That deck seems very scattered. The random mainboard Blaze...I don't understand. The manabase looks extremely awkward with 1-ofs Mine, and shocks. The mine could easily be another brass at no loss. Only having single targets of each for fetches will lead to awkward situations if they get milled, or popped. and having a bunch of 1 and 2 ofs in the SB that aren't just compliments is really ineffectual. If you board something in, you really want to see it.
1 of each shock is quickly becoming a trend. With the additional CoB it makes sense.
1 of each shock is quickly becoming a trend. With the additional CoB it makes sense.
So what do you if your only foundry gets milled, removed, destroyed, etc. You need white mana. Your only out is to draw CoB. Since fetches have no relevant targets. Theres no real reason not to run 2 of each. And definitely no reason for a singleton mine with only 2 CoBs.
Searing Blaze does nothing if they have no creatures. Against a creature deck it's crazy good. 1 md 1 sb let's you fine tune your spell makeup to optimize the deck in some matchups and, at the same time, negate the potential that you will have dead cards. Dead cards in burn are not something we can afford.
As for the mana base: It's been perfect for me. What if they mill my sacred foundry? What if a meteor strikes earth? Who plays mill? Noone even plays thought scour. That is so impossibly far from being a concern that I almost didn't bother answering you.
Again, Gemstone Mine is terrible in multiples, and great as a singleton. If you ever face the mirror match you'll be mighty pissed if all you have is shocks or city of brasses.
Imagine your worst case scenario comes to pass, and we lose our sacred foundry. Then we have only 4 white cards in our deck, and 3 white sources. We're looking at upwards of 70% chance of not having any problems.
And this leads to my final point: you gave absolutely no constructive suggestion whatsoever. You say you have a better sideboard design, and yet you didn't offer anything. What sideboard cards do you need as 4-ofs? why? next time you bother posting, take the time to post something valid.
When I design sideboards I do them in 60 card segments, thinking "whats the optimal main deck to have against the top 5-10 decks in the format. what sideboard comes the closest to incorporating all of these optimal configurations."
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YMTC: We need a spikey red enchantment. My creations:
RR
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
So what do you if your only foundry gets milled, removed, destroyed, etc. You need white mana. Your only out is to draw CoB. Since fetches have no relevant targets. Theres no real reason not to run 2 of each. And definitely no reason for a singleton mine with only 2 CoBs.
Well, the odds of it getting milled are negligible, and usually land destruction doesn't happen till turn 4 and by that time we should have won or came close enough that white won't matter anymore.
Browbeat, magma jet and volcanic fallout are questionable, as is 4 searing blaze mb. not sure what else I could put in their place though. I definitely want searing blaze but I also want all the cards in my SB. Maybe 2 of rakdos charm/searing blaze mb and 2 of each sb? It's pretty rare rakdos charm is completely dead against a deck.
Anyways, it was just an idea I had. Any thoughts/suggestions?
Browbeat, magma jet and volcanic fallout are questionable, as is 4 searing blaze mb. not sure what else I could put in their place though. I definitely want searing blaze but I also want all the cards in my SB. Maybe 2 of rakdos charm/searing blaze mb and 2 of each sb? It's pretty rare rakdos charm is completely dead against a deck.
Anyways, it was just an idea I had. Any thoughts/suggestions?
Ive thought abut this before... but goblin guide is just too good to leave out as somtimes a double GG will do half your work for you. So does Lavaman at times where you would otherwise need to waste burn on creatures like dr shaman.
If you really wanna try it... -browbeat and something else to up your fallouts to 3+ or flamebreak(if your not in a control meta) since you have no blockers. This supplements the 4 searing blaze(this is a 2 for 1 and will save your ass often lol as will the 4 helix)
I know its creature-less... but 4 vexing devil shouldn't hurt since its really a bolt. Lets call it Vexing Charm for intents and purposes... but thats a toss up... cud be good cud be bad.
