I would never play Serum Visions and Eidolon in the same deck.
You might consider cutting out all the counter and adding in a playset of every 1 mana 3 damage burn spell. Vapor Snag might work here.
Also, I would have a higher Mountain count than Island, Sword also seems bad in a burn deck.
Basically, have a game plan. Snapcaster Mage and Delver of Secrets seem fine in a burn deck, counter spells do not. I actually think Young Pyromancer would fit just fine in a burn deck, it's an annoying threat that's difficult to 1 for 1 if you play it as a pseudo 3-drop.
I love playing with Eidolon of the Great Revel and just burning face. Very minimal amounts of counter as some amount of tempo I think will be needed. I haven't any tests, but I have the bulk of the cards and will be testing soon.
I just now thought of a list, but I really want to play with Eidolon in this deck. Any no-nos I've commited, besides the new idea of running Eidolon? The mana base looks like a mess, but I'm not sure what else to run in order to make UU or RR on turn 2.
I would never play Serum Visions and Eidolon in the same deck.
You might consider cutting out all the counter and adding in a playset of every 1 mana 3 damage burn spell. Vapor Snag might work here.
Also, I would have a higher Mountain count than Island, Sword also seems bad in a burn deck.
Basically, have a game plan. Snapcaster Mage and Delver of Secrets seem fine in a burn deck, counter spells do not. I actually think Young Pyromancer would fit just fine in a burn deck, it's an annoying threat that's difficult to 1 for 1 if you play it as a pseudo 3-drop.
I've been thinking of just adding SCM and Delver to my burn deck, but I've been thinking it's crazy talk. Maybe I'm not so crazy?
The reason for Serum and counters is to build and protect my threats, creating a sort of tempo plan. I'm not sure how good it would be though. I'm guessing not so great? The sword was to play with that, giving it relevant protections, and allowing a clock without having to cast spells, therefore not taking any damage from Eidolon if it's in play.
I love playing with Eidolon of the Great Revel and just burning face. Very minimal amounts of counter as some amount of tempo I think will be needed. I haven't any tests, but I have the bulk of the cards and will be testing soon.
I just now thought of a list, but I really want to play with Eidolon in this deck. Any no-nos I've commited, besides the new idea of running Eidolon? The mana base looks like a mess, but I'm not sure what else to run in order to make UU or RR on turn 2.
I'm probably missing it, but why Burst over Lava Spike? Young Pyromancer seems bad as he doesn't play with Eidolon very well. Again I could be missing what you're seeing.
There's no sarcasm in any of this post. I'm just trying to see what you guys are seeing and learn from your experiences.
Most of those you listed (Resto, Colonnade, Exarch and Wall) are either U or W. I run two Combust in the board because most of those decks will also have considerable countermagic which Combust disregards. Dismember is strong, but costs a lot of life even for this deck. I run three Snags main because they are incredibly versitile. It's an amazing feeling to snag back a threat from removal.
Adding SCM and Delver to a Burn deck makes it more versatile, but it slows it down. Burn is strong because it's already very consistent, play all the Lightning Bolt variants, Boros Charms, and Flame of the Blood Hand and your opponent's dead. Delver is a great Lightning Bolt target, unlike the other creatures typically in burn (Keldon Marauders, Hellspark Elemental, Eidolon, etc.). SCM makes you take twice the damage from Eidolon. Counters are bad because they're awful top decks, not always relevant, and you don't want to go into the late game or even mid game with a burn deck because every other deck will have a better late game than you. Swords are great for staying power but awful for tempo, spending 5 mana to have the creature Bolted is really really bad for a burn deck that's racing against time.
Overall it feels like you're trying to do too much and deviating from burn's game plan. The perfect burn deck would be 19 Mountains and the rest Lightning Bolts and some number Skullcracks, depending on the meta. Assuming you play on curve (6 Lightning Bolts to the face by turn 3), you basically can't lose.
Nice tournament report! Good to see new people trying out the deck.
I think that with the right tweaks, it can be a Tier 1 deck. It's been consistently in the top 6 most played Modern decks on MTGO for the last month or so.
Well I have everything to put this deck together right now (at least the mainboard). What are this decks major weaknesses? I see a resolved Batterskull/Wurmcoil/Restoration Angel hurting pretty bad.
I am trying to decide if I want to run this or UWR Kiki. I have both decks ready.
I would never play Serum Visions and Eidolon in the same deck.
