at hand; and having this card is an edge. What do you think guys?
    Thanks
    ^_^
    Vexing Shusher

    But seriously, can we talk about match-ups and sideboard plans people? However much I enjoy the one liner comments, I still want some subsistence. This will be my last short comment, even if you all try to trick me into one, it will be hard.


  5. #165
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    Gaudy's Avatar
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    Re: [Primer/Deck] Burn

    last saturday i ended 3° (and 5° post top 8) in a 20 person tournament. here is my deck
    MAIN
    Lands
    12 mountain
    4 arid mesa
    2 wooded foothills
    Creatures
    4 Vexing Devil
    4 Goblin Guide
    4 Grim Lavamancer
    3 Keldon Marauder
    Spells
    4 lightning bolt
    4 rift bolt
    4 lava spike
    4 chain lightning
    4 price of progress
    4 fireblast
    3 flame rift

    SIDE
    4 Red elemental Blast
    1 angel of despair
    2 flamebreak
    2 sulfuric vortex
    3 faerie macabre
    3 smelt (this should be smash to smithereens but i can't find that day)

    Matchs Ups
    1° Omni Show (Loss)
    1° game
    nothing to do, turn 2 o 3 combo
    2° game
    very quick game for me, he ate a vexing in turn 1 and 2 guides from turn 2 make the difference for me
    3° game
    slow game for me, standar for him, i lost in his turn 4
    2° Goblins (Win)
    1° game
    burn only, the turn 1 lackey and turn 3 chief, and he have nothing to do the rest of the game
    2° game
    i can't burn the turn lackey and he kill the guide i have for blocking with Pyrokinesis, and he put in game a chief and play a piledriver gg
    3° game
    he keep a slow hand and lavamancer for the win
    3° Some deck with WBG (the game doesn't past of turn 3) (WIN)
    1° game
    goblin turn 1, goblin 2 turn 2, vexing turn 2, price and gg
    he play fetchs and dual land, and 1 stonforge
    2° game
    bolt, bolt, bolt, bolt, flamerift, fireblast
    he play thoughtseize and fetchs
    4° Elves (WIN)
    1° game
    1° time i played against elves, so i ate the combo, in turn 4
    2° game
    i kill some elves like Heritage Druid and other elves and he can't make the combo, spell like prices of progress, flame rift and fireblast give me the win
    3° game
    kill the some elves and put in play a lavamancer for some board control and the same time i throw the damage to his face

    5° DRAW


    TOP 8
    1 ROUND Elves
    1° i should kill Heritage Druid and Deathrite Shaman but i didn't and cost me the game
    2° well this was as freak game, he ate a vexing and he didn't play elves until turn 3 o 4 to kill other 2 vexing, and made the choise of throw damage to his face more easy
    3° natural order o sun (i can't remember wich one) for Ruric Thar, the Unbowed and it was all for me


    PS: sorry for my english
    Last edited by Gaudy; 09-30-2013 at 02:32 PM.

  6. #166
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    Vlad Teppes's Avatar
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    Re: [Primer/Deck] Burn

    Glacial chasm is MVP in burn, even more if the only creatures you run is the lavamancer and marauders (they don't need to attack to deal damage), and is a nice fall back in case you are overrun with creatures , also it prevents the damage from your own price of progress and flame rift...
    Don't leave home without it!

  7. #167

    Re: [Primer/Deck] Burn

    Which of these decks would you think is better for a diverse meta?

    boros burn
    Creatures: 13
    3 Grim Lavamancer
    4 Goblin Guide
    4 Steppe Lynx
    4 Vexing Devil

    Instants: 17
    4 Lightning Bolt
    3 Fireblast
    4 Price of Progress
    2 Lightning Helix
    4 Boros Charm

    Sorceries: 8
    4 Chain Lightning
    4 Rift Bolt

    Lands: 20
    2 Plateau
    4 Arid Mesa
    4 Scalding Tarn
    4 Wooded Foothills
    5 Mountain
    1 Plains

    Sideboard: 15
    2 Pyroblast
    1 Red Elemental Blast
    3 Sulfuric Vortex
    3 Smash to Smithereens
    3 Oblivion Ring
    3 Mindbreak Trap

    or

    generic burn
    Creatures: 8
    4 Goblin Guide
    4 Grim Lavamancer

    Instants: 13
    4 Lightning Bolt
    4 Price of Progress
    1 Magma Jet
    4 Fireblast

