Grim Monastery's Guide to Bolts, Bumps & Spikes

Modern soullessredafro

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FallenGrayson says... #12

seems like boros charm should be a 4 of here, why not 4?

January 12, 2016 12:54 a.m.

I chose to only play 3 Boros Charm because I simply don't need the 4th. I have enough spells that do damage to the face. I wouldn't like to get 2 or 3 in my opening hand either. I use Boros charm as a finisher or to protect my permanents. I hope that answers your question FallenGrayson

January 12, 2016 6:25 a.m.

mtgThaen says... #14

Why do you say Mardu burn is stronger than Naya burn? Not meant as a jab, but as an honest question. :)

Also, tagging BurnFanatic

January 12, 2016 9:47 p.m.

Thank you mtgThaen for your question. I believe Mardu burn is stronger than Naya burn for one reason. Mardu has access to black spells. Bump in the Night is a great card. It speeds up the deck by giving me Lightning Bolts 13-16. This deck runs 17 one mana for 3 damage spells. You just can't get that with Naya burn. In the sideboard I get to use Self-Inflicted Wound. I can't even remember how many Tarmogoyf I have removed because of this sweet card, all while keeping tempo. If I was playing Naya burn, I would have to answer with something like Path to Exile, which in a burn deck, kinda sucks. If the meta was full of life gain decks, I could side in Rain of Gore to help deal with it. In the dreaded mirror match against Naya burn, I can SB out a couple Eidolons for Kor Firewalker and all four Bumps for a play set of Self-Inflicting Wound to counter their Kor Firewalker. Naya would have a hard time answering my Firewalker. You may say "but Naya burn gets Atarka's Command and Destructive Revelry". I find Atarka's Command to be too slow for a burn deck. IMO, it's only good for two out of four of its abilities, Deal 3 damage and opponents can't gain life. Skullcrack already does that but better. And I don't need more than four Skullcracks. Destructive Revelry is an amazing card and is why I still splash green. I hope this answers your question. If you have any more, feel free to ask.

January 12, 2016 10:37 p.m.

I genuinely don't understand why people say Bump is a bad card. I've been running 4-color burn for a while. Yeah, the life loss is iffy, but black gives you WAY too many sideboard options to simply ignore. High risk high reward, I suppose.

I'm pretty well-known on this site as a modern player. Mostly for vampire tribal that's ACTUALLY competitive. But let's face it. I got this far by doing my own thing. And when I make a meta prediction, I'm right bizarrely often.

January 12, 2016 11:07 p.m.

Might I suggest Rending Volley over combust for the side?

January 12, 2016 11:10 p.m.

I use to run Rending Volley until I got creamed by a Siege Rhino... Combust helps me deal with that beast. If there was no one playing the Rhino in my meta, I would switch Combust for Rending Volley.

January 12, 2016 11:16 p.m.

mtgThaen says... #20

soullessredafro- Fair points, all. Bump in the Night is a great spell, don't get me wrong. You seem to run quite a few more lands that tap for mana than most Naya lists do; that goes to say, I think that hitting six mana in Naya is too little too late. Now, it may be a different kind of strategy for Mardu: if it plays a slightly slower game, I can see hitting six mana a bit easier. And it is true that black opens up some crazy sideboard stuff. As a Simic Infect player, Self-Inflicted Wound scares the hell out of me, and I'm sure decks like Jund would say the same. Rakdos Charm does a fair job at screwing graveyard decks, true, and makes Twin cry like a babe. You are right in saying that with Self-Inflicted Wound the match against Naya will probably go your way; cant' really argue there.

However, I can't really see the downside to running Path to Exile, the best removal in modern. Sure, an opponent grabbing a basic isn't that great, but you can hit Tasigur, the Golden Fang, Glistener Elf/Inkmoth Nexus, Young Pyromancer, and many other non-green, non-black cards, and [i]you[/i] get to choose which one goes, not your opponent. Regarding Atarka's Command, it can do the same thing Skullcrack does, but it also brings two other effects to the table. Sure, it does have a tighter mana cost, but for you get the added bonus of buffing your guys and letting them block fliers and being able to activate Searing Blaze on your opponent's turn without a fetchland. True, the put a land into play is pretty weak, but the other three abilities are fantastic. Giving your Monastery Swiftspears +2/+2, at the very least, is stupid good. Choosing the modes "Burn" and "Buff" can often lead to 9 damage, easily, and often more. Not to mention getting to surprise block Delver of Secrets  Flip and Co.! Having Atarka's Command brings a lot to the table. Then again, so does going black.

Also, what is your opinion of Reality Hemorrhage? Since you run black, Self-Inflicted Wound is better, but in non-black burn decks, it's definitely an answer to Kor Firewalker, while also being able to switch to a worse Shock. IMO, it will be at least tested in burn lists. Of course, it's much more narrow than SIW, so I suppose it depends on the meta (which has a ton of burn, at least where I am). Also, +1. As much as I hate it, burn is good, and SIW makes me cry.
January 12, 2016 11:36 p.m.

BurnFanatic says... #21

Hey guys, these are really great points and are all very interesting, however, since I am a Naya Burn Mage I feel compelled to put in my two cents.

