Modern burn list splashing white and black instead of white or black.
CARD CHOICESMAIN DECKLightning Bolt: hopefully I shouldn't have to explain
Rift Bolt
: lightning bolt copies 5-8
Lava Spike/
Bump in the Night
: lightning bolt copies 9-16
Boros Charm: 2 mana and a card for 4 damage to the dome is sweet, plus it has the upside of having a few other modes
Searing Blaze: kills a guy and does three to their face, solid card.
Skullcrack: three to the dome, prevents them from killing an attacking goblin guide with their pro red dude, prevents any life gain. overall very versatile
Eidolon of the Great Revel: on the surface this seems terrible to put in a deck where literally every non land triggers it. However, 96.537892% of the time, the damage it deals to them is far more relevant than the damage it deals to me, even if i take 8 and they take 6. If they don't remove it right away, it pretty much wins me the game.
Monastery Swiftspear: essentially a repeating burn spell, it gets better the more burn spells I play and has haste. solid card
Goblin Guide: another repeat burn spell, yes they do get lands 40% of the time, but the damage far outweighs the downside, plus I get info about what goes into their hands.
SIDEBOARD
Much of this an be changed to fit different metas, so some cards in the maybeboard can be subbed in.
Anger of the Gods: very good against weenie decks including affinity, unless they have an Arcbound Ravager out (seriously screw that card)
Destructive Revelry: kills Leyline of Sanctity and more and also domes them for 2
Kor Firewalker
: for the mirror, is very easy to get with fetches
Relic of Progenitus: hates out storm, goyf's, reanimator decks, etc.
Stony Silence: shuts down most of affinity, which is rough for this deck
Torpor Orb: stops soul sisters and a variety of other things.
BUDGET OPTIONS
But FRancid! THis deck costs 400 dollars! Thats not cheap! Lets get real kid. Modern isn't cheap. goyf costs 200 bucks a pop, thoughtsieze, scapeshift and twin are 25 bucks each, bob and liliana are 80, the list goes on and on. That said, its probably the cheapest format to play. Standard decks cost around 200 smackers on average, and when you have to buy new cards every year, and your old cards lose much of their value, it ends up being far more expensive than modern. If you invest in a good modern deck, KMCs and perfect sleeves, you will likely not have to spend too much money on the deck afterwords. 400 dollars tends to be no that high for a modern deck, and a few cards can be replaced if you truly need to, however I would recommend picking up the full list as many of the cards in this deck are run in many decks.
Goblin Guide can be switched with the new zurgo if you are truly need to, although I would recommend you get the guides as soon as possible
fetches: this deck can still function without them, although running three colors, they are very nice. The friendly colored fetches are at an all time low and will only go up with time and are solid investments. DO NOT REPLACE SHOCK LANDS WITH BASIC PLAINS/SWAMPS you NEED them to produce red mana as this deck is 80% red. furthermore, they can only be fetched up by a portion of the fetches. Don't replace them with pain lands/buddy lands/etc. because those can't be fethced. If you need too, replace the Arid Mesas with basic mountains.
Monastery Swiftspear is 2.50, has been for a while, and see's play in eternal formats. Pick them up while they are this cheap. Solid investment.
CARDS LEFT OUT
Vexing Devil: very nice on turn one, but it is garbage in the late game. Plus it is another creature which I don't particularly need/want. Terrible in top deck mode.
Grim Lavamancer: seems nice, but it dies incredibly quickly, and does nothing the turn its played. Terrible in top deck mode.
Crackling Doom: three mana, of all different colors, that sometimes gets around hexproof, in a meta without much hexproof sucks. The fact that it dodges leyline doesn't matter. If I can't get leyline down, two damage almost never matters.
Shard Volley: that is a downside so big that I don't want to play that unless its for lethal.
Searing Blood
: unless I'm up against a bunch of one and two toughness creatures, this is strictly worse that blaze. Blaze is easy enough to trigger landfall on with fetches, even at instant speed. for the leyline argument, see Crackling Doom.
Lightning Helix: too slow for the maindeck, and
Kor Firewalker
covers me for the most part in the mirror.
Atarka's Command: A lot of people seem interested in using this in burn decks, however I'm not quite sold yet. It does have more versatility than Skullcrack. I think it has more game 1 potential. One big draw back is that it has in its mana cost which would be rough with white and black already in the deck. Time will tell if it is good enough for eternal play.
PLAYING THE DECK
MATCH UPS
INFECT: try to remove their infect creatures when they're tapped out
TWIN: if you they're running kiki jiki, or pestermite, try to save a bolt for that, otherwise, just try to win before they can. Hit them in the face. Side in Torpor Orb
ABZAN: hit them in the face unless you find something that needs to be killed. Side in Anger of the Gods if they have a lot of tokens. Relic of Progenitus for their goyfs
AFFINITY: Probably the worst matchup, side in the full 4 Destructive Revelrys, Stony Silence, and Anger of the Gods. Kill all Vault Skirges and Steel Overseers. Save your Skullcracks for the skirges. (thanks u/mlundberg27 )
MIRROR: You need to figure out who's deck is faster, if you are faster, burn their face off, If you are slower, you will lose in a race, and need to play slower. side in
Kor Firewalker
.
BLOOM TITAN AND SCAPESHIFT: if they win, they win, so just hit them in the face
TRON: DON'T SIDE OUT EIDOLON!!! it hits their expidition maps and sylvan scryings.
MULLIGANS
Most two land hands are ideal. Try not to mull below 5 unless you have no lands. If you know they have leyline mulligan aggressively for Destructive Revelry.
EARLY GAME
Play creatures (prefferably Goblin Guides) and your Lava Spikes and
Bump in the Night
s on turns one and two.
MIDGAMETry to keep your bolts in hand to deal with any must answer threats, point them at their face if you can get lethal damage on the current turn or the one after; You don't really need to worry about board control that much.
LATE GAME
This is around turn four or five. If they aren't under 10 you have likely lost. Finish them off with Boros Charm and the like.
THANKS FOR READING PLEASE +1 AND LEAVE ANY FEEDBACK!!!