Hi Realize. I like the majority of your deck and the idea behind the manabase. I think the MB/SB split of Blaze is good, but I would play more than 1 SB. Also, I would cut the sparks and play Shard Volley. 18 lands seem to few. I play 20 and I think it is the right number. The deck can function on 1 mana, works on 2, but the optimal is curving out 1,2,3. You have many 2 drops and want to cast multiple spells in each turn. Maybe cockatrice is overrun with leyline's. The answer is not playing keening apparition. The answers is simply to not play burn. IRL Leyline's are a rare sight, and sometimes they blow you out. When playing burn you simply have to focus on the majority of the metagame, and just hope to dodge the leyline's and the martyr decks. I really like the idea of the singleton mine, but I must say it seems risky. I will test it my self. Don't play lands in the SB, it's simply not worth it. Have dedicated slots for specific MU that you need help in. If you need to tip a MU from even to decent you need cards that impact the MU, and you need to hit them. Bringing in singleton's and 2-offs is not going to help a MU in the long run IMO. Molten rain is good, but maybe thoughtseize or duress is simply better against these combo decks(scapeshift and Tron) while also having wider applications. Hope this can help you, thanks for your post
Thanks for the reasoned feedback. I'll do some brewing and theorizing and get back to you.
Note: the keenings are also in there for the auras deck, but it might be better to just burn their face and ignore their board. I'll check some lists and see.
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YMTC: We need a spikey red enchantment. My creations:
RR
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Searing Blaze does nothing if they have no creatures. Against a creature deck it's crazy good. 1 md 1 sb let's you fine tune your spell makeup to optimize the deck in some matchups and, at the same time, negate the potential that you will have dead cards. Dead cards in burn are not something we can afford.
As for the mana base: It's been perfect for me. What if they mill my sacred foundry? What if a meteor strikes earth? Who plays mill? Noone even plays thought scour. That is so impossibly far from being a concern that I almost didn't bother answering you.
Again, Gemstone Mine is terrible in multiples, and great as a singleton. If you ever face the mirror match you'll be mighty pissed if all you have is shocks or city of brasses.
Imagine your worst case scenario comes to pass, and we lose our sacred foundry. Then we have only 4 white cards in our deck, and 3 white sources. We're looking at upwards of 70% chance of not having any problems.
And this leads to my final point: you gave absolutely no constructive suggestion whatsoever. You say you have a better sideboard design, and yet you didn't offer anything. What sideboard cards do you need as 4-ofs? why? next time you bother posting, take the time to post something valid.
When I design sideboards I do them in 60 card segments, thinking "whats the optimal main deck to have against the top 5-10 decks in the format. what sideboard comes the closest to incorporating all of these optimal configurations."
Wow, you really need to calm down kid. If you can't accept constructive criticism, then why ask for it? Seriously, what's the point if you're just gonna get all defensive whenever someone disagrees that you're deck is the be-all end-all perfect Godlike creation to never be beaten.
Searing Blaze does nothing against creature decks, and against creature decks its crazy good. That is the perfect definition of a sideboard card. And a card that you'd want many of in the sideboard, because if you bring it in when it's "Crazy good"(it's not, it's meh), then you want to see it. Not just hope for the random one-of. And it'll be a dead draw against most decks in the format.
Ghost Quarter. A very common turn 1-2 play against low-land decks. Spreading Seas, a very common card from fish to control variants. And many others. And there is absolutely(absolutely) zero downside in doubling-up your shocks.
Gemstone mine has zero downside in multiples. I can't think of a single deck in existence that has run it that didn't run four of them...so now you're just making things up. And similarly said for CoB, nobody who runs them is afraid of running 4 of them. You're less likely to see a 1-damage difference mirror match than you are of getting "hit by a meteor"(also known as playing any number of games against a half dozen decently popular tier 1.5 decks).
Having any chance of having dead cards in a deck where your hand count is your limiting resource is bad. You said yourself in the second paragraph, dead cards is not something you can afford in this deck. Given that again, there is absolutely no reason it should happen, since it doesn't hurt you at all to fix your mana base.