    Sorceries: 16
    4 Chain Lightning
    4 Rift Bolt
    4 Lava Spike
    4 Flame Rift

    Enchantments: 3
    3 Sulfuric Vortex

    Land: 20
    8 Mountain
    4 Scalding Tarn
    4 Arid Mesa
    2 Wooded Foothills
    2 Bloodstained Mire

    Sideboard: 15
    3 Pyroblast
    3 Mindbreak Trap
    3 Ensnaring Bridge
    3 Searing Blaze
    3 Smash to Smithereens


    I've extensively playtested both and here are the goldfish results:

    For the boros build, the average turns to win is 3.95. The average damage per turn was 5.92. For the mono red, the average turns to win is 4.9 and the average damage per turn is 4.94. The boros build seems more explosive but when i gold fished, the devils were always 4 points of damage where as in reality, people may block. I also set it so price of progress was 4 points of damage.

    Is the almost 1 turn faster worth the splash white, this opening it to wasteland? I guess oblivion ring in the SB is pretty nice.
    Last edited by AznSeal; 10-03-2013 at 01:22 PM.

  8. #168

    Re: [Primer/Deck] Burn

    The first deck you listed is Boros, not Burn. It has it's own thread is this section, which you can find here: http://www.mtgthesource.com/forums/s...209-Deck-Boros

    I think that mono-red Burn (the second deck you list) is the best for a diverse meta. It's certainly put up better results.
    I see more than others do because I know where to look.

  9. #169

    Re: [Primer/Deck] Burn

    Hey folks.

    Which one is to prefer for SB. Ashen Rider/Angel of dispair or Ensnaring bridge?...

  10. #170
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    Vlad Teppes's Avatar
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    Re: [Primer/Deck] Burn

    Quote Originally Posted by attemanden View Post
    Hey folks.

    Which one is to prefer for SB. Ashen Rider/Angel of dispair or Ensnaring bridge?...
    ensaring bridge is way better, it stops creature aggro dead in their tracks, reanimator can't do much unless they use ashen rider and show and tell can't do nothing against it. Ashen Rider is a good creature, but its only useful in one MU

  11. #171
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    Lyle Hopkins's Avatar
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    Re: [Primer/Deck] Burn

    Quote Originally Posted by attemanden View Post
    Hey folks.

    Which one is to prefer for SB. Ashen Rider/Angel of dispair or Ensnaring bridge?...
    Personally, I prefer Ashen Rider over Ensnaring Bridge. I've been seeing quite a bit of Goblins and Elves recently and I feel like Ensnaring Bridge doesn't do it for me in those match-ups. Goblins doesn't seem to have much difficulty using Goblin Matron or Goblin Ringleader to find an answer for Ensnaring Bridge, and against Elves a three drop can sometimes be too slow. I would also argue that Reanimator still has Tidespout Tyrant as an answer to Bridge.

    What really matters to me is how either of these cards stack up against Omni-Tell. With this deck's popularity at the moment, as well as the fact that it happens to be a pretty bad match-up for Burn, I would recommend running Ashen Rider over Ensnaring Bridge.

  12. #172
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    Re: [Primer/Deck] Burn

    With the current meta game I think burn has a real chance to be competitive in any tournament. Here is the list I'm hoping to take to the next tourney.


    17 Mountain
    3 Barbarian Ring
    4 Goblin Guide
    4 Hellspark Elemental
    4 Keldon Marauders
    4 Chain Lightning
    4 Lava Spike
    4 Lightning Bolt
    4 Price of Progress
    4 Fork Bolt
    4 Sulfuric Vortex
    4 Fireblast
    Sideboard
    2 Faerie Macabre
    2 Tormod's Crypt
    2 Red Elemental Blast
    2 Pyroblast
    3 Smash to Smithereens
    4 Guerrilla Tactics


    Let me know what you think
    "don't call me a dog ...just say it backwards "

  13. #173

    Re: [Primer/Deck] Burn

    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.
    Last edited by EdsonDettoni; 11-11-2013 at 12:04 AM.

  14. #174

    Re: [Primer/Deck] Burn

    Quote Originally Posted by EdsonDettoni View Post
    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.
    Quoting oneself is really anoying, but currently there no other to discuss...

