The Modern Burn Bible

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The Modern Burn Bible

2016-01-17 18_11_27-January 18, 2016 Banned and Restricted Announcement _ MAGIC_ THE GATHERING

Someone just opened Pandora’s Box.  Fellow and future Red Mages, we have work to do.

This format is about to see a major shake up, and rumblings from my MTGO brethren have indicated that the tide is already starting to rise.  I usually have a long-winded soliloquy in my articles, waxing on and off about theory and strategy.  I’m going to keep this one to the point; I’m going to tell you how to play your Matchups, give you a list, and give you the cards to consider as the format evolves.  Note; this article is meant to be bookmarked, saved, printed, or referred to when you need information on a Matchup.  It’s a bit lengthy for a full one-time sitting so don’t feel obligated to do so.  It also would have taken me way too long to go back and link every card, so I leave that up to you (as I assume most of these are fairly common knowledge to Modern players).  Let us begin:

What We Expect In The Next Few Months

Tron, Burn, Affinity, Zoo, Merfolk, Lantern, Jund, Abzan, Scapeshift, Infect, CoCo and Eldrazi all just breathed a huge sigh of relief, re-upped, and reloaded.  Two of the best combo decks in the format are dead, one being the fastest, the other being the most consistent.  This means your sideboards can become tightly focused on Aggro as well as specific Combo decks, rather than being a paintbrush that doesn’t always hit its mark.  Tron is for sure the #1 deck out of the gate because it gets a possible upgrade in Kozilek’s Return and it was always pretty consistent.  Grishoalbrand has room to breathe too, but its more susceptible to hate and not as consistent.

This is great news for Burn players.  I felt Burn was the best deck for a long time, but eliminating a difficult matchup (Bloom) and a close matchup (Twin) from the equation as well as leaving one of the best matchups (Tron) to rule the roost means it’s party time.  You can now focus on the mirror, other Aggro decks, and Tron / Grishoalbrand.

The Auto Includes

These are the cards that should almost never leave your list:

4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of the Great Revel

4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
2 Searing Blaze
2 Skullcrack

19-21 Lands, Fetches not exceeding 12

The rest is all up for debate, metagame calls, and the splash flavor of your deck, but the cards above are your bread and butter.  Don’t be foolish and see something cool, thinking it’s good to waver on numbers.  You WILL lose percentage points, and you will likely be making a poor decision or fundamentally changing the archetype you are playing.  Following the guide I will provide my current list, but it is imperative you understand the decisions that go into it.

vs Tron

Keys to the Matchup:
You are usually a turn faster than Tron on average, unless they are on the play and assemble tron on turn 3.  This is a big advantage and why you are the favored deck.  Yes, they have sideboard cards and plans, ranging from more Spellskites, to Nature’s Claims, Feed the Clan, Thragtusk, Platinum Angel, Sweepers, etc, but you also have additional firepower.

Like most matchups, you want to lead with your creatures here, usually Guide into Eidolon, as that maximizes the most damage you’ll be able to do with them and to your opponent in general.  It is likely that they will have a Pyroclasm effect or that your creatures will be invalidated quickly, so the more usage you can get out of them before these events happen the better shape you will be in.

Skullcrack and Atarka’s Command are very important because they prevent lifegain from their payoff cards, while at the same time dodging Spellskite’s ability.  Additionally, Atarka’s Command can at times save your creatures from a Pyroclasm effect, as can Boros Charm.  I like having access to as many of these kind of effects as possible against the Tron matchup if it’s being heavily played.  On the flip side, Searing Blaze and Searing Blood are infinitely less impressive as they often have no useful targets.

Destructive Revelry is your best sideboard card against them, as it destroys over 50% of the cards in their deck for value, including Spellskite which is one of their major means of combating you.  Smash to Smithereens is even more efficient if you both have the room for it and Leyline of Sanctity isn’t very popular.

Path to Exile and Deflecting Palm are both good choices as well.  Path to Exile ensures that you can both survive a Wurmcoil Engine as well as not allowing the opponent to get tokens from it.  Deflecting Palm has bigger upside in that it does more damage than any burn spell of yours could hope to do, but it’s more of a liability once your opponent knows you have it and it’s not as proactive.  Both however, are quite useful in this Matchup outside of not being able to deal with Karn Liberated.  Just remember that your spells need to do a certain threshold of damage all together, so these kind of cards should be kept to minimal numbers if you actually want to close out the game.

Stony Silence, Molten Rain, and Rain of Gore are a bit fringe, but they can each be a part of the equation at times.  Stony Silence shuts off a portion of their digging pieces, and the activated portion of Spellskite.  It suffers by being a Nature’s Claim target and not stopping Sylvan Scrying or Ancient Stirrings.  Molten Rain often prevents Tron from happening or delays it enough that you can burn them out, but it’s slow at 3 CMC and they often will just be able to dig out another tron land again quickly.  Still, if Tron becomes as big as it looks, Molten Rain is reasonable and also doubles at being good against Celestial Colonnade Blue decks.  Lastly, Rain of Gore is a punishing card for their lifegain strategies, but like Stony Silence it also suffers from Nature’s Claim.

Another point to consider in this match is your CMC density and splash colors.  The more 2 CMC spells you have in your list, the slower your Burn deck becomes and thus negates the advantage you have over Tron.  Versions of Burn with Bump in the Night can be attractive when keeping this fact in mind and may be worth switching to if things with Naya just aren’t working out.

Full Consideration Pool (Not In Order):
Deflecting Palm, Path to Exile, Skullcrack, Atarka’s Command, Destructive Revelry, Molten Rain, Stony Silence, Smash to Smithereens, Rain of Gore, Bump in the Night, Efficiency, Slaughter Pact, Doom Blade, Terminate, Blood Moon

General Sideboard Guidelines:
 On the Play:
– Searing Blaze, – Lavamancer, – Helix, (-1 or 2 Rift Bolt / Boros Charm if absolutely necessary)
+ Reverly, Skullcrack, Path, Palm

On the Draw:
Same, although you may want to bring out Eidolon as he’s now a slower liability.  You can also board out 1 Mountain (assuming you’re playing 20 lands)

vs Affinity

Keys to the Matchup:
Game 1 is not great as they are the faster deck, however you aren’t that much slower so you can definitely keep pace with many of their hands.  Vault Skirge, Arcbound Ravager, Steel Overseer, Master of Etherium, and Cranial Plating are the ones to be concerned about and what usually demand answers as soon as you have them.

The issue on the Affinity side is that they don’t always have a great start.  Even if it looks explosive, cards like Signal Pest, Ornithopter, and Memnite don’t do much against you.  Thus, keep your Burn focused on them and do not be tempted to point it downwards just because they fling their whole hand on the board.  And even if they do have one of their payoff cards, you can many times race it if you do the math and sequence your spells correctly.  Even Vault Skirge gaining life is not always a big deal if it’s just a point a turn.  When it becomes equipped with a Cranial Plating or is accompanied by 2 Signal Pests, now that’s a different story.  Don’t forget about Inkmoth Nexus either, a Plating is equally deadly on him.