I posted a lot of constructive things. But you went into hyperdefensive mode and ignored them. You should never(I will repeat again for your edification, NEVER) have singletons in the sideboard unless you either have 3 of them in the mainboard, or you have some way to tutor for them. Trying to make a deck that is "meh" versus everything will leave you with just that...meh. Where instead, you can make a good sideboard, like most people do. To give you favorable matchups versus 90% of the field, and concede that you'll do poorly versus the other 10%(This is what a lot of new players fail to understand, you can't make a deck that's good versus everything).
To be fair, I've seen some RGbw Tron decks in Modern Dailies and PTQs that run only 2 City of Brass. Yes, they're deathly afraid to run 4 of them, as they can win through Melira Pod gaining infinite life (why Grove of the Burnwillows is so good in that deck) but not if Tron gets to 0 life. Besides, with 4 Expedition Map and 4 Sylvan Scrying, they can theoretically get away with one.
I've also seen quite a few ANT decks in Legacy Dailies run only 2 Gemstone Mine, but that's more for deck slot reasons (this is a base UBr Storm deck trying to board in Abrupt Decay--ANT also has a slightly longer game than its 4 Mine-playing cousin TES, so losing a Mine late-game can be relevant).
I must admit that probably about every deck that plays Thought Scour mills themselves with it first (I've seen it last in Exarch Twin, and its users say it's good at fueling Tiago and Lavamancer), so milling a Sacred Foundry is irrelevant.
To me, there is a downside in doubling up shocks--my life total getting hit. I experienced a similar problem when I tested out 2 Marsh Flats in my RBW Burn build. I had to get shocks with them, and they ETB untapped, and I started losing more often against aggressive decks like Affinity, UWR Delver, and Zoo (they're uncommon right now, but I predict an upswing when Jund can no longer contain them so well, they get to play with Boros Charm, and UR Storm starts losing more than half the time to Burn/RDW pre-board (I played 16 games pre-board against a post-bans Storm list with my RBW list, and Storm only won 5 games)). I've switched to Battlefield Forge since (which pays for Hellspark Elemental/etc. without killing me), and I've been liking my lack of life loss.
What are the best sideboard cards for the mirror? Since my deck has been putting up such high numbers in our small modern tournaments people have taken to building RDW themselves. I'm thinking Spellskites out of the board?
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First tournament top 8 11/4/12 at the SCG IQ in Santa Cruz!
What are the best sideboard cards for the mirror? Since my deck has been putting up such high numbers in our small modern tournaments people have taken to building RDW themselves. I'm thinking Spellskites out of the board?
Dragon's Claw gains you life off of nearly every spell cast in the mirror.
I would say the problem is that it also slows you down about 4-6 damage in the race, maybe if you are on the play, but it might be too slow for you if you are on the draw. Then again spellskite does the same to your gameplan, but he also blocks creatures pretty well while also netting you that every other spell will be a 2dmg instead of 3 + can't really be canceled by skullcrack which although not that relevant can happen.
You could also try 4 leylines of sanctity. That card seems to be pretty good to stop burn and combo, or so I've heard lol.
The mirror is the only situation where I would feel Helix is a correct play. Since that's the only MU that you're likely to care enough about your life total to sacrifice speed and efficiency.
With War Priest, you tend to sit on him until you need him. With Apparition you can drop it and swing, even if there isn't any enchantments you want to get rid of. If there is, he still does his job.
This is a silly question, but maybe someone can enlighten me. Why is nobody running Rain of Gore? I mean, it would completely crush Soul Sisters (but then, I imagine, so would Torpor Orb). Is it really just enough to run Skullcrack/Flames of the Bloodhand to stop lifegain?
K, that was a couple of questions, but still....I've noticed that it is absent from the majority of Modern sideboards. I'm sure there is a good reason for it.