    So, thinking on the deck, maybe you can try an extreme version. Adding Street Wraith and Gitaxian Probe. Something like this:

    17 Mountain

    4 Hellspark Elemental
    4 Spark Elemental
    4 Vexing Devil
    4 Goblin Guide

    4 Lightning Bolt
    4 Chain Lightning
    4 Lava Spike
    4 Rift Bolt

    3 Fireblast

    4 Street Wraith
    4 Gitaxian Probe

  15. #175
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    Re: [Primer/Deck] Burn

    Quote Originally Posted by EdsonDettoni View Post
    Quoting oneself is really anoying, but currently there no other to discuss...

    So, thinking on the deck, maybe you can try an extreme version. Adding Street Wraith and Gitaxian Probe. Something like this:

    17 Mountain

    4 Hellspark Elemental
    4 Spark Elemental
    4 Vexing Devil
    4 Goblin Guide

    4 Lightning Bolt
    4 Chain Lightning
    4 Lava Spike
    4 Rift Bolt

    3 Fireblast

    4 Street Wraith
    4 Gitaxian Probe
    I've been thinking about it. Seems decent, but you lose a little on your mulliganing decisions, and Burn is well known for being easy and efficient to mulligan. Have you tested it already?

    One thing I added to my deck and it's been doing wonders is Rakdos Cackler. Strictly worse than GG, but it can still add to 4 damage by turn three for one mana.

  16. #176
    Man versus nature is not a fair fight.
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    Re: [Primer/Deck] Burn

    Quote Originally Posted by EdsonDettoni View Post
    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.
    I have a few questions for you before I try to debate or understand your logical analysis of burn and its core cards/interactions.

    Are you building burn because of budget?
    What is the meta you plan to play in like?
    What is your experience playing the deck, top 8s and overall tournament success/trials?

  17. #177

    Re: [Primer/Deck] Burn

    Hey everyone! Long time burn player here that just came back from the Grand Prix in DC. I finished 36th with a 12-3 record and thought I would write a report on my matches and experience. In a 15 round tournament I'm not gonna remember everything but I'll try to give some good detail.

    So first is my deck list!
    Land 20
    11 Fetches
    9 Mountains

    9 Creatures
    4 Goblin Guide
    4 Grim Lavamancer
    1 Vexing Devil

    31 Spells
    4 Lightning Bolt
    4 Rift Bolt
    4 Flame Rift
    4 Fireblast
    4 Lava Spike
    4 Price of Progress
    4 Chain Lightning
    3 Sulfuric Vortex

    Sideboard
    4 Searing Blaze
    4 Pyrostatic Pillar
    3 Ensnaring Bridge
    3 Smash to Smithreens
    1 Pyroblast

    Pretty standard maindeck aside from the 1 vexing devil. I have played the 60th card as a 4th vortex or 21st land and I didn't like either. Vexing devil ended being solid the few times I saw him. I'll talk about the sideboard in the round reports.

    Round 1 - Imperial Painter
    Sweet! Start off the tournament with a good matchup. Not only that but my opponent was a newer player who made a few fatal mistakes. Game one he had the win on turn four with no targeted burn in my hand to stop it but he punted by not tapping his city of traitors before fetching with an arid mesa he played for the turn (city in play already, played mesa, cracked). Judge was called and he gave my opponent a warning. This bought me the extra time to burn for the win.

    Sideboarded in 4 searing blaze, 3 smash and out 3 vortex/ 4 price progress.

    Opp keeps his 7 and starts out with leyline of sancity. Okay not the worst, I have goblin guide in my opening along with 3 chain lightings/bolts and a fireblast for his painters. However, he doesnt make a land drop and simply passes. He doesnt hit land for 2 turns and I draw smash and a grim lava. He plays imperial recruiter turn 4-5 (using a simian spirt guide as well for mana) and gets painter. Here I attack with gg, force a chump and suspend rift. He now cannot play painter and I simply rift myself (worth the time walk all day). Instead he plays grindstone for the turn and gives me a smash target and that ends the game. My opp certainly kept a greedy hand I think (leyline with one guide on the play) and got punished for it. Again, this is a great match up where they have to rely on cards like leyline to hopefully get there. I also am very experienced playing against the deck and have even piloted it myself a few times.

    Round 2- Reanimator
    Well shit. One of the worst match ups possible and I dont have any specific GY hate. Game one he kept a hand of swamp and 2 lotus petals that didn't do anything and had to use the petals to cast his brainstorms. Weeee!

    Sideboarded in 3 ensnaring bridge and out 3 grim lavamancer.

