Spark Elemental
: A 3/1 with Trample and Haste for that disappears at the end of your turn. Spark Elemental is effectively a Lightning Bolt on a body. Since we hope to kill our opponent before they can play bigger thing then us, Elemental has a priority seat starting turn 1.
Hellspark Elemental
: A more devious version of
Spark Elemental
, Hellspark is equivalent to playing something like
Incinerate
with it has a cmc of 2. However, unlike
Incinerate
we can bring this one back from the dead for another swing at our opponent.
Keldon Marauders: Assuming this card resolves, Keldon Marauders is guaranteed to deal at least 2 damage to our opponent, and on top of that we get a 3/3 beater that can swing for the one turn it's around, which gives us the possibility to get 5 damage off this card for 2 mana.
Lightning Bolt: Burn's pivotal card, Lightning Bolt goes along with our plan to get our opponent to 0 as soon as we can.
Rift Bolt: More often then not, Rift bolt is a Lightning Bolt that comes down the turn after we play it. You will typically not be hardcasting this card.
Shard Volley
: Another Lightning Bolt that we get at the price of sacrificing a land.
Lava Spike: Lava Spike is essential a sorcery speed lightning bolt. The only downside to this card is that it can't target creatures (But also can't be redirected by Spellskite.)
Searing Blaze: This card is amazing in any creature based matchup, as is typically just a 2 for 1 that functions like another
Incinerate
. However, since our budget build doesn't have access to fetchlands, it is basically a sorcery in our deck since we really want to trigger landfall. It's also worth mentioning Searing Blaze is a reason to hold an extra land in our hand. Mono-Red Burn functions pretty well on two lands and almost never wants more than three lands. You should consider holding your third land, and definitely hold your fourth land just in case you peal a Searing Blaze.
Magma Jet: Although this card isn't a knock-off Lightning Bolt like most of our cards, Jet has a much greater impact then you'd think. Since we DO NOT want extra lands, Jet allows us to bypass our bad draws in order to make sure that our plays are always action. Since Jet allows you to keep making plays, that's why we play 4 of them.
Skullcrack: Lifegain is the worst nightmare for a burn deck, as they actually get around our strategy of burning them out, and can easily take us beyond our ability to beat them. Skullcrack allows us to make sure cards like Timely Reinforcements and Thragtusk do not end our gameplan.
Flames of the Blood Hand
: run for the same reason as Skullcrack, flames usually deals a fifth of an opponent's life total to them, AND IT'S UNCOUNTERABLE! This makes decks like UW control esier decks to beat since cards like Kitchen Finks can't save them.
Mountain: Unlike the other versions of burn, our manabase is VERY cheap and doesn't deal any damage to us in the process!