Rain of Gore is great vs. lifegain spells and abilities like Martyr of Sands, but the Soul Sisters deck gains most of its life through lifelink. Gaining life with lifelink isn't a spell or an ability, the actual cause of lifegain is combat damage, so Rain of Gore does nothing to stop it.
They gain the first chunk of life through sacrificing Martyr of Sands to put them over 30, then Serra Ascendant comes out. You can bonk them over the head with Skullcrack or Flames of the Bloodhand to stop that Martyr ability. Committing a turn to Rain of Gore can slow them down, but they run Oblivion Rings and enchantment hate bears out of the sideboard.
Skullcrack or Flames of the Bloodhand will stop the lifegain from the ability or through lifelink that turn, so it doesn't matter how they're trying to do it.
I prefer Skullcrack because it can stop them on their turn 3 if they were on the play. Flames of the Bloodhand was often 1 turn too late.
1 of each shock is quickly becoming a trend. With the additional CoB it makes sense.
So what do you if your only foundry gets milled, removed, destroyed, etc. You need white mana. Your only out is to draw CoB. Since fetches have no relevant targets. Theres no real reason not to run 2 of each. And definitely no reason for a singleton mine with only 2 CoBs.
Searing Blaze does nothing if they have no creatures. Against a creature deck it's crazy good. 1 md 1 sb let's you fine tune your spell makeup to optimize the deck in some matchups and, at the same time, negate the potential that you will have dead cards. Dead cards in burn are not something we can afford.
As for the mana base: It's been perfect for me. What if they mill my sacred foundry? What if a meteor strikes earth? Who plays mill? Noone even plays thought scour. That is so impossibly far from being a concern that I almost didn't bother answering you.
Again, Gemstone Mine is terrible in multiples, and great as a singleton. If you ever face the mirror match you'll be mighty pissed if all you have is shocks or city of brasses.
Imagine your worst case scenario comes to pass, and we lose our sacred foundry. Then we have only 4 white cards in our deck, and 3 white sources. We're looking at upwards of 70% chance of not having any problems.
And this leads to my final point: you gave absolutely no constructive suggestion whatsoever. You say you have a better sideboard design, and yet you didn't offer anything. What sideboard cards do you need as 4-ofs? why? next time you bother posting, take the time to post something valid.
When I design sideboards I do them in 60 card segments, thinking "whats the optimal main deck to have against the top 5-10 decks in the format. what sideboard comes the closest to incorporating all of these optimal configurations."
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Fires Rf Salvation
Well, the odds of it getting milled are negligible, and usually land destruction doesn't happen till turn 4 and by that time we should have won or came close enough that white won't matter anymore.
Spells
4 Boros Charm
1 Browbeat
4 Bump in the Night
4 Lava Spike
4 Lightning Bolt
4 Lightning Helix
2 Magma Jet
4 Rift Bolt
4 Searing Blaze
4 Shard Volley
4 Skullcrack
1 Volcanic Fallout
4 Arid Mesa
2 Blood Crypt
4 Marsh Flats
4 Mountain
2 Sacred Foundry
4 Scalding Tarn
4 Keening Apparition
4 Rakdos Charm
2 Shattering Spree
4 Silence
1 Smash to Smithereens
Anyways, it was just an idea I had. Any thoughts/suggestions?
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Ive thought abut this before... but goblin guide is just too good to leave out as somtimes a double GG will do half your work for you. So does Lavaman at times where you would otherwise need to waste burn on creatures like dr shaman.
If you really wanna try it... -browbeat and something else to up your fallouts to 3+ or flamebreak(if your not in a control meta) since you have no blockers. This supplements the 4 searing blaze(this is a 2 for 1 and will save your ass often lol as will the 4 helix)
I know its creature-less... but 4 vexing devil shouldn't hurt since its really a bolt. Lets call it Vexing Charm for intents and purposes... but thats a toss up... cud be good cud be bad.
Thanks for the reasoned feedback. I'll do some brewing and theorizing and get back to you.