    G2 he assembles an entomb into iona and gets it on the board turn 3-4. He then has the double daze for my bridge. Okay, on to G3. Now comes what I like to call my biggest punt of the grand prix. I get a solid, fast hand and have him to 12 on turn three with one mana left to cast either a chain lightning or suspend rift bolt. Stupidly I suspend the rift bolt thinking of optimizing my burn and playing around daze. WRONG! I should have 100%, every single time put him to 9 by casting chain lightning. The reason of course is that iona is a 9 converted mana cost creature and therefore he would have statistically less couple cards to reanimate it. I get punished as his only reanimate spell is the one mana reanimate and lose the game. We discuss it and look at our hands afterwards and deem that I would have won if I made the proper play. Now this mentally destroys me. A punt that costs me an entire round this early was devastating and I basically went on gave up mentally on doing well in the tournament.

    Round 3-Merfolk
    Now again, my mood is completely different then first two rounds as I feel as though I have no chance anymore of even making day 2. In some ways it was liberating as I felt there was less stress and demand on myself to do well. G1 I see I’m playing merfolk and think only more negative thoughts. Merfolk isn’t an insanely bad matchup but I certainly would rather face any delver tempo deck over them. Why? Merfolk has a faster clock with all the same conditional counters as the delver decks. It also doesn’t get as hurt by a bolt to a lord as RUG, BUG, UWR do to a bolt to a delver. Price is also much worse. Either way he takes a quick game one.

    Sideboarded out 4 price and 4 flame rift I believe for 4 searing blaze and 2 smash, 2 ensnaring bridge. Kinda of wonky siding as I hate taking out flame rift ever but all the cards I was bringing in were much better.

    Take G2 without showing him either smash or ensnaring bridge. In G3 I get a bridge in my opening and when you get these opening bridges your play needs to reflect it. I made sure to play all my spells before bridge and do everything I can to make sure it resolves around conditional counters. I resolve the bridge but brick on burn for about 4 draws and make a comment how I’m giving him a lot of time to find an answer to bridge. He says he doesn’t think he boarded one in. Now this is basically a huge part of my tournament as it comes up multiple times (I win G1 and they don’t see the bridge till its too late for G2 or they just naturally don’t see it until G3 and don’t board in any outs).

    Now Rounds 4-7 are basically a blur. My confidence is back with each round I win but the decks I played were all so similar that I don’t remember a lot of specifics.

    Round 4- UWR
    Great match up as I have a lot of great sideboard (4 blaze, 3 smash for the equipment). Win in pretty decisive manner.

    Round 5- Death and Taxes
    Even better match up, I dream for playing this deck. Same board as last round. Opp does manage to win a game when I didn’t see anything to answer a stoneforge (happens but every rarely especially postboard).

    Round 6 and 7 –RUG
    Not as good as UWR but positive match up as long as you play tight. Gotta constantly think about spell pierce, force, flusterstorm, daze, stifle and play according. Timing on your prices are key, often you do it on your main phase or their upkeep, rarely their EOT. Bring in 3 bridge and take out 3 vortex. Don’t bring in Searing blaze against RUG, it’s a trap. You pretty much can never get gofy with it and obviously never goose. Hitting delver would be great but it requires so many things to go right that its just not worth it for 4 of their cards (stifling your fetch or any conditional counter). As I mentioned against merfolk, play to resolve a bridge as they often have no answer and think about how many bolts now they need to win (don’t flame rift or fetch necessarily).

    Round 8- Goblins
    Awesome! Feeling good at this point being X-1, only needing to win one of my next two match to day 2 and I happen to play my best match up. Goblins of course has basically no interaction with burn and is always a race your favored to win. Apparently though the gods really wanted this goblins player to make day 2 and he casually gets 2 pile drivers with a warchief to kill me on turn 4 each game. A few too many lands and I can’t compete. He boarded in one card to my seven (4 blaze and 3 smash again). I was pretty blown away by this turn of events but was ready to make up for it with my win in round for day 2 (7-2 or better making it in).

    Round 9- The Epic Storm
    Now I realize my tournament was over as this is probably one of the worse match ups possible. He is the fastest storm variant (would rather play straight UB ad naseum over TES). As I’m giving my opp my sob story about losing to my best match up and going into my worst now, he continues to be a great guy and says it not all over, anything can happen. I lose G1 on turn 2….gulp…..