This is a Matchup where maindeck Searing Blaze / Blood and Lightning Helix truly shine.  Every two-for-one that you can get against them helps your damage race, and any surprise lifegain spell can throw off the critical combat turn.  These games are often over by turn 4 – 6, so one unexpected change can spell the difference.  Similarly, Grim Lavamancer can take over if he’s on the board early, helping you dilute their sources of metalcraft and be a repeatable source of damage.

There’s great debate among Burn players about Eidolon of the Great Revel.  Like the Burn mirror match, he’s often a card that is sided out on the draw.  However, because he’s so powerful and because your opponent won’t always have a fast start even when they’re on the play, he’s still quite good.  Keep a mental note of your opponent’s build in game 1 because if it’s heavy on Thoughtcast and payoff cards it might be worth it to keep him in.  Usually though he’s a quick out.

A few quirks of this Matchup to be aware of.  Atarka’s Command can pump your guys but ALSO gives them Reach.  This is important when your opponent has a Signal Pest onboard or an Ornithopter that they are trying to Plating you to death with.  Galvanic Blast is something most Affinity builds have access to, so like Lightning Helix remember that it can affect the race and play with it in mind.  Your fetch lands and shock lands are a big part of this same race, so be sure to play them appropriately and not take an unnecessary life point that ends up being the difference.

In Game 1 lead with your creatures and slow spells (Rift Bolt, 2 CMC spells) as often as you can as this will allow you to play more single bolt spells later which is important to reaching critical mass on time and maximizing your mana use.

Post-Board you bring in a ton against Affinity with almost any build.  More Searing Blaze / Blood, Revelrys, Smashes, sometimes Path, sometimes Palm, sometimes Skullcrack, Electrickery, etc.  Again, 2-for-1s are great and anything that directly destroys an artifact.  Path and Palm are just OK because if they have the appropriate mana they can move their plating over to a different guy in response.  Both also aren’t proactive so they can just nickel and dime you with creatures sometimes if they expect you have it and are close enough to race.  Electrickery is a very useful tool to keep up with their more explosive draws and can sometimes simply blow them out of the water.

Their plan against you is to bring in more Etched Champions, Spellskites, cheap counters, and possibly cards such as Welding Jar.  Revelry can deal with these in addition to you just ignoring them at times with cards like Atarka’s Command and Skullcrack.  Oath of the Gatewatch brought us Reality Hemorrhage which is about as good a card we could ask for against things with protection from Red.  It invalidates Etched Champion, Kor Firewalker, and Circle of Protection Red, all things which you’re not happy to see.

Boros Charm is one of the worst cards in the match, as other than being efficient it can’t kill any of their guys, costs 2 CMC, and requires you to fetch Sacred Foundry.  It’s usually one of the cards I tend to board some number of out.

Rakdos Charm and Stony Silence are powerful answers if you’re in those colors, so keep them in mind as you’re making your last few board slots.

Full Consideration Pool (Not In Order):
Electrickery, Destructive Revelry, Smash to Smithereens, Gut Shot, Forked Bolt, Stony Silence, Rakdos Charm, Hurkyl’s Recall, Sudden Shock, Reality Hemorrhage, Path to Exile, Deflecting Palm, Shattering Spree, Anger of the Gods, Flamebreak, Skullcrack, Searing Blaze, Searing Blood, Lightning Helix

General Sideboard Guidelines:
 On the Play:
-4 Boros Charm, – some number of Swiftspear or Eidolon
+3-4 Revelry, +Helix, + Blaze / Blood, + (Path / Palm and/or Skullcrack if room.  Do not overboard)

On the Draw:
-4 Boros Charm, -4 Eidolon
+3-4 Revelry, +Helix, + Blaze / Blood, + (Path / Palm and/or Skullcrack if room.  Do not overboard)

vs Zoo and GR Aggro

Keys to the Matchup:
Zoo and GR Aggro are tough matchups.  Burn never likes to see quick, highly efficient creatures on the board because creatures like that often win races.  Additionally, it means you have to point your Burn to the ground at times which is the last thing you want to do.

Like Affinity, the more Blaze / Blood effects you have the better off you are.  Their creatures aren’t as explosive, but they are often bigger than yours making yours relatively invalidated unless you can surprise them with an Atarka’s Command.  You do however have the advantage of being more efficient than they are mana-wise and having more reach (burn), which are the pieces to you winning the Matchup.

Because of how creature-centric this Matchup is, be sure to only kill a creature if it’s about to kill you or if you think it’s going to get them some kind of very significant advantage.  All of your creatures are 1 or 2 drops, while theirs can scale a bit and they might get stuck with an awkward turn.

Post-Board can vary depending on your opponent’s list.  Smaller Zoo decks will usually just be bringing in things like Grim Lavamancer, Kor Firewalker, Thalia, Dromoka’s Command, etc.  You’ll be bringing in similar cards to the Affinity Matchup (sans Revelry), so you don’t mind this too much.  If Zoo rises in popularity, it is worthwhile to consider a sweeper effect like Flamebreak or Anger of the Gods, as this is a lynchpin to winning the damage race since some number of your creatures are usually coming out after board.

Bigger Zoo decks will have things like Geist of Saint Traft and Baneslayer Angel, both of which can be difficult to deal with but they are also both generally slow versus you and require a heavy dose of pain from their manabase.  Against decks like this, it may be worth it to bring in additional Skullcracks as they also tend to be lifegain heavy.

Full Consideration Pool (Not In Order):
Ghor-Clan Rampager, Searing Blaze, Searing Blood, Lightning Helix, Kor Firewalker (vs GR), Reality Hemorrhage, Anger of the Gods, Flamebreak, Skullcrack (Bigger Zoo), Terminate, Doom Blade

General Sideboard Guidelines:
 On the Play:
-4 Eidolon, – some number of Boros Charm and/or Skullcrack (build dependent)
+ Blaze / Blood, + Flamebreak / Anger of the Gods, + Lightning Helix

On the Draw:
Same as on the play.

vs Jund

Keys to the Matchup:
Jund used to be one of the more favorable Matchups, in fact it was often one I preferred to play against.  They have Dark Confidant and Thoughtseize which are both big liabilities, and most of their spells are either non damage removal or reactive.

This changed slightly though.  Jund decks started becoming spell heavy, running more Inquisitions than Thoughtseizes, gaining access to heavier lifegain out of the board, and pilots are playing more aggressively.  I played Jund for a full season in Modern so I’ve had a solid experience both with and against the deck, so these changes became apparent quickly.

In Game 1, the worst starts are when they have lots of early discard backed up by Tarmogoyf and Liliana.  Honestly the latter two are the lynchpin pieces to them winning, as well as the possibility of a big Ooze lategame.  One noteable point with Ooze though is that you usually don’t have many creatures in the graveyard and they often can’t leave up too much Green mana (or simply won’t have it).

Kolaghan’s Command is a card that is mostly boarded out for them, but its discard effect can be troublesome when combined with the rest of their suite.  You need to fight these spells by being as efficient as possible (as usual).  You’re still the faster deck, so as long as they don’t get down two giant Goyfs it’s not the end of the world.  Get as many of your spells off as you can before a Liliana comes down and then the discard mode won’t matter as you’ll just play whatever you draw off the top.

