Agreed. In fact if we want to be REALLY specific, even dropping fastlands for these further boosts grim lavamancer, though I'm not sure if I'd want to up the count of those in the main (or consider an 18 land burn deck, that I have yet to think about).
With this manabase you get 15 sources for White, enough for over 95% consistency at seeing White on turn 2 according to Frank Karsten. You also get the optimal chance to play quick fastlands, the optimal chance for Canyon card draw when you empty your hand, 3 fetchable White sources and 3 basics. Your Blaze game might suffer a bit, and Lavamancer if you play him. But it might be worth it for how much you can have your cake and eat it, too. Also worth noting, the new land and the fastlands play well together in that you can sac the new land to bring your land count down, potentially letting you play a fastland untapped.
First, I think the instant-speed searing blaze is great, and I'd highly recommend against nerfing that play. I would also say that if I am needing to crack canyons to draw, I probably don't have any cards in hand. Inspiring Vantage only enters tapped if its the fourth land or later...I dunno seems one in a million compared to the power of instant blazing and grim activations.
The fastland/canyon interaction isn't a huge deal. Just worth keeping in mind. There's going to be trade offs no matter what, but Blaze is one of the most boarded out cards we run, and usually I want to blaze a blocker to let my creatures swing through. It's a nerf, for sure, but it could well be worth it.
EDIT: In addition, this list has 18 lands which I know is less than what most people play. And you could easily cut a Foundry and/or basic for more fetches.6-8 fetches with 4 canyons and 4 vantages is totally doable if you feel the need.
I think 8 fetches and 3 mountains are a good starting point for grim and blaze. From there, I'd think 2 Foundry, 2 Vantage, and 4 Canyon rounds it out nicely. I'm not opposed to 3 and 3 for vantage and canyon, but I'd lean towards 4 Canyon.
I think 8 fetches and 3 mountains are a good starting point for grim and blaze. From there, I'd think 2 Foundry, 2 Vantage, and 4 Canyon rounds it out nicely. I'm not opposed to 3 and 3 for vantage and canyon, but I'd lean towards 4 Canyon.
You wouldn't have any desire or idea of how to calculate the % chance to find a fetch by turn 2 given a range of fetch numbers, would you elcon?
I think 8 fetches and 3 mountains are a good starting point for grim and blaze. From there, I'd think 2 Foundry, 2 Vantage, and 4 Canyon rounds it out nicely. I'm not opposed to 3 and 3 for vantage and canyon, but I'd lean towards 4 Canyon.
I will probably settle on 8 fetchlands, 3 Inspiring Vantage, 3 Sunbaked Canyon, 2 Mountain, 2 Sacred Foundry and 1 Stomping Ground. Seems good at the moment, but I'd like to do some maths about it.
Force of Rage is 2 spark elementals for 1RR and they die at your next upkeep. So force of burn spell won't be happening, though I expect it would have been just as unplayable in burn as this card, just because I expected force of burn to cost 3.
Red force is easily the worst of the cycle and it isn't even close, damn.
Oh well, honestly short of a fireblast or price of progress reprint, burn is about as good as it is going to get. Sunbaked Canyon alone will have significant impact and drastically help the matchups with UW control and GB midrange.
The red force might have been playable if it was "sac at the next end step", because you could have gotten the 2 elementals T1 on the draw. It would have been as good as 2 bolts for 2 cards and 0 mana unless they have removal, which is probably why it says upkeep instead.
Quick question: Has anyone ran a full set of Ghitu Lavarunner in there deck lists?
I was just wondering why this hasn't been done before. thank you
Goblin Guide and Taylor Swiftspear are better.
Grim Lavamancer is different. And better for closing a late game and in the mirror. Think of Mancer as a fair Deathrite shaman for red...
Ghitu Lavarunner just doesnt do anything unless you are at turn 2 or possibly even 3. Cards that don't do anything before turn 3 are no gos unless you are running a control shell in modern. Even then they are only run as a 1x or possibly a 2x at most. Ghitu doesn't do enough to run at 2x. Really the only home it has after rotation would be in a wizards deck... and then that would be tier 2 or tier 3 deck. If ghitu just had haste and got +1/+1 instead of haste and +1/+0 it would be to good for the current standard, and still might not see play in modern. But at least it would be a turn 1 play instead of a turn 2 or 3 play.
I wonder if burn mono red can be competitive again in modern. One of the advantages would be to easily play blood moon in side that can block many decks like Tron. Also, in MD it is faster than the RW version. Here is a list. What do you think ?
Lands
9 mountains
10 fetchs
Creature
4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of the great revel
Instant/Sorcery
4 bolt
4 Lava spike
4 Skewer the critics
4 Rift bolt
3 Shard volley
2 Light up the stage
4 Searing blaze
4 Skullcrak
I’m afraid that the monored version loses too much utility particularly Path and Boros Charm which can pretty much turn around a bad matchup more effectively and efficiently on their own.
Yeah, you don't need to do anything off the wall to beat Gx Tron. Just pack some lifegain hate for Wurmcoil and beat them by being faster.
Eldrazi Tron is a different problem, because they play chalice and can just lock you out of the game. Blood moon won't save you when they already have a 4/4 and a chalice in play.