You might consider cutting out all the counter and adding in a playset of every 1 mana 3 damage burn spell. Vapor Snag might work here.
Also, I would have a higher Mountain count than Island, Sword also seems bad in a burn deck.
Basically, have a game plan. Snapcaster Mage and Delver of Secrets seem fine in a burn deck, counter spells do not. I actually think Young Pyromancer would fit just fine in a burn deck, it's an annoying threat that's difficult to 1 for 1 if you play it as a pseudo 3-drop.
I've been thinking of just adding SCM and Delver to my burn deck, but I've been thinking it's crazy talk. Maybe I'm not so crazy?
The reason for Serum and counters is to build and protect my threats, creating a sort of tempo plan. I'm not sure how good it would be though. I'm guessing not so great? The sword was to play with that, giving it relevant protections, and allowing a clock without having to cast spells, therefore not taking any damage from Eidolon if it's in play.
I love playing with Eidolon of the Great Revel and just burning face. Very minimal amounts of counter as some amount of tempo I think will be needed. I haven't any tests, but I have the bulk of the cards and will be testing soon.
I just now thought of a list, but I really want to play with Eidolon in this deck. Any no-nos I've commited, besides the new idea of running Eidolon? The mana base looks like a mess, but I'm not sure what else to run in order to make UU or RR on turn 2.
I'm probably missing it, but why Burst over Lava Spike? Young Pyromancer seems bad as he doesn't play with Eidolon very well. Again I could be missing what you're seeing.
There's no sarcasm in any of this post. I'm just trying to see what you guys are seeing and learn from your experiences.
For a Delver variant, I think that instead of Burn a Red Deck Wins style like Nicholas Heal's at GP Minneapolis would be better. In that kind of deck, Burst Lightning or Forked Bolt would be stronger since you can use them to control the board. And while Young Pyromancer might not play well with Eidolon, it is a very strong card with burn spells.
However, if you wish to stick to Burn instead of RDW, I'd keep it as it is but fit in some Sygg, River Cutthroats.
I play this deck because it's the most fun deck in Modern in my opinion. There's a lot of interaction, a lot of opportunities to outplay your opponent, and you get to be very frisky with your life total between Gitaxian Probe, Steam Vents, fetchlands, and potentially Vapor Snagging your own creatures. Gitaxian Probe is a very powerful card, and this deck is the best shell for Gitaxian Probe in Modern.
That being said, UWR Kiki seems like a fine deck, like the one that Shaun McClaren piloted at GP Minneapolis. I daresay that it's better tuned for an unknown meta than UR Delver, which still lacks real participation from pros to tune for paper tournaments. At the end of the day, it's whichever deck you're most comfortable piloting, and for the longer tournaments, it's whichever deck you most enjoy playing.
Blind Gitaxian Probe before land drop on turn 1. It helps to know what lands you'll want to play, and you might draw into a top deck Delver or Serum Visions. There are enough turn 1 plays to pay the life for Gitaxian Probe unless you're going against a strong aggro deck.
Fetch your lands before playing Serum Visions so you're not forced to shuffle away cards you like.
Remember that you can use Delver triggers as a ghetto scry in conjunction with a fetchland if you don't like the top card so you can draw a different card. You can even flip the Delver and then shuffle away the top card.
The sequencing of Young Pyromancer is heavily dependent on what's in the opponent's hand. For decks without efficient removals like Melira or Storm, it's okay to play your threats on curve. For decks that have a lot of removals like Jund or UWR, it's likely best to wait until you have some sort of backup.
If you're playing Cryptic Command, it might be worth it to bounce Snapcaster Mage with part of Cryptic Command if it's late in the game. Likewise, using a Vapor Snag on your creature is sometimes the best play since we're light on threats.
Knowing when to be conservative with your life total and when to be aggressive is important. The deck is capable of doing a lot of damage to itself very quickly, but against RDW or Affinity, that is suicidal.
Usually, a hand with 1 blue source, 1 Serum Vision, and 1 Gitaxian Probe on the draw is good enough. Not many decks in Modern can keep 1 land hands like that.
Just a head's up, I'm going to try to start recording live video(s) of the deck being played against other tier 1/1.5/2 decks.
Anyone who wants to help out, feel free to submit any videos of the UR Pyromancer variety in action, even if it's just a casual game. Don't worry about whether the deck performs well or not, it's just to showcase the deck in action. While the deck's pretty popular online, it's yet to make headways on paper. Those interested in buying/trading into the deck can have a look at what a typical game plays out before making the commitment.
