Sideboard


Maybeboard

Creature (1)

Sorcery (1)

Artifact (2)

Instant (1)


This is a brew I put together post Aether Revolt Pro Tour and I really like the way it turned out. I have put it on here to receive some feedback from some more seasoned Burn Veterans since I have only been playing since Eldritch moon was released and the state of "Burn" was nonexistent.

The point of this deck is to really just hit to the face, remove threats, and power up the big Dynavolt Tower I have seen similar decks occasionally, however, what makes mine better in my opinion is the inclusion of 6 spells that burn to the face and grant you life gain. In races, the extra life you can get really makes a difference.

Our main forms of card draw are with Bedlam Reveler, Chandra, Torch of Defiance (+1 to exile lands and burn or hit a burn spell and burn) Collective Defiance , and of course Tormenting Voice.

I have play tested Impetuous Devils a lot and for this deck it seems to do very well at getting rid of threats that can race, (as most of our burn does only 3dmg) I hold it for late game, and against control, if they tap out this guy can steal the game away.

I really like Chandra, Torch of Defiancebecause, essentially, you play her for 4 mana, plus her adding RR and you can cast a burn or two. Chandra really takes the fire off of you for a couple turns and can give you the reach you need to get the last few points of dmg in.

Fiery Temper and Alms of the Vein are the parts of this deck that are slightly over priced, however, with collective defiance, bedlam, and Lightning Axe, you should be able to consistently discard them.

PLEASE PLEASE PLEASE comment with suggestions, I will be bringing this to game day on Saturday if it gets tuned correctly.

Suggestions

Updates Add

So the deck went 0-4.. I did make a few misplays but the deck also did not perform very well. I assumed that, like traditional burn, it would be an aggressive, "hit to the face" kind of deck. It turned out to be extremely controlling, and was much like u/r tower, (without blue gearhulk) When I had a tower, I won. But you cannot rely on just having Dynavolt tower as your win con, especially because of all of the artifact hate in people's sideboards.

My newest update has attacked the early game by adding fatal push to the mainboard and moving gonti's machinations to the side. Game one is extremely important to get rid of their early game threats (snake, toolcraft, kiran, etc) and force them into the middle/late game early. Gonti's machinations worked very well against control, as they did not have an answer for it, because it can just sit there and be sacrificed the second they tap out. It did absolutely horrible against aggro, because essentially, it was a dead card.

I am now testing a version of the deck that has 4 unlicensed disintigration instead of 2. My thinking process behind it is that, although there are not a lot of artifacts in the deck to get the extra 3 damage, at very worst the card is an easier to cast murder.

Comments

Date added 7 years
Last updated 7 years
Exclude colors WG
Splash colors U
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 0 Mythic Rares

17 - 9 Rares

19 - 6 Uncommons

12 - 0 Commons

Cards 60
Avg. CMC 2.79
Tokens Emblem Chandra, Torch of Defiance, Energy Reserve
Votes
Ignored suggestions
Shared with
Views