Went 2-3 in a Saturday tournament, some things of note:
1. Tron is still a good matchup. I keep hearing tron players say they are doing well against burn, so I question their opponents' ability.
2. Don't play Magic competitively while hung over. I punted my first match, as I do every time I go out on a Friday night then try to sling spells Saturday.
3. I lost 2-1 to jund where game one featured taking my opponent's life to two only to not see an instant-speed burn spell (goblin guide got discarded by instant-speed Kcommand, as did swiftspear the following turn). Quite literally, a game where a sunbaked canyon would have won the match.
Evidently mtgsalvation will enter read only mode on July 8th. Some folks are working on a replacement. The primer here will still exist, but no new posts and it can't be edited.
I don't know what I'll do, whether I'll make an account on the new site and copy everything over, make an account to still comment while someone else maintains the primer there, or just post on /r/LavaSpike (same user name).
Suggestions? My gut feeling is that traffic here has fallen significantly over time. I don't know if that's the twitch login thing, me being an ******** (I've tried toning it down over time), forums in general losing traffic to social media, or some combination of it all. I'm not sure the replacement will have more activity than we see here.
4x Inspiring Vantage
4x Sunbaked Canyon
4x Arid Mesa
3x Sacred Foundry
3x Mountain
With this manabase you get 15 sources for White, enough for over 95% consistency at seeing White on turn 2 according to Frank Karsten. You also get the optimal chance to play quick fastlands, the optimal chance for Canyon card draw when you empty your hand, 3 fetchable White sources and 3 basics. Your Blaze game might suffer a bit, and Lavamancer if you play him. But it might be worth it for how much you can have your cake and eat it, too. Also worth noting, the new land and the fastlands play well together in that you can sac the new land to bring your land count down, potentially letting you play a fastland untapped.
EDIT: In addition, this list has 18 lands which I know is less than what most people play. And you could easily cut a Foundry and/or basic for more fetches.6-8 fetches with 4 canyons and 4 vantages is totally doable if you feel the need.
You wouldn't have any desire or idea of how to calculate the % chance to find a fetch by turn 2 given a range of fetch numbers, would you elcon?
I will probably settle on 8 fetchlands, 3 Inspiring Vantage, 3 Sunbaked Canyon, 2 Mountain, 2 Sacred Foundry and 1 Stomping Ground. Seems good at the moment, but I'd like to do some maths about it.
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
Oh well, honestly short of a fireblast or price of progress reprint, burn is about as good as it is going to get. Sunbaked Canyon alone will have significant impact and drastically help the matchups with UW control and GB midrange.
- 6 fetchlands.
- 4 Vantage.
- 4 Canyon
- 2 Mountain
- 3 Shocklands.
I'll test again to confirm or come up with new configuration.
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
Goblin Guide and Taylor Swiftspear are better.
Grim Lavamancer is different. And better for closing a late game and in the mirror. Think of Mancer as a fair Deathrite shaman for red...
Ghitu Lavarunner just doesnt do anything unless you are at turn 2 or possibly even 3. Cards that don't do anything before turn 3 are no gos unless you are running a control shell in modern. Even then they are only run as a 1x or possibly a 2x at most. Ghitu doesn't do enough to run at 2x. Really the only home it has after rotation would be in a wizards deck... and then that would be tier 2 or tier 3 deck. If ghitu just had haste and got +1/+1 instead of haste and +1/+0 it would be to good for the current standard, and still might not see play in modern. But at least it would be a turn 1 play instead of a turn 2 or 3 play.
Lands
9 mountains
10 fetchs
Creature
4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of the great revel
Instant/Sorcery
4 bolt
4 Lava spike
4 Skewer the critics
4 Rift bolt
3 Shard volley
2 Light up the stage
4 Searing blaze
4 Skullcrak
Side
2 Ensnaring bridge
2 Dragon claw's
2 Blood moon
2 Searing blood
3 Smash to smithereens
2 Exquisite firecraft
2 Shattering spree
Eldrazi Tron is a different problem, because they play chalice and can just lock you out of the game. Blood moon won't save you when they already have a 4/4 and a chalice in play.
1. Tron is still a good matchup. I keep hearing tron players say they are doing well against burn, so I question their opponents' ability.
2. Don't play Magic competitively while hung over. I punted my first match, as I do every time I go out on a Friday night then try to sling spells Saturday.
3. I lost 2-1 to jund where game one featured taking my opponent's life to two only to not see an instant-speed burn spell (goblin guide got discarded by instant-speed Kcommand, as did swiftspear the following turn). Quite literally, a game where a sunbaked canyon would have won the match.
I don't know what I'll do, whether I'll make an account on the new site and copy everything over, make an account to still comment while someone else maintains the primer there, or just post on /r/LavaSpike (same user name).
Suggestions? My gut feeling is that traffic here has fallen significantly over time. I don't know if that's the twitch login thing, me being an ******** (I've tried toning it down over time), forums in general losing traffic to social media, or some combination of it all. I'm not sure the replacement will have more activity than we see here.
BGElvesBG and BUGNissa ElvesBUG Faithful Elfer since May 1st, 2015
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