Let's do some pros and cons. Mardu Pros:Bump in the Night (obviously) I actually heard someone hate on it because you can never cast it for its flashback cost. If you are playing Burn you will never get to 7 mana and the game should be long over, end of story. Another Lava Spike is nothing to scoff at, but I digress. Rain of Gore, nice for the life gain decks if the meta were to change. Self-Inflicted Wound, what's not to love about this card? If you think this sucks, let me tell you why it isn't. Tarmagoyf, Kor Firewalker, Siege Rhino, Loxodon Smiter, Glistener Elf, Iona, Shield of Emeria, do I really need to continue?Not that bad right?

Cons: Not a lot of easy Enchantment removal. This is bad because Leyline of Sanctity and Seance are a thing. Not to mention Wild Defiance. Not having direct access to Destructive Revelry or any other spot removal leaves a chink in your armor. A Leyline t-0 is enough to make me cry as it is, but not having anything to respond to it is just insult to injury.

Naya Pros: Instant access to DR, enough said. It also has the option to run Atarka's Command which IMO is one of the greatest cards burn can use. Let me explain. It. Doesn't. Target. Do you know how many times I've slipped through Leyline with this card? A bunch. Not to mention that it stops the effects of Thragtusk and Kitchen Finks, two of the most annoying cards known to us Burn Mages. If that wasn't enough to convince you, buff your creature AND give them reach, a lot of people forget this important line of text. Reach is great because for those of you that don't know, Burn has no flyers, none. Reach is good against a number of things: Geist of Saint Traft, Inkmoth Nexus, Vault Skirge, and any other shenanigans your opponents try to pull. Still not convinced? You can drop another land, whether you need to trigger landfall on Searing Blaze or you just want another Bolt to trigger Prowess as a combat trick it's a great effect. People say things like it's just another Skullcrack and I couldn't disagree more. I love Skullcrack, don't get me wrong it's a fantastic card but it doesn't have the flexibility AC gives. All in all, great card.

Cons:No Bump in the Night, a million tears are shed as the Naya Mage sees a Bolt he can't use. Not a ton of creature removal. All NB has is the burn spell (duh) and Path to Exile which, by the way, if you don't run it, no, j can't even imagine someone running white and not PTE. So what you give them a land? 1. If you're Pathing someone it's usually not your turn so your opponent can't use that land until HIS next turn. 2. It's a basic land, still a land, but at least it's not a Steam Vents. 3. Believe it or not, a lot of people forget they can grab the land, especially if the game is tense. If you're playing right, he should be on the edge of his seat. Yeah, you get my point. But sadly most decks have enough room for 2-3 PTE and that not as much as I'd like. Especially since a lot of cards have out of Bolt range toughness: Tarmagoyf, Iona, Shield of Emeria, Deceiver Exarch, you get me?

So, to sum things up, I think both decks are absolutely fantabulous. MB has Bump and removal with Lifegain hate. And NB has AC with enchantment/artifact hate. I'd love to go Mardu someday, but for now, my heart is with Naya. It's just faster with AC IMO. I'm not saying MB is bad I've lost against it, but I have won against it too, more than I've lost. In the end, it's 40% deck 60% Pilot amirite?

May Chandra be with you fellow Red Mages.

January 13, 2016 12:39 a.m.

BurnFanatic says... #22

Those are supposed to be Tarmogoyf btw.

January 13, 2016 12:41 a.m.

Thanks for the feedback BurnFanatic. If you didn't notice, I run a single Stomping Ground just for Destructive Revely in my SB. That's a card I just couldn't part with. I found that AC wasn't my style. I know it's a good card and what it can do. My deck used to be Jund burn until recently. I was running AC with Bump. I found a lot of times in the events that I play at the LGS, I was always siding out AC in game 2. So I thought why not try Mardu burn. Take out the AC and put in the BC (Boros Charm).

January 13, 2016 1:08 a.m.

mtgThaen says... #24

Let me just say that I really enjoy watching two obviously knowledgable and skilled burn players discuss stuff like this. Constructive conversation helps everyone; especially me, as I try to look for weak spots XP

January 13, 2016 8:13 a.m.

BurnFanatic says... #25

I know you run the Stomp Grounds in your list soullessredafro which I think is excellent, but I was just pointing out that if you ran true Mardu then you couldn't have that. If I ran Mardu-green I would do the same thing. Take out AC to make room for Bump and have side options for Art/Enchant removal.

Also, would you mind expanding on your argument on why PTE sucks in Burn? I think that intrigues me more than anything.

Also, why don't you run BC as a 4 of? I noticed you run 4 Skullcrack and don't get me wrong it's a great card, but wouldn't you rather have that extra point of burn? If it's Lifegain you're worried about, you run Rain of Gore in the sideboard. BC are too good to pass up. Also, the one of Shard Volley I can argue both ways on. It's good you run few because Burn's landbase is fragile, even more so considering you run 4 colors. But then again, you run a lot of useable lands, 10 to be exact, that's a lot better than my 7, and I run two! Is it because you need room for Bump? Honestly I'd love to hear you're reasoning, it's been too long since I've had an intelligent conversation about Burn with someone.

Also, mtgThaen, I'd love to hear if you have any other comments. As Simic Infect I'm sure Burn is a fun matchup as both are just a race.

January 13, 2016 3:01 p.m.

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