TRON
A very good matchup, Burn is a turn faster than Tron on average, unless they are on the play and assemble tron on turn 3. Wear / Tear is your best sideboard card against them, as it destroys over 50% of the cards in their decks.
Cards to sideboard In/ out:
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-3 Searing Blaze, -1 or 2 Rift Bolt / Boros Charm if absolutely necessary).
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+3 Wear / Tear, +2 Path to Exile, +2 Palm. (I will rather choose either Path or Deflecting for game two and only both for game three if it's needed)
On the Draw: You may want to bring out Eidolon as he’s now too slow.
AFFINITY
Game one 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.
Cards to sideboard In/Out:
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-3 Boros Charm, -2 or 4 Rift Bolt, - some number of Monastery Swiftspear.
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+3 Wear / Tear, +1 Lightning Helix, +1 Searing Blaze. + 2 Deflecting Palm. Do not overboard)
On the Draw:
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-3 Boros Charm, -4 Eidolon of the Great Revel.
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+3 Wear / Tear, +1 Lightning Helix, +1 Searing Blaze. + 2 Deflecting Palm. Do not overboard)
GRIXIS
Cards to sideboard In/Out:
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-2 Skullcrack, -3 Searing Blaze.
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+1 Lightning Helix, + 2 Deflecting Palm, +2 Path to Exile.
MERFOLKS
Burn players tend to have varying opinions on how good this Matchup is. I personally thought it was terrible initially, but it’s actually net positive most of the time. The scary part is that they can Aether vial their hand to populate the board and cast a Master of Waves to finish us. Keep in mind is the Faster deck.
Cards to sideboard In/Out:
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-3 Boros Charm, -2 to 4 Skullcrack, (Bump in the Night to bring in Wear /Tear if heavy on Spellskite or to destroy those Aether Vial).
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+2 Anger of the Gods, +1 Lightning Helix, +1 Searing Blaze and +3 Wear /Tear.
BURN
This is usually a game decided by who wins the dice or who is the better burn player. You may want to cut off the black sources to just 1 or 2 Bump in the Night to avoid losing lives which will make they need more spells to kill you.
Cards to sideboard In/Out:
On the Draw: Cut one Eidolon instead of the Bump in the Night.
ABZAN AND JUND
This can be either an easy or the worst match, Inquisition of Kozilek , Liliana of the Veil, Feed the Clan, Kitchen Finks and Siege Rinho those cards can be a real pain in the ass.
Abzan is similar to Jund, with three key changes. They have turn 2 Feed the Clan, a turn 3 Kitchen Finks , and a turn 4 Siege Rhino, this forces you to try and keep Skullcrack up on those critical turns when possible.
Cards to sideboard In/Out:
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-3 Searing Blaze, -1 or 2 Monastery Swiftspear / Goblin Guide.
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+2 Path to Exiles, +1 Lightning Helix (Wear / Tear for game 3 and only if they put Leyline of Sanctity for game 2).
GRISELBRANDING
The new versions of Grishoalbrand are very consistent and usually 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.
Cards to sideboard In/Out:
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-3 Searing Blaze, -3 Boros Charm.
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+2 Grafdigger’s Cage, +2 Path to Exile, +2 Deflecting Palm.
INFECT_
Most of the time Infect is a favorable match, 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. You will not care about your life in this game, go crazy.
Cards to sideboard In/Out:
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-3 Boros Charm, -3 Rift Bolt and / or Skullcracks.
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+2 Deflecting Palm, +2 Path to Exile. (+2 Self-Inflicted Wound if your meta need it)
On the Draw: Same as on the play, emphasizing your one drops (thus 2 CMC cards less desirable if making a decision).
ABZAN COMPANY / KIKKI CHORD (and such)
CoCo/ Kikki decks come in many flavors. The gameplan is similar against both as they are mostly Zoo-ish in nature, requiring Blaze 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 try to always save your Skulcrack in response.
Cards to sideboard In/Out:
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-3 Boros Charm, - 4 Bump in the Night, -1 Lava Spike as needed (preferably don’t sideboard that deep).
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+2 Grafdigger’s Cage, +1 Lightning Helix, +2 Anger of the Gods, +2 Path to Exile, +1 Searing Blaze.
BOGGLES
This is pretty much a dodge ball game, use your creatures to block whenever possible and Deflecting Palm on time.
Cards to sideboard In/Out:
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-2 Boros Charm, -3 Searing Blaze, (-2 Rift Bolt.)
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+2 Deflecting Palm, + 3 Wear/Tear, (+2 Self Inflicted-Wound. If meta heavy)