I only have the deck on paper, so if there are folks who already have the deck on MTGO and are willing and able to record themselves playing a Daily Event, that would be awesome to have for the Primer.
Would it be worth it to add a watery grave or blood crypt for rakdos charm? It looks like it could be a good sideboard card for affinity, Twin and storm.
Hello everyone, i just assemble the deck on MODO with a list similar to those who are doing well in the dailies right now.
During the deckbuilding one question comes to my mind: how many spell snare are necessary both MB and SB in the MODO current meta?
Right now i run 2 MB and 2 SB, but i'm thinking of shaving one from the SB for good; or maybe moving one from the SB to the MD and remain without any in the SB.
What do you guys think?
- L
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"The problem isn't when Scissors says Rock is overpowered, it's when Paper says it is."
-Mark Rosewater
Spell Snare is at its best on the draw and more specifically against Tarmogoyf, Cranial Plating, Voice of Resurgence and Scavenging Ooze. If you expect a lot of those then you want access to 4 between main and SB.
Even though its very good vs Voice it tends to not be spectacular in the Pod matchup overall.
Spell Snare is at its best on the draw and more specifically against Tarmogoyf, Cranial Plating, Voice of Resurgence and Scavenging Ooze. If you expect a lot of those then you want access to 4 between main and SB.
Even though its very good vs Voice it tends to not be spectacular in the Pod matchup overall.
Probably i expressed bad my question.
I know what are the good card at 2cc, my question was regarding the current meta on MODO, given that the first 5 decks are Melira, Twin, Affo, Jund and the mirror (very close in % with RG Tron and UWR Control) what is the perfect number of Spell Snare in the 75?
- L
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():
Rollback Post to RevisionRollBack
"The problem isn't when Scissors says Rock is overpowered, it's when Paper says it is."
-Mark Rosewater
2 is probably correct, +1 on main/side if UWR becomes more popular again or if RUG Twin becomes the more popular Twin. Patrick Dickmann is moving away from Scavenging Ooze, so while you'll still catch all the Tarmogoyfs, it will have fewer targets. It's just not that great against Pod, Jeff Hoogland usually sides out all Spell Snare versus Pod.
I'm pretty sure this card fits into UR Pyromancer, just need to tap one creature for the same cost as Psionic Blast/Char and it doesn't deal damage to us. Double R is a bummer though.
Very nice card!
Very good in combination with Pyro and i like the fact that can also deal with some problematic 4 toughness creatures.
I'll test one or two MD when M15 will be released on MODO.
- L
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():
Rollback Post to RevisionRollBack
"The problem isn't when Scissors says Rock is overpowered, it's when Paper says it is."
-Mark Rosewater
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You might consider cutting out all the counter and adding in a playset of every 1 mana 3 damage burn spell. Vapor Snag might work here.
Also, I would have a higher Mountain count than Island, Sword also seems bad in a burn deck.
Basically, have a game plan. Snapcaster Mage and Delver of Secrets seem fine in a burn deck, counter spells do not. I actually think Young Pyromancer would fit just fine in a burn deck, it's an annoying threat that's difficult to 1 for 1 if you play it as a pseudo 3-drop.
I'd replace Lava Spike with Burst Lightning and add in Young Pyromancer.
Storm Crow is strictly worse than Seacoast Drake.
I've been thinking of just adding SCM and Delver to my burn deck, but I've been thinking it's crazy talk. Maybe I'm not so crazy?
The reason for Serum and counters is to build and protect my threats, creating a sort of tempo plan. I'm not sure how good it would be though. I'm guessing not so great? The sword was to play with that, giving it relevant protections, and allowing a clock without having to cast spells, therefore not taking any damage from Eidolon if it's in play.
I'm probably missing it, but why Burst over Lava Spike? Young Pyromancer seems bad as he doesn't play with Eidolon very well. Again I could be missing what you're seeing.
There's no sarcasm in any of this post. I'm just trying to see what you guys are seeing and learn from your experiences.
Overall it feels like you're trying to do too much and deviating from burn's game plan. The perfect burn deck would be 19 Mountains and the rest Lightning Bolts and some number Skullcracks, depending on the meta. Assuming you play on curve (6 Lightning Bolts to the face by turn 3), you basically can't lose.
I think that with the right tweaks, it can be a Tier 1 deck. It's been consistently in the top 6 most played Modern decks on MTGO for the last month or so.