    Sideboarded in my 4 pyrostatic pillar here over 3 vortex and one lavamancer. The same gods that decided to favor my goblins opp last round now took pity on me. Got a fantastic hand of 2 lands, bolts, pillar and a fireblast. He has the win through the pillar to kill me with 2 life left but I had the fireblast for the win. G3 the gods smile upon me even more! He mulls to 4 or 5 and keeps a hand of a dark ritual, infernal tutor, probe, and cabal therapy. Misses land on his probe to view my keep of 5 lands, goblin guide and pillar (obviously 5 lands are not ideal in burn openers and I would mull them any other time). I end up winning one of my worst match ups to get into day 2. I feel exhilarated yet sorry for my opp as he clearly would win 70-75% of the time in this match up. Again, karma for the goblins match I think 

    Now going into day 2 my breakers are actually pretty bad. I was 194ish out of 237ish players. Even with a 6-0 in day 2 it was very possible I would miss top 8 on breakers. I didn’t really let this affect me and played with the mindset of potentially winning the entire thing now. Also, with the amount of players at the GP, every X-2 would get a pro tour invite regardless if they made top 8 or not and that got me pumped as well. I literally had dreams that night of playing magic in the morning (first time I ever dreamed of playing MTG haha).

    Round 10 –RUG
    Again? Well no complaints here. Played very tight and got the win without ever seeing my almighty bridge. Don’t get me wrong as these will always be pretty close but you have to know when bolt that delver (hint: its not just when your at 6 or 3 life, can be as early as turns 1-3 depending on your hand).

    Round 11 – Miracles
    Ah finally miracles. Well as long as they don’t have energy field this is actually a slightly favorable matchup. They pretty much have to assemble the counter-top lock within the first 3-4 turns or its usually game. This was the one time in the GP where I felt I made a poor keep. My G1 hand was devil, bolt, goblin guide, 2 fireblast and 1 sulfuric vortex. I was on the draw so I choose to kept but retrospectively that was quite greedy. Burn does not mull well (thankfully rarely has to) but this hand could easily get punished. And that it did. I proceded to draw a third fireblast along with some 2 mana spells.

    Sideboarded in 2 pyrostatic pillar for 2 price of progress. Now this is an interesting side boarding match. My opp sometimes can’t help but to play nonbasic’s/fetch for nonbasics even though he knows I boarded out something. I like to keep them honest by keeping in 2 price and multiple pillars isn’t the greatest as they have dention sphere.

    G2 I get a solid hand and get him low quite fast but not dead before he can play counterbalance with top. Now I have played this match up enough to understand that you sometimes need to test the waters so to speak, you don’t really have a choice since the longer the game goes, the less chance you have to win. So sometimes you have to play the bolts in the counterbalance lock. Make them use the mana and put non-2 or 3s on top so you can resolve the important spells like vortex. This is exactly what happens and it vortex gets me there.

    G3 He fortunately mulls to 5 but gets a decent hand with swords for my guide and a blind counterbalance. By the time he can get to jacing, I already have vortex and pillar in play. Nightmare scenario for him and gets me the win.

    Round 12 –Ad nasuem Storm
    Was feeling great with my 2-0 for the day and now this freaking deck? To my left is elves playing death and taxes, why couldn’t I get either of them??? Well it ends up being very close G1 with me on the play and needing any burn spell off the top turn 4 for the win and draw mountain instead. He combos me next turn.

    Sideboarded in 2 vortex out and 2 price out for 4 pyrostatic pillar. Why the strange split? Well the vortex on average is too slow and the price isn’t as good against the two color storm as it is against TES. So again I wanna keep him honest and force constant fetching of basics, hoping to hinder him in any way.

    G2 I get a somewhat strange hand that has 2 lands, pillar, 2 fireblast, 1 chain lightning and 1 flame rift. I keep and get the pillar out without being discarded. Now I have to play the pillar turn 2 which means that all my spells shock me as well. This is super relevant as it makes it much easier for him to kill me with a natural sequence of rituals into tutor into tendrils (needs 5-6 storm vs 10 storm). Now there is an argument to be made that I should have held onto my burn spells till I can reach somekind of critical mass to kill him in one turn or get him to 2 (essentially dead with pillar on board). I didn’t go with this line as I thought that would be somewhat difficult to get the needed cards and I need to lessen the odds that he can dig with ad nasuem further (more life, more cards) to find the decay or bounce for the pillar. He unfortunately had the chain of vapor EOT on my turn and combed me the next with a tendrils for 5 as I was at 10 from my own doing.

    Now my dreams of Burning the Grand Prix are over. No top 8 chance, no pro tour invite. I only weep for a few moments as there is still pride and money to be had if I 3-0 the last 3 rounds!