Post-Board Jund may have access to Feed the Clan, so pay close attention when they have two mana sitting up on your turn so that you can plan your Atarka’s Commands and Skullcracks wisely.  Kitchen Finks and Thragtusk fall along the same lines, so it’s imperative that you keep a life denial option open on those particular turns.

Besides lifegain, Jund can many times have access to sweepers Post-Board.  Cards like Anger of the Gods and Damnation are reasonable, and they potentially can bring in additional spot Removal so they have extra answers to Eidolon and Goblin Guide.  As a result, your plan in turn is to cut creatures post-board and maximize the amount of Skullcrack effects you have.  You want to keep some number in, such as Goblin Guide, but everyone else is fair game to become more direct damage heavy in an attempt to fight on an axis that is unfair to them.

Path to Exile is a good answer to their biggest threats (Goyf, Tasigur, Raging Ravine), so I recommend having some number of them post-board to bring in for this matchup.

Searing Blaze is a mixed bag.  Yes it has targets, but post-board they are generally taking out Dark Confidant so there are even less potentials to go around, and because it’s so conditional it can often rot in your hand where another Burn spell could have represented damage.  I used to board more in, now I sometimes board them out depending on how I feel about their Jund list.  Burn players typically didn’t play cards like Path and Deflecting Palm in the past, so these new role players can fill those previously awkward spots.

This is one of the matchups where Boros Charm can shine a bit.  All three modes are relevant at times, whether it’s pure damage efficiency, stopping a sweeper effect, or double-striking a giant Monastery Swiftspear.  Remember that it has these different modes and is not just a Lava Axe.

Full Consideration Pool (Not In Order):
Searing Blaze, Path to Exile, Lightning Helix, Skullcrack, Deflecting Palm (borderline because of Liliana), Destructive Revelry (if they have Courser, no if not), Bump in the Night (speed), Terminate

General Sideboard Guidelines:
 On the Play:
– some number of Blaze, – some number of Monastery Swiftspear
+ Path to Exiles, Skullcracks, and (Helix + Palm, optional)

On the Draw:
– some number of Blaze, – 1 Mountain (if taking out Blazes), – your pick of creature if you wish (can keep them in too).  Usually 1-2 Eidolon or Swiftspear
+Path to Exiles, Skullcracks, and (Helix optional)
Note – Blazes can go either way (addition or subtraction) depending on your preference.  Palms shouldn’t usually come in on the draw because of the amount of discard they have reducing your number of direct damage spells

vs Eldrazi

Keys to the Matchup:
A relative newcomer to the scene, this deck has several variants with the most successful versions appearing to be BW and UB.  It’s basically mini Tron, minus the giant lifegain wurm and plus some discard and tokens.  I think the deck is very capable and have played against it with Burn, the matches felt largely similar to Tron in that you’re a slight step ahead most of the time but their disruption and acceleration keep it close.

One advantage over Tron is that while your Blaze effects aren’t ideal because of Spellskite and some unkillable targets, they do have some options, and Eldrazi’s heavy hitters don’t typically one-shot you like those in Tron.

Post-Board depending again on their build they can have things such as Timely Reinforcements, Celestial Purge, Duress, Drown in Sorrow, Disfigure, and Vampiric Link.  So your best plans are to be heavy on Atarka’s Command / Skullcrack, Electrickery, and to play around Timely when possible.  Whether that means taking extra damage from fetch and shock lands or suiciding creatures, it can be a big deal if that’s their route to victory.

Unlike Tron, the Eldrazi deck usually doesn’t have many artifacts besides ones they’re either boarding out or are able to use before you can remove them.  They tend to have some number of Spellskite, but this isn’t problematic enough that I’d want to bring in situational Revelrys unless it’s the UB version and they have the full 4 Skite.

Your creatures are more valuable in this matchup as they don’t have too many roadblocks in the early game and limited removal.  Also, the BW version doesn’t always have sweepers and even against the ones that do it’s typically of the slower variety where your creatures have already done their part.

Full Consideration Pool (Not In Order):
Skullcrack, Path to Exile, Searing Blaze, Searing Blood, Revelry (only if artifact heavy), Electrickery, Rakdos Charm (if they are token heavy), Deflecting Palm, Terminate, Doom Blade

General Sideboard Guidelines:
 On the Play:
-Some number of Blaze, – Some number of Lavamancer or Swiftspear
+ Electrickery, Skullcrack, Path, Palm

On the Draw:
Same as on the play, except I’d leave Swiftspear in.  Can cut 1 Mountain too.

vs Collected Company Combo and Kiki-Chord Combo

Keys to the Matchup:
Collected Company decks come in a variety of flavors, with Abzan being the more combo oriented one and Naya / Elves being value oriented.  The gameplan is similar against both as they are mostly Zoo-ish in nature, requiring Blaze and Blood effects as often as possible.

The difference with the Abzan Combo version is that you want anti-lifegain as well for if they go infinite against you (and because of the presence of 4 Kitchen Finks), so additional Skullcracks are demanded.  You also want to have Path to Exile or a similar effect so that you can remove one of their combo pieces if they try to go off before you can kill them.  So basically play like you were playing against Zoo, with the caveat being to hold up certain spells turns 3-6 when you can.  It’s equally important to stay aggressive, as durdling around too much favors their inevitability.

Post-Board they bring in cards like Burrenton Forge-Tender, Scavenging Ooze, Voice of Resurgence, Eidolon of Rhetoric, Lightning Helix, Engineered Explosives, and more Spellskites if they don’t have many in the maindeck.

Due to their threat density and propensity for more hate after board, this matchup can be very close.  You can only sideboard so many cards without making your deck significantly worse, so the order is generally to favor Blaze / Blood / Skullcrack cards, followed by Path and a specific hate choice if you have it.  Rakdos Charm (1 damage to controller for each creature they control) and Grafdigger’s Cage (stopping CoCo and Chord) are some of the best.  Destructive Revelry can be a possible option, but it’s a fine line to tow.  It depends on how much you value killing potential Spellskites, Coursers, or Eidolon of Rhetorics.

Voice of Resurgence is a thorn in your side, but also a blessing if you’re playing Rakdos Charm.  Remember that you can throw burn spells at them during their turn to trigger his ability (it is NOT a may trigger), and then choose the damage mode on Charm to hit them for the kill shot.  This happened to me during a PTQ one time where I hit my opponent for exactly 9 damage when he was at 9 life and I was dead on board.

As for what to cut, your creatures are some of the first to go since they get stonewalled early and are targeted heavily in games 2 and 3.  Because you’re usually bringing in more 2-for-1s you can afford to lose some repeatable damage sources in favor of fighting them solely on the Burn axis.  Eidolon is still valuable when on the Play, but is often too slow on the draw.  Lavamancer is good here at keeping them off of Birds mana and helping you deal with Persist in the early game.  But like other creature decks you face, most Burn spells should go to the face.  Boros Charm isn’t great either, and since you have to make room for a lot of spells it’s best to trim some of them.