I am trying to decide if I want to run this or UWR Kiki. I have both decks ready.
Weaknesses are excessive cheap removal and long games.
For a Delver variant, I think that instead of Burn a Red Deck Wins style like Nicholas Heal's at GP Minneapolis would be better. In that kind of deck, Burst Lightning or Forked Bolt would be stronger since you can use them to control the board. And while Young Pyromancer might not play well with Eidolon, it is a very strong card with burn spells.
However, if you wish to stick to Burn instead of RDW, I'd keep it as it is but fit in some Sygg, River Cutthroats.
Storm Crow is strictly worse than Seacoast Drake.
That being said, UWR Kiki seems like a fine deck, like the one that Shaun McClaren piloted at GP Minneapolis. I daresay that it's better tuned for an unknown meta than UR Delver, which still lacks real participation from pros to tune for paper tournaments. At the end of the day, it's whichever deck you're most comfortable piloting, and for the longer tournaments, it's whichever deck you most enjoy playing.
Went 3-1-1 and made top 8, then lost in the quarters to burn (sigh)
Beat - Melira Pod, Affinity, and this mono white hatebears kinda deck.
Lost to - Affinity, Burn
Is there a certain way to play this deck? I did well with it, but I was second guessing myself a lot of the time.
Blind Gitaxian Probe before land drop on turn 1. It helps to know what lands you'll want to play, and you might draw into a top deck Delver or Serum Visions. There are enough turn 1 plays to pay the life for Gitaxian Probe unless you're going against a strong aggro deck.
Fetch your lands before playing Serum Visions so you're not forced to shuffle away cards you like.
Remember that you can use Delver triggers as a ghetto scry in conjunction with a fetchland if you don't like the top card so you can draw a different card. You can even flip the Delver and then shuffle away the top card.
The sequencing of Young Pyromancer is heavily dependent on what's in the opponent's hand. For decks without efficient removals like Melira or Storm, it's okay to play your threats on curve. For decks that have a lot of removals like Jund or UWR, it's likely best to wait until you have some sort of backup.
If you're playing Cryptic Command, it might be worth it to bounce Snapcaster Mage with part of Cryptic Command if it's late in the game. Likewise, using a Vapor Snag on your creature is sometimes the best play since we're light on threats.
Knowing when to be conservative with your life total and when to be aggressive is important. The deck is capable of doing a lot of damage to itself very quickly, but against RDW or Affinity, that is suicidal.
Usually, a hand with 1 blue source, 1 Serum Vision, and 1 Gitaxian Probe on the draw is good enough. Not many decks in Modern can keep 1 land hands like that.
Anyone who wants to help out, feel free to submit any videos of the UR Pyromancer variety in action, even if it's just a casual game. Don't worry about whether the deck performs well or not, it's just to showcase the deck in action. While the deck's pretty popular online, it's yet to make headways on paper. Those interested in buying/trading into the deck can have a look at what a typical game plays out before making the commitment.
I only have the deck on paper, so if there are folks who already have the deck on MTGO and are willing and able to record themselves playing a Daily Event, that would be awesome to have for the Primer.
During the deckbuilding one question comes to my mind: how many spell snare are necessary both MB and SB in the MODO current meta?
Right now i run 2 MB and 2 SB, but i'm thinking of shaving one from the SB for good; or maybe moving one from the SB to the MD and remain without any in the SB.
What do you guys think?
- L
"The problem isn't when Scissors says Rock is overpowered, it's when Paper says it is."
-Mark Rosewater
Even though its very good vs Voice it tends to not be spectacular in the Pod matchup overall.
Probably i expressed bad my question.
I know what are the good card at 2cc, my question was regarding the current meta on MODO, given that the first 5 decks are Melira, Twin, Affo, Jund and the mirror (very close in % with RG Tron and UWR Control) what is the perfect number of Spell Snare in the 75?
- L
"The problem isn't when Scissors says Rock is overpowered, it's when Paper says it is."
-Mark Rosewater
I'm pretty sure this card fits into UR Pyromancer, just need to tap one creature for the same cost as Psionic Blast/Char and it doesn't deal damage to us. Double R is a bummer though.
Very good in combination with Pyro and i like the fact that can also deal with some problematic 4 toughness creatures.
I'll test one or two MD when M15 will be released on MODO.
- L
"The problem isn't when Scissors says Rock is overpowered, it's when Paper says it is."
-Mark Rosewater