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Burn with a little spice to it.

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I went through the current meta-game, noticing that burn really doesn't fit as a deck anymore, and that slightly upsets me.

So here are the updates I have put in place to hopefully see more action with this deck in the future:

Mainboard: -Removed 1 Grim Lavamancer, because he can be useful, but I've seen more reliable methods of to win with this deck, especially after this update. I think 1 of is the right number. -Added 2 Shard Volley, because 6 Lightning Bolt effects in one deck is broken!!! -Removed 1 Lightning Helix, due to it not being good enough to stand up to the new updated card list. -Added 2 Skullcrack to finish the playset. I originally thought 2 was the right number, but against life-gain match-ups, this card can make or break their chances of winning, if used properly. -Removed all Soul-Scar Mages. I was trying to add a little spice and make the deck cute at first, but essentially having 4 dead cards with minimal power to offset their missing synergy proved to be my downfall more than i care to admit. This has taught me a good amount about competitive deck-building, and i have mended my error by deleting these from my list entirely. I always like to have a small amount of spice in my decks, but this card was too much.

Landbase -Removed 2 Arid Mesa, the only reason being that when playing competitively, one of the best ways to turn the game in your favor is to trick your opponent as often as you can, and in the current meta, this card is only run in a few decks, most commonly Burn. Playing other Rx fetches, like Bloodstained Mire or Scalding Tarn for instance, on turn 1 can trick your opponent into thinking your playing a different deck, and their start to the game can change drastically depending on what they are playing and what they think you are playing. Overall, though, it can be harder to pull of in other decks, whereas, in burn, the majority of your spells are one color, and the remainder of them have that color in them. -Added 2 Bloodstained Mire, simply for the fact that it reaches every land in the deck, save for the fetches and Inspiring Vantages, but it also can be a turn one trick, making your opponent believe you are playing Hollow One. -Added 2 Mountain, opting for a more reliable mana-base. -Added a single Sacred Foundryfoil to finish the playset. I honestly don't know why i didn't have the full playset in the first place, but it's fixed now, so whatever. -removed 1 Stomping Groundfoil to sway the mana-base back towards the more reliable red-white splashing green it should've had in the first place. - removed 2 Wooded Foothills to counteract some of the more effective and reliable additions in the update, and because the fetches were killing me more times than they were helping. Also, this can trick the opponent on turn 1 into thinking about Naya Zoo and Jund.

Sideboard -Removed 2 Beast Within, because I don't know why I was running these in the first place. They had some good interactions against Tron, but not much else. Basically, they were taking up unnecessary space in my sideboard, and I could have been using better cards, but I had given that up, all for the love of spice. -Added 2 Smash to Smithereens because in some games, it is strictly better than Destructive Revelry, being that more damage against either Lantern Control or Affinity typically means the tide can turn in your favor quicker than they would hope. Also, you don't have to search for the 1 of Stomping Groundfoil to cast this, making it much more reliable as a turn 2 play against those decks.being able to shut down Arcbound Ravager, Steel Overseer, or Cranial Plating against affinity early enough can spell defeat for them altogether. -Removed 1 Destructive Revelry, for the reasons stated above. -Added 2 Searing Blood for the more aggro-intensive match-ups. -Removed 1 Pyroclasm because it originally started out as a bit of spice that most aggro players wouldn't expect from Burn, and it still did its job, but i didn't believe 2 was the right number. Dropping to one seems fine and gives me space to add more of the more commonly used and more synergistic cards.

Overall, I think it functions 1000 times better now, and I'm overly satisfied with the updated cards. I feel its much more competitive and is also quite a bit more fun to play. Any comments and constructive criticism would be much appreciated and considered.

Comments

Casual

96% Competitive

Date added 6 years
Last updated 5 years
Exclude colors UB
Splash colors WG
Legality

This deck is Modern legal.

Rarity (main - side)

0 - 2 Mythic Rares

24 - 3 Rares

25 - 8 Uncommons

6 - 2 Commons

Cards 60
Avg. CMC 1.88
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