Full Consideration Pool (Not In Order):
Grafdigger’s Cage, Anger of the Gods, Rakdos Charm, Searing Blaze, Searing Blood, Path to Exile, Destructive Revelry (borderline), Skullcrack, Electrickery (Elves only), Flamebreak

General Sideboard Guidelines (vs Combo):
 On the Play:
– 2-4 Boros Charm, 2-4 Monastery Swiftspear, Guides or Rift Bolts as needed (preferably don’t sideboard that deep)
+ Searing Blazes / Blood, Skullcrack, Anger or Flamebreak, Grafdigger’s Cage, Rakdos Charm (if in those colors), Paths, 1 Revelry (if heavy on Skite / Courser)

On the Draw:
Same as on the play except cutting Eidolons over Swiftspears.  And again please feel free to mise, there’s no need in any of these matchups to cut a full playset of a card.  It’s always good to have some element of a card in  your deck unless it’s truly awful

General Sideboard Guidelines (vs Value):
 On the Play:
Same as Combo except not a big need for extra Skullcracks since you already have a good amount of that effect mainboard and they don’t typically have much lifegain.  It’s possible though that with the future meta Skullcrack might be needed.

On the Draw:
Same as Combo, with again the Skullcrack consideration.

vs Infect

Keys to the Matchup:
Generally Infect is a favorable Matchup but since it is a quick deck you are punished greatly for mistakes.  The most important line to understand is that you want to try to kill creatures at the end of their turn or during your turn.  By doing this, you force them to use their pump spells at times that are not advantageous, and thus dilute their available ways to kill you.

Your life total does not matter in this Matchup, so feel free to go fetch and shock land crazy as needed to play your spells in the most efficient manner possible.  Hopefully you are able to land an early Grim Lavamancer and/or Eidolon as these cards make it very difficult for them to go off on a given turn.

Usually during the match, the Infect player will get in a hit or two for 3-5 poision counters.  This is a point where I see a lot of Burn players worry and try to shoot down a guy in response to a pump spell.  I can’t stress enough how important it is to avoid doing this unless you get a read on your opponent somehow.  Save the burn for the appropriate time, and if they kill you because you didn’t do it in response it was probably meant to be regardless.

This is one of the matchups where it’s OK to point some of your burn spells to the ground.  They are really limited on creatures and that’s their whole game plan.  If you can clear the road of threats, your creatures will finish them off in short order and if not you’re more likely to draw lethal burn spells than they are creatures.

The worst things that can happen to you from an intelligent Infect player is that they will sandbag their cards until they believe they can go off no matter what you respond with, or post-board they will Nature’s Claim their own stuff to save themselves on the critical turn while killing you on their following turn.  Eidolon makes the sandbag plan a little sketch, since if they’re not able to answer him you can just keep attacking until they’re dead, and time is on your side if they wait.  As for Nature’s Claims (and Spellskite), you might keep some number of Atarka’s Command in to combat it (and also pump your team), but it won’t matter too much since you’re focused on killing their threats anyway.  It’s simply important to remember they have that option (which can also kill your Eidolon).

Post-Board you get some glorious weapons in the fight against them.  Path to Exile and Deflecting Palm are both fantastic answers to their Voltron plan, and Destructive Revelry deals with Spellskite, Inkmoth Nexus, and Wild Defiance.  More Searing Blaze / Blood effects can come in, and Electrickery / Gut Shot / Sudden Shock can be blowout surprises.  Just be aware that they are usually bringing in heavy permission (Dispel and Spell Pierce), so if they have blue mana up that’s likely the reason.  These spells dilute their overall plan though, while you’re just enhancing yours.

Full Consideration Pool (Not In Order):
Sudden Shock, Spellskite, Electrickery, Path to Exile, Deflecting Palm, Rakdos Charm, Smash to Smithereens, Destructive Revelry, Gut Shot, Searing Blaze, Searing Blood, Blood Moon (borderline / bad), Molten Rain (borderline / bad), Terminate, Doom Blade, Forked Bolt

General Sideboard Guidelines:
 On the Play:
– Helix, some number of Boros Charms, Rift Bolts and / or Skullcracks
+ Spellskite, Path, Palm, Revelry, Electrickery, Blaze, Blood, Sudden Shock, etc

On the Draw:
Same as on the Play, emphasizing your overall CMC (thus 2 CMC cards less desirable if making a tough decision)

vs Scapeshift

Keys to the Matchup:
Scapeshift was formerly one of the easiest Matchups for Burn, and many times it still can be.  The Bring to Light version that Jeff Hoogland championed is a bit more difficult to play against, and many pilots have added additional hate for Burn.  Still, their plan is linear and their board is often predictable, so both of these factors make it a matchup you can have a solid idea of how to play against.

Pre-Board you are racing, simple as that.  They usually have Remand and Cryptic Command, but don’t get too cute with their counterspells outside of those two so you typically know when they’re going to happen.  Their kill turn is generally 6-8, which is slower than yours.  The hope is that you can land an early Eidolon to punish them for their incessant digging, while at the same time burning them out.

Post-Board the usual plan for them is Obstinate Baloth, Dispel / Negate, Spellskite, and Sweepers.  Some lists have Courser or will bring in Nature’s Claim.  Pilots of this deck tend to have 1 or 2 interesting cards out of the board (Primal Command), but unfortunately we can’t predict what those will be.

Your usual Post-Board plan is to cut Searing Blaze effects in favor of more Skullcracks.  If you have access to Sudden Shock, it’s a nice way to surprise them in game 2 by hitting their Sakura Tribe-Elder when they leave it up to block as many Scape players do.

Basically if you don’t let them gain life and they don’t have the nut accelerated hand, you’re in good shape.

Full Consideration Pool (Not In Order) :
Skullcrack, Sudden Shock, Choke, Blood Moon, Molten Rain, Slaughter Games (borderline), Destructive Revelry (only if very heavy on Courser or Skite)

General Sideboard Guidelines:
 On the Play:
– Searing Blaze / Blood
+ Skullcracks, Sudden Shock

On the Draw:
– Searing Blaze / Blood and/or 1 Mountain
+ Skullcracks, Sudden Shock

vs Abzan

Keys to the Matchup:
Abzan is similar to Jund, with three important caveats.  They have a turn 3 lifegain spell in Kitchen Finks (usually), a turn 4 lifegain spell in Siege Rhino, and they have tokens in Lingering Souls.  Versus Jund where you just have to worry about Scavenging Ooze (also in Abzan) and maybe Huntmaster of the Fells, this distinction forces you to try and keep Skullcrack / Atarka’s Command up on those critical turns when possible.

Their Post-Board plan for you is almost identical to Jund, with the ability to sometimes have cards like Leyline of Sanctity which they can hardcast if needed.  Don’t worry too much about Leyline, because if anything it tends to be a 1-2 of in their board and is a waste of attention for you when the cards to fight it don’t help you with anything else.  If they land one it can often be GG, but if you’re stuck holding a dead Revelry the same can be said.