    Round 13 – Death and Taxes
    Dream match up again. Make sure though to know when to bolt a mother or thalia. You usually never hit a mother unless you get a goblin guide hand. Knowing when to hit thalia is a lot tricker. A lot of of the time you kill her when you need to cast vortex to stop their life gain but are only on 2 or 3 mana. He does manage to sneak in a win just like my first death and taxes person by having the mystic unanswered but my board is just so good against them that I easily win G2 and G3.

    Round 14- RUG
    Ah, hello my old friend. Win G1 and in G2 I carefully resolve a bridge that he didn’t board in an answer for. Sound familiar?

    Round 15- Scapeshift
    What in the world??? I pride myself on being pretty knowledgeable about legacy in general and knowing decklists. But now I pretty much have no idea whats about to happen. G1 he goes turn 1 veteran explorer after I was on the play with a goblin guide. I have a second guide so I don’t think its reasonable to not swing in (I also assume hes on NIC FIT). But no, good guy goblin guide reveals the actual scapeshift on turn 2 and now the cat is out of the bag. He ends up getting a second veteran as well that blocks netting us both 4 extra lands. He goes for the scapeshift turn 4 while at 8 life. Now my hand is mountain/ price of progress. Fortunately its not really possible for him to run enough basics to kill me through a price of progress with scapeshift and I price with the valakut triggers on the stack. He later tells me that was probably a mistake as he had a thragtusk in hand he could have cast instead. Depending on the draws, its not impossible it could have got him there.

    So for sideboarding I do nothing. First time the entire GP. What do I put in for the black, green, red scapeshift deck? Only creatures I saw were veteran explorer which I certainly don’t want to searing blaze.

    G2 He get a blind cabal to hit my goblin guide in my opening hand before I can play it and sees my 1 vortex, 1 flame rift and 4 lands left. Not pretty but not the worse on the draw if I have the guide. I draw a second vortex and realize where this is going . He plays veteran explorer and flashbacks cabal for my double vortex leaving me with just flame rift. I draw land now. Next turn he slaughter games for price of progress and I simply scoop. Probably a bit early but if he had scapeshift or any big creature then I was dead as he was at 20 life and had 6 lands with a couple cards in hand.

    Now that I have seen the discard (also saw wood elves!!!) I take out 3 vortex for three pillar in G3. Seems like a marginal upgrade but I think it was correct.
    Game 3 ends up being very strange has he gets double veteran again to my goblin guide and grim lava. I don’t attack as I have other damage sources this time. He therapys for price and hits while seeing both fireblast and bolt left. Now comes the interesting part. He wants to ramp by flashbacking therapy but cant because the ramp resolves first getting me enough mana to tap out each turn while being able to play both bolt and fireblast for free and fuel my lavamancer if he ramps. So he just sits on 3-4 mana while I play chain lightings, lavamancer him and then play a pillar. He procedes to cast huntmaster of the fells (gotta love legacy) but it was too late and I burn him out.

    And that’s my tournament! Overall I feel as though the deck choice was great and went as statistically expected in all my matches expect for the goblins lose and TES win. I saw few storm, sneak and show, omitell, Reanimator in the general field. There was a lot of death and taxes and delver decks at the top tables. I got rewarded by matching up with them in general and the matches playing out as they usually would. I was more confident in my matchups for the day 2 field then the day 1 as well for this same reason. If I had to make any changes to the list it would probably be cutting the pyroblast for the 4th bridge. Bridge was MVP sideboard card for sure and came in for every delver matchup and merfolk (other than UWR delver since I have smash plus blaze there). I have never liked red blasts in burn sideboards. It almost never does what you want it to do, you don’t want to have to be the control deck or the one answering your opp. Make him answer you with cards like bridge and pillar. The misers blast was mainly a concession to energy field, though if I played sneak and show or omi tell I would have bought it in.

    If I had to play again with burn in a large legacy I would make the same choice again with the current meta (not a budget choice btw, I have access to most decks really). Well I hoped this report helps not only the burn players but the legacy community in general. Every single person I played was extremely nice and I only have good things to say about all my opponents. That I feel is a defining note of legacy and makes me want to come back again and again.

    Well I had a blast in my first GP. If anyone has questions I’ll try to answer when I can. Cheers

  18. #178
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    @ Nevarine: Great report and congrats on a good showing!

  19. #179
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    Re: [Primer/Deck] Burn

    @ Nevarine: wow, man thank for the report and congrats for the result

  20. #180

    Re: [Primer/Deck] Burn

    Thanks guys, glad I could share my experience.

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