creature burn or instant burn? which is better?
Legacy forum
Posted on June 26, 2013, 10:55 a.m. by OzDatSorin
I've quit legacy a while back and just now picking up, red was always a different option and starting with a R mono burn deck.
any tips?
Keldon Marauders and Goblin Guide are the all-stars, just add 20 Mountains and 32 Lightning Bolt s after that.
June 26, 2013 11:15 a.m.
OzDatSorin says... #5
how can you have 32 bolts in one deck? or are you saying cards like that?
June 26, 2013 11:17 a.m.
OzDatSorin says... #9
that link shows a very good deck, thanks for the info!
June 26, 2013 12:20 p.m.
OzDatSorin says... #10
that link shows a very good deck, thanks for the info!
June 26, 2013 12:20 p.m.
OzDatSorin says... #11
that link shows a very good deck, thanks for the info!
June 26, 2013 12:20 p.m.
Smith_and_Tonic says... #12
When playing mono red in legacy you have two ways to go, the cheap and the expensive route. The expensive route requires that you play fetchlands and Grim Lavamancer to continue to burn your opponent. The cheaper version relies on the smaller creatures that can attack while also utilizing a suite of instant speed burn spells.
June 26, 2013 12:21 p.m.
OzDatSorin says... #13
so it sounds like creature burn is more cheap then the instant burn
June 26, 2013 12:25 p.m.
I'm not in the mood for a complete review, but here you have a display of a very balanced combination of red burn spells and strategic nuking. *Azithromycin Cheers!
NobodyPicksBulbasaur says... #2
Cards like Goblin Guide may as well be instant burn if you get them out turn one, and are always valuable. Otherwise, instant-speed cards are generally more versatile, as they can also disrupt your opponent's strategy if you need them to.
If your plan is pretty much mono-red burn, go with mostly instant-speed spells and only include creatures if you can virtually guarantee damage with them.
June 26, 2013 11:11 a.m.