I’m still not wild about Blaze and Blood here because it isn’t great against Kitchen Finks and the rest of their targets are very Jundish in nature (aka won’t die) as well as being less efficient than a Lightning Bolt.  I like focusing on the Skullcrack / Atarka’s Command plan and potentially bringing in Electrickery for their Lingering Souls.  Souls can be a means for them to kill you a turn faster, and post-board they could have cards like Timely Reinforcements.  Path to Exile and Deflecting Palm make a bit more sense, as Abzan has more big creatures than Jund does so there’s love to be spread around.

Full Consideration Pool (Not In Order):
Searing Blaze, Path to Exile, Lightning Helix, Skullcrack, Deflecting Palm (borderline because of Liliana), Bump in the Night (speed), Terminate, Rakdos Charm (if creature heavy)

General Sideboard Guidelines:
 On the Play:
– some number of Blaze, – some number of Monastery Swiftspear (if necessary)
+ Path to Exiles, Skullcracks, and (Helix, Palm, Electrickery optional)

On the Draw:
– some number of Blaze, – 1 Mountain (if taking out Blazes), – your pick of creature if you wish (can keep them in too).  Usually 1-2 Eidolon or Swiftspear
+Path to Exiles, Skullcracks, and (Helix, Palm, Electrickery optional)
Note – Blazes can go either way (addition or subtraction) depending on your preference.  If you bring in Palms, be wary that Abzan still has Liliana if you play too defensively

vs Grishoalbrand

Keys to the Matchup:
I haven’t played this matchup enough to finalize my thoughts on it, but I think the best you can hope for is banking on the fact that your deck is more consistent than theirs.  That said, the new versions of Grishoalbrand are pretty consistent as well as being faster than Burn.  They can gain an obscene amount of life with Nourishing Shoal + Worldspine Wurm and sometimes go off incredibly early due to Simian Spirit Guide and Groyo’s Vengeance.

For some reassurance, I have a friend who plays Grishoalbrand often and he says he thinks Burn is one of the best decks against it.  Part of that might be due to the fact that they need precisely Nourishing Shoal or an effective opener to beat your clock, but I’m still going to hold my breath if this deck becomes popular.

Post-Board cards like Grafdigger’s Cage can force them to just be on the Through the Breach plan, and that will buy you critical time.  If you have access to Rakdos Charm you can respond to their reanimation or Wordspine shuffle trigger by wiping their yard.  Additional Skullcracks will help you fight Nourishing Shoal if you are able to have mana up in time.  Path to Exile can force their hand during the Combo process, but generally doesn’t do much since they don’t have to use the attack step.

Blazes, Lightning Helix, and expensive 2 CMC do-nothings are the ones worth cutting here.  In addition to a lack of time, they have increased discard post-board (Inquisition) so you need to kill them as fast as possible.

Full Consideration Pool (Not In Order):
Grafdigger’s Cage, Pithing Needle (name the right card!), Rakdos Charm, Skullcrack

General Sideboard Guidelines:
 On the Play:
– Blazes / Bloods, Helixes
+ Grafdigger’s Cage, Skullcrack, Pithing Needle, Rakdos Charm, Path

On the Draw:
Same as the Play except that you can cut 1 Mountain instead of a spell.

vs Lantern Control

Keys to the Matchup:
Hard to actually call this a control deck as it’s really just a degenerate Combo deck, but fortunately it’s one of your best matchups.

Game 1 is much like it is for Scapeshift.  You’re simply racing their combo and hoping you can eek out a win.  They can take time to setup, and you can take advantage of that.

Post-Board you can cut the unnecessary Blazes, Helixes, etc, for Destructive Revelry, Smash to Smithereens, Skullcracks, etc.  They’ll be bringing in Sun Droplet or other lifegain, will have Spellskite, and will have Welding Jar and/or Sweeper effects (Pyroclasm).  The plan remains the same with upgrades essentially.  Eidolon is an absolute beating against them, so the more you can get in play here the better.

Be aware that they have Ensnaring Bridge, and outside of Pyroclasm or Pyrite Spellbomb it’s one of the few ways they have to stop your ground attack.  They often lose games in which you get a board presence before they can shut you off.  So use your Revelries to hit the pieces that prevent that, such as Bridge, Spellskite, Lantern, and Sun Droplet.

Full Consideration Pool (Not In Order):
Destructive Revelry, Smash to Smithereens, Shattering Spree, Rakdos Charm, Skullcrack, Bump in the Night (speed)

General Sideboard Guidelines:
 On the Play:
– Blazes / Bloods, Helixes, some number of Rift Bolts
+ Revelries, Skullcracks

On the Draw:
Same as the Play, except you can cut 1 Mountain instead of a spell

vs Merfolk

Keys to the Matchup:
Burn mages tend to have varying opinions on how good this Matchup is.  I personally thought it was terrible initially, but I’ve come around to thinking it’s actually net positive most of the time.  The scary part is that they can overload the board almost immediately and a Master of Waves can be the end of days.  But you’re still either faster or right on pace with them if you concentrate your Burn to the dome.

One nuance worth being aware of; while your Skullcrack effects aren’t ideal in this Matchup, Skullcrack specifically can kill Master of Waves if they block.  You Skullcrack them, and since damage can’t be prevented, his protection from Red clause does not prevent him from taking damage from your creature.  It’s a loose application, but it occasionally does come up.

Really the only creatures you need to consider killing are Kira (Post-Board so your Blazes are more effective), and a Lord that is going to cause you to die a turn sooner than you should.  Thus, try to not make this move until the last second if possible so you can both throw off their combat math as well as make sure you have enough Burn to kill them.

Grim Lavamancer and Eidolon can both be strong here if they’re able to come down early and work the board.  This is a matchup where having as many Grim Lavamancers in your 75 as possible is rewarding.

Cards like Rending Volley and Combust are effective, but not necessarily helpful all the time.  I still think it’s worth having them, but with the banning of Twin the amount of hate for Blue decks should be kept to a minimum.

Volcanic Fallout or Anger of the Gods can be devastating versus Fish, so if small Blue decks pick up steam these are the first choices I’d consider moving towards.

Full Consideration Pool (Not In Order):
Electrickery, Searing Blaze, Searing Blood, Skullcrack (just keeping maindeck or swapping for Commands), Path to Exile (for Master of Waves), Rakdos Charm, Lightning Helix, Reality Hemorrhage, Doom Blade, Slaughter Pact, Bump in the Night (speed)

General Sideboard Guidelines:
 On the Play:
-3 Atarka’s Command, -3 Boros Charm (can cut Rift Bolts instead and bring in Revelrys if heavy on Spellskite)
+ Electrickery, Blaze / Blood, Path, Skullcrack, Reality Hemorrhage, Doom Blade, Slaughter Pact, Rakdos Charm, etc

On the Draw:
– Eidolon (some number), – Commands
+ (same as on play)

My Decklist

Burn by John Galli

4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of the Great Revel
2 Grim Lavamancer

4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
4 Boros Charm
4 Atarka’s Command
2 Skullcrack
2 Searing Blaze
1 Shard Volley
1 Lightning Helix

3 Arid Mesa
4 Wooded Foothills
4 Bloodstained Mire
2 Mountain
4 Sacred Foundry
2 Stomping Ground
1 Copperline Gorge

Sideboard
3 Destructive Revelry
2 Skullcrack
2 Kor Firewalker
1 Searing Blaze
1 Smash to Smithereens
1 Deflecting Palm
1 Grafdigger’s Cage
1 Anger of the Gods
1 Reality Hemorrhage
1 Lightning Helix
1 Path to Exile

Conclusion

While my list is just what I’m comfortable with at this point, we’re going to see some Metagame shake ups and it may be worth considering a move to a Black version of Burn again.  Gaining extra speed from Bump in the Night can be huge, and sideboard cards like Rakdos Charm are useful if the format goes wide.  Mono Red Burn might even be a possibility, harkening back to the list that Raphael Levy played at a Grand Prix years ago.  His list had Molten Rain, Cryoclasm, and Peak Eruption, making it scary for decks trying to go big.  Blood Moon is a real possibility for Burn at the moment too, although I wouldn’t advise it against decks that are relatively on par with your speed or heavy on creatures.

The important piece of the large puzzle is that you keep yourself at least open enough that you have a fair chance against the field.  Burn players often tend to over focus on Metagame shifts, but this will always be an open format.  Play a list of cards that allow for flexibility while still properly addressing crossover needs.

As Always,

Keep Tapping Those Mountains

– Red Deck Winning 

P.S. – If you have any more questions regarding the deck or strategy, feel free to submit them to us on Twitter for a chance at having them answered on the Podcast in our Mailbag segment.  We are also still running our Giveaway contest of sweet Red cards and accessories, so follow us if you aren’t already!

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Being The Small Fish In A Big Legacy Pond

priceofprogresswallpaper

Being The Small Fish In A Big Legacy Pond

Legacy is a vast format with a small percentage of the same decks putting up consistent results.  Every once in a while, an established archetype from years ago will pop up in the Top 16, or have some resurgent success based on metagame changes and card releases.  But these are usually blips on the radar, so when brainstorming (no pun intended) for a tournament it’s very important to not get too cute with your choices.

Burn in Legacy occupies a space that, as usual for Red in most formats, is often misunderstood.  It’s easy to look at a typical Burn list and make some strong criticisms when surveying the rest of the format.  Some of the most common ones you’ll hear:

  • Why are you playing a budget deck and limiting yourself to one color when you have access to just about anything in Magic?
  • How do you expect to beat decks with cards or strategies that are considered superior by most of the community in Force of Will, Brainstorm, Delver of Secrets, Stoneforge Mystic, Combo, etc?
  • How are you able to address bad matchups with such a limited card selection available to you?

The first question won’t have an answer that is satisfactory for most, but it will be understandable to those who have attachments to things.  Some people just like setting fires, they like the passion, they like being the aggressor.  Burn occupies all of those things, and this is the most pure Burn deck you can basically play in a tournament.

But furthermore, I believe that Burn is a fully Tier 1 Legacy deck and not the Tier 1.5 that many mages might try to stray you on.  You won’t see as many high finishes because of how narrow it is and the questions above that it presents, but finishes are not the only thing that equate to performance.  Burn is an incredibly difficult deck to master, and most pilots are either inexperienced or not willing to put in the time to make tough choices second nature (or to understand its roles in the Metagame).  A few pilots have taken time to do this, and have won or Top 8’d events as a result.  With the increasing popularity of Modern Burn, I imagine a few more will crossover into Legacy as well in a matter of time.

I think the biggest difference in Legacy over any other format, especially in regards to Burn, is that mistakes are often punished with a game loss.  While playing tight is important no matter what kind of Magic you’re doing, it’s emphasized here because you are playing against an even quicker clock and a format where cards like Brainstorm and free spells will make sure that punishment is dealt every time.  Legacy is all about little moments; places in a game where the slightest variance in sequencing or the ever so incorrect board choice makes all the difference.

In response to the second question, I expect to beat the rest of this stacked field because our deck is (like Burn in other formats) attacking from a specific angle that most decks aren’t naturally prepared to beat.  You are not interested in their gameplan or the life of your creatures, you are simply interested in bringing them from 20 to 0 as fast as possible.  While your opponents gets cards that help them filter to their most important pieces or consistently “go off” on a given turn, you get cards that make your clock either on par to theirs or “break” the game by doing something completely outside of the normal means of combat.  For example, THESE cards:

sulfuricvortexpriceofprogressfireblast

Sulfuric Vortex is the biggest temptation for playing Legacy Burn.  While it hasn’t always made the 75 depending on what the metagame is doing, it’s usually a key piece and one that you both don’t get to play in other formats and can’t play in most other decks.  There’s nothing more satisfying then slamming this against a Miracles player and knowing the fear you are putting into them as they realize the clock just got a whole lot more consistent, quicker, and their hopes put on a card or two in their deck.  Besides having a repeatable burn source, you take away lifegain which the majority of decks are not prepared to deal with in Game 1.  The matchups where Stoneforge Mystic was going to fetch up a trusty Jitte or Batterskull now face the same difficulties as the Miracles player.  Council’s Judgment or bust, Sucka!

Price of Progress baffles some newer players to Legacy because while they know people play duals and other non-basics, they don’t realize the damage potential and they feel like it’s too much of a liability when the card is dead.  It’s important to get past this belief, as Price of Progress is rarely dead (outside of a Mirror), and in many matches the damage can often reach over half your opponent’s starting life total.  The bigger issue is that your opponent can play around it, but most decks can only do that to a certain extent, and often players will forget about it or have no choice but to extend into it.  It’s a crucial card, and one of the cogs that can keep you in the driver’s seat against a deck that is potentially much faster than you.

Fireblast is one of the most satisfying Red cards in all of Magic, because much like Force of Will your opponent can never feel safe.  Even when tapped out and exhausting your hand of Burn spells and their responses, you could always just “have it”.  And that’s ignoring the pure efficiency of 0 mana for 4 damage which you can’t touch with anything else.

To answer the third question, your sideboard must be educated and focused, and that is all dependent on your knowledge of the format, metagame, and the accuracy of your predictions.  Legacy does have some very lopsided matchups, so sometimes Burn can just be a big dog in the format, but usually there is enough variance that you can dodge the bad ones or accept a loss that you know you couldn’t get out of.  That said, if your list is tuned correctly, you shouldn’t have anything that is strictly unwinnable.  The worst decks are by far the “other” combo decks (Belcher, Storm, Reanimator, Dredge, Sneak & Show, etc) because like you they are playing only their game and are too fast for you to beat on an optimal draw straight-up.  So what becomes more challenging, is deciding if you want to abandon a matchup post-board or decrease your winning percentage against “the field”.

What helps this decision a bit is that Burn is often not a very popular archetype at big tournaments, and as such, the other pillars of the format have their say in what fringe archetypes can or cannot see the light of day.  Miracles, Delver, and D&T (Death & Taxes) can be oppressive enough that if they catch a wave of success at tournaments, some of the ones you’re worried about may disappear altogether.  Even some of the primary staples can be ushered out in this manner, as we’ve recently seen with D&T.  This very move itself has allowed me to shave on cards in my Legacy Burn list and focus more on other areas.  Many people consider D&T to be a bye for Burn, but I know from playing against some of the better pilots in the country that it is a very close match if they have experience with it.

So What Is Our Metagame?

There isn’t a 100% answer to this, and the problem is more difficult to assess in Legacy due to card prices / availability and regional preference.  In a large tournament though, you can at least count on the pillars to show up, with a bigger percentage being decks that have had success the last few weeks or benefited from new card releases.  I usually start by looking at the last two months of StarCityGames Opens and Premier IQs, Grand Prixes, and European results.

More often than not, Reanimator and Dredge are not worth bothering with.  Both decks basically require dedicated graveyard hate, and you rarely have the sideboard room to draw anything reliably that you would put there.  You usually have to get that sideboard card in hand or on the board within the first turn or two, and that’s asking a lot.  Cards like Surgical Extraction, Faerie Macabre, Leyline of the Void, Mogg Fanatic (for Dredge’s Bridge From Below), Grafdigger’s Cage, Tormod’s Crypt, or Relic of Progenitus are the go-tos, and they’re not applicable against 90% of the rest of the decks.  I’ve seen Burn players try and bring in things like Relic against Maverick (to counter Knight) or Snapcaster/Goyf decks, but you’re costing yourself a Burn spell / Creature and it only gets worse as time goes on.  Sure, if you draw it early and your opponent is reliant on those certain pieces to win, it can be effective, but most of the time you’re drawing it too late for it to matter when it could have been that last bolt to the head.  Cards like Leyline are mulligan or bust, and I’d rather just capitalize more on what makes Burn good (its consistency).

The cards that see the most fluctuation in my board are the following:

searingblazemindbreaktrapensnaringbridgegrimlavamancerpyroblast

Searing Blaze and Grim Lavamancer are both fantastic against the creature-heavy decks or anything that presents a decent amount of targets.  These are the spells that up your percentages from 50/50s and 55/45s against decks like D&T, Maverick, Elves, Delver, Shardless, etc.  It’s much better against the non-blue aggro decks because they tend to run more creatures (and it can’t be countered), so keep that in mind when deciding how many you want to include.  Many Burn players were maindecking Blaze in the recent metagame which just baffles me.  It’s a dead card against so many decks, decks where you preciously need that extra damage, and it’s not as amazing against stuff like Delver as some give credit for.  A two mana conditional spell is a lot in Legacy, especially when those blue-aggro matches often hinge on playing around Daze and Spell Pierce.  Grim Lavamancer fares a little bit better, but obviously being a 1/1 creature means that he’s quite easy to get off the board.

I think usually most 75s want some number of both so that you’re not giving away too much against commonly popular decks.  I’d lean more towards Lavamancer, and you could consider some number of both in the main if the meta shifts towards “fair dude decks”, but as it stands, that’s not the game we’re living in at the moment.  Miracles, Delver, Shardless Sultai, and Esper Stoneblade are the top 4 pillars, all of whom demand additional answers.

Mindbreak Trap is one of your better options against Storm and Belcher, but like most hate cards for those matchups they have solutions.  What’s useful here is that you can be tapped out and play it, and since you have a variety of answers at your disposal, it’s likely that they may keep the wrong card or guess incorrectly.  That is of course if you even see your board card/s.  Eidolon is helpful in these matchups, but sometimes they go off before you can get one out, and sometimes even with him out they have Echoing Truth or Abrupt Decay to remove him before they finish.

One way that you can combat some of the combo matchups or supplement fringe board cards is to run Pyroblast.  Pyroblast is never the ideal sideboard card, but it’s probably the most flexible one vs matchups that are difficult or close.  Against Storm, you can counter a Brainstorm, Preordain, or Ponder to interrupt them from going off.  It of course won’t get rid of their existing storm count, but it might prevent them from being able to dig far enough to get to Tendrils or get lethal damage.  Against Miracles, if you happen to have it before they land a Counterbalance you can attempt to counter it, or you can attempt to destroy it if they have to play it naked (no Top).

Similarly, Pyroblast can counter Show and Tell or cantrip spells, making a Sneak & Show player have to have a counterspell of their own or a Sneak Attack.  These again aren’t the greatest ways to answer your problems, but Pyroblast provides enough strength that I think it’s a good time to be playing it.  I also wouldn’t feel obligated to bring in 3 or 4 of them, even just 1 or 2 is a nice addition.  Diluting your deck of damage threats is a concern to always be aware of with Legacy Burn.  Lastly, keep in mind that you can still target permanents with Pyroblast even if they aren’t Blue, it simply won’t destroy the permanent.  This is useful when needing an extra Prowess trigger on Monastery Swiftspear (similar to how you’d play spells into Chalice of the Void or Counterbalance at times even though they’d be countered).

Ensnaring Bridge is the last card that sees some movement depending on the Meta, but in general it’s one I’d play more often than not.  It’s arguably your best answer to Sneak & Show, as cards like Ashen Rider can only be played against the one matchup and don’t help you if they resolve a Sneak Attack. Bridge on the other hand, doubles at being a solid addition versus Delver and less seen archetypes such as MUD or Goblins.  In the case of Delver, they are usually not actively boarding in artifact hate, so it can often steal a game after you exhaust your early burn spells.  Just remember that all Delver decks have access to some hate post-board, so in game 3 (if there is one) it’s probably wise to board it back out.

New Weapons

Some new cards have been popping up in Burn that have made a large impact on the deck.  One of them is my own personal innovation, and the others are ones that I’ve had to try out but have since been thoroughly convinced on their place in the list after success at recent tournaments.

The first (and my spin) is Molten Vortex:

moltenvortex

Vortex serves the role of Grim Lavamancer in the sense of repeatable damage, but being an enchantment makes it more difficult to remove for many decks.  Additionally, it turns every draw of yours into a live one and prevents flooding, which is precisely what you lose to playing Burn more than any other obstacle.  I was excited when I first saw the card spoiled in Origins, and was surprised when it didn’t get initially adopted.  Stephen Neal from my area who Top 8’d Pro Tour Origins played one in his sideboard, but that was Standard and this was a card I felt has a better application in a format filled with low toughness creatures and lockout decks.

Against Miracles, Molten Vortex joins your other pesky enchantments (Eidolon of the Great Revel and Sulfuric Vortex) to overload them on targets for Council’s Judgment.  This has been a key turning point for me in making Miracles feel like a good matchup.  They only have so many answers to enchantments, so if you can form a threshold of them it is often very difficult to mount a comeback.  Molten Vortex also sneaks in underneath their combo more often than your other two, so it’s one extra inch in a battle for them.  And unlike Pyrostatic Pillar which requires the opponent to play into your triggers, Vortex is instead actively killing them.

Molten Vortex is very useful against Lands, a deck that would otherwise Punishing Fire the card if it were a creature.  It’s OK against Delver and small creature decks that push you to keep drawing those last few points of damage, and overall it’s been a winner.  The one drawback is that you never want to draw two of them, and it’s better later in the game than earlier, so you’re likely only going to have 1-2 copies in the board.

exquisitefirecraft

Exquisite Firecraft was the card that people asked me about the most when it got spoiled.  There were a lot of folks who thought it would be good in Legacy and I initially was not in that camp.  It’s very difficult for anything with three mana tacked onto it to see play, and there’s also always the question of whether or not there’s just a better card out there for the job.

After early tournament results showed that people who placed were playing it, I thought it was only right to at least be objective and give it a try.  I sleeved it up for a win-a-box about a month ago and knew there would be some Delver and Miracles players lurking.

The card was insane.  I knew the scenario that it “should” be good in from speculation, which is that it would be your last burn spell that normally would be countered versus those decks.  But I undervalued the power granted by that situation in those matchups, and the fact that you could draw multiples and just put that game completely into your hands from a percentage standpoint.  And in the Delver matchup, you can kill a Delver himself, which sometimes is the very thing that loses you the race.

Whether you have to shave numbers on it or not to make room for other cards, it’s doubtful for me that I’d ever take this out of the sideboard after now having multiple win-a-boxes under my belt (both of which I won).

pithingneedle

Pithing Needle is the last recent addition to the deck and one that I know has occasionally made Burn sideboards before.  The reason it’s being discussed here is because I think it’s applicable against enough tougher matchups and unknowns that it needs to be in the 75 currently.  It doesn’t do damage itself which is a big hesitation point for a card, but like Pyroblast the level of flexibility is unmatched.  Against Lands, you can name Thespian Stage and prevent them from comboing out on you unless they are able to draw an answer, putting them on the Punishing Fire plan which buys  you important time.  Against Miracles it can name Sensei’s Divining Top and come down early before they assemble a prison.  Against MUD it can name Metalworker or Kuldotha Forgemaster to slow them down enough to sneak out wins.  The options are wide open, and so is this format, so it’s about as good a mise as I could ask for.

senseisdiviningtop

Sensei’s Divining Top popped up in an SCG Burn list a while back and I was immediately intrigued.  The card made good sense; it can filter to make sure you almost always have a Burn spell or what you need at the ready, and you have fetch lands to make sure your next few cards aren’t getting stale.  It triggers Prowess on Monastery Swiftspear, and it lets you draw an extra card in a critical turn.  There’s few detractors, outside of it not being damage itself (which can be remedied with its two modes) and the fact that it’s bad in multiples.  You can do some fun tricks with two of them and a Swiftspear, but aside from that it fits the role of Molten Vortex in being just that bit of extra sauce you need to get the win.

The Last Piece

smashtosmithereens

Smash to Smithereens is a staple Burn sideboard card that is one of the hardest to decide the number on.  You want it against decks with Batterskull and Jitte (Stoneblade, Maverick, D&T, Shardless) and against decks that are either artifact based or bringing Chalice of the Void / Ensnaring Bridge in against you (MUD, some Delver builds, Painter, Pox, U/B Tezzeret, etc).  The big problem is that the first tier of those decks also have a beatdown plan, so you can’t have too many situational cards that might or might not be correct depending on their hand and line of play.  But the artifacts that the first tier decks run are quite impactful, and the other decks mentioned are back-breaking at times, so you do want some number.

Usually for me that number is 1 or 2, sometimes 3 if the Meta has a crazy shift.  Most Burn players I see tend to run it as a 3-of, but I think that’s just too many when it doesn’t help much against the current 4 pillars of the format.  Regardless, when it’s good, it’s great, so always have it in your decision process.

The List And The Leftovers

Here is where my list would be at if I were taking it to a major Legacy event tomorrow:

Burn by John Galli (Legacy)

Maindeck
4 Monastery Swiftspear
4 Goblin Guide
4 Eidolon of the Great Revel

3 Sulfuric Vortex
1 Sensei’s Divining Top

4 Lightning Bolt
4 Rift Bolt
4 Lava Spike
4 Fireblast
4 Price of Progress
4 Chain Lightning

4 Wooded Foothills
4 Bloodstained Mire
2 Arid Mesa
10 Mountain

Sideboard
4 Exquisite Firecraft
3 Pyroblast
2 Ensnaring Bridge
2 Smash to Smithereens
1 Searing Blaze
1 Grim Lavamancer
1 Molten Vortex
1 Pithing Needle

There’s obviously a good many cards not talked about or seen here, and I’ll try to quickly address some of those:

  • Flame Rift:  Actually considering bringing this back in, Eidolon took its spot but it represents unparalleled damage at its cost and can help you race combo decks better
  • Vexing Shusher:  Often a go-to Miracles / Delver card, but I’ve never liked it in Burn.  It’s just another bear for them to kill and the activated ability requires too much mana and too much work in addition to the condition of it not dying.  I understand why people play it and like it, but IMO not worth it
  • Sulfur Elemental:  When D&T picks up in popularity I like this card more.  Definitely helpful against Flickerwisp which can often be one of the most annoying cards they have against you.  Killing Thalia and Mother of Runes is equally great
  • Dualcaster Mage:  I haven’t seen this guy played yet in Legacy Burn, but I have to imagine it’d be hilarious.  And who knows, it could actually be good.  I’d love to see the look on my opponent’s face when I copy a Fireblast for exactsies. . .
  • Blood Moon:  I’m not sure who this is reliably coming down against and affecting much.  Maybe Lands, 4-color Delver decks and Sneak & Show, but you’re not a deck that wants this slow effect which is better when you have 4 in your list and some way to accelerate it out
  •  Volcanic Fallout:  While this card seems good against Elves, Delver, Deathrite Shaman, and Young Pyromancer, it’s pretty much only good there.  Most of the other decks have too much variance in toughness or it’s killing the creatures that don’t truly matter to the matchup.  I’ve played it quite a bit in Legacy Burn, and it just never was quite what I was hoping for.  It’s another one like Shusher that I can understand why people might like it but just doesn’t make sense for me in the end.  If Delver at some point just starts dominating the format and D&T makes a return from the dead, then I’ll reconsider
  • Skullcrack:  Ah yes, Skullcrack.  This is a card I tried for a while thinking that it might actually be precisely the upgrade Burn would like to have.  In the end, it’s not efficient enough in comparison to the other Burn spells and Sulfuric Vortex occupies the same role while just being better most of the time.  If Vortex sours in the Meta, Skullcrack is a sure-fire replacement, but until that day occurs it’s not worth the room.  It also can be useful if Circle of Protection: Red becomes popular, so keep an eye on that as well
  • Searing Blood:  Completely acceptable as Searing Blaze #5 – 8, especially in creature-heavy Metas.  I’ve at times ran 4 of each, when D&T and Elves were everywhere.  Now is not that time, but your local meta may vary
  • Sideboard Cards Of Other Colors:  I know the temptation is very real, but to paraphrase Patrick Sullivan, those 1 out of 8 games you get Wastelanded will make you think otherwise.  I could potentially see a situation where you have a dual land in the board along with a few cards, but they’d have to be incredibly effective and inexpensive in cost

Conclusion:

Burn is Good.  Burn is Great.

As Always,

Keep Tapping Those Mountains

– Red Deck Winning

P.S. – If you have any more questions regarding the deck or strategy, feel free to submit them to us on Twitter for a chance at having them answered on the Podcast in our Mailbag segment.  We are also still running our Giveaway contest of sweet Red cards and accessories, so follow us if you aren’t already!

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