Note: the keenings are also in there for the auras deck, but it might be better to just burn their face and ignore their board. I'll check some lists and see.
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Fires Rf Salvation
4 Arid Mesa
4 Blackcleave Cliffs
2 Blood Crypt
6 Mountain
4 Scalding Tarn
Creatures
1 Ash Zealot
2 Dark Confidant
4 Deathrite Shaman
4 Goblin Guide
3 Grim Lavamancer
4 Vexing Devil
4 Bump in the Night
4 Lava Spike
4 Lightning Bolt
1 Magma Jet
4 Rift Bolt
4 Searing Blaze
1 Shard Volley
2 Flames of the Blood Hand
2 Giant Solifuge
1 Leyline of Punishment
2 Molten Rain
2 Rakdos Charm
3 Smash to Smithereens
3 Torpor Or
It didn't tell what his record was/is but he must have been doing decently well for it to be sent in an email as the deck of the week.
Wow, you really need to calm down kid. If you can't accept constructive criticism, then why ask for it? Seriously, what's the point if you're just gonna get all defensive whenever someone disagrees that you're deck is the be-all end-all perfect Godlike creation to never be beaten.
Searing Blaze does nothing against creature decks, and against creature decks its crazy good. That is the perfect definition of a sideboard card. And a card that you'd want many of in the sideboard, because if you bring it in when it's "Crazy good"(it's not, it's meh), then you want to see it. Not just hope for the random one-of. And it'll be a dead draw against most decks in the format.
Ghost Quarter. A very common turn 1-2 play against low-land decks. Spreading Seas, a very common card from fish to control variants. And many others. And there is absolutely(absolutely) zero downside in doubling-up your shocks.
Gemstone mine has zero downside in multiples. I can't think of a single deck in existence that has run it that didn't run four of them...so now you're just making things up. And similarly said for CoB, nobody who runs them is afraid of running 4 of them. You're less likely to see a 1-damage difference mirror match than you are of getting "hit by a meteor"(also known as playing any number of games against a half dozen decently popular tier 1.5 decks).
Having any chance of having dead cards in a deck where your hand count is your limiting resource is bad. You said yourself in the second paragraph, dead cards is not something you can afford in this deck. Given that again, there is absolutely no reason it should happen, since it doesn't hurt you at all to fix your mana base.
I posted a lot of constructive things. But you went into hyperdefensive mode and ignored them. You should never(I will repeat again for your edification, NEVER) have singletons in the sideboard unless you either have 3 of them in the mainboard, or you have some way to tutor for them. Trying to make a deck that is "meh" versus everything will leave you with just that...meh. Where instead, you can make a good sideboard, like most people do. To give you favorable matchups versus 90% of the field, and concede that you'll do poorly versus the other 10%(This is what a lot of new players fail to understand, you can't make a deck that's good versus everything).
I've also seen quite a few ANT decks in Legacy Dailies run only 2 Gemstone Mine, but that's more for deck slot reasons (this is a base UBr Storm deck trying to board in Abrupt Decay--ANT also has a slightly longer game than its 4 Mine-playing cousin TES, so losing a Mine late-game can be relevant).
I must admit that probably about every deck that plays Thought Scour mills themselves with it first (I've seen it last in Exarch Twin, and its users say it's good at fueling Tiago and Lavamancer), so milling a Sacred Foundry is irrelevant.
I'm very willing to play singletons in my sideboard if they all do redundant things (e.g. 1 Relic of Progenitus, 1 Grafdigger's Cage, 1 Tormod's Crypt as very indecisive graveyard hate). It helps against stuff like Pithing Needle.
To me, there is a downside in doubling up shocks--my life total getting hit. I experienced a similar problem when I tested out 2 Marsh Flats in my RBW Burn build. I had to get shocks with them, and they ETB untapped, and I started losing more often against aggressive decks like Affinity, UWR Delver, and Zoo (they're uncommon right now, but I predict an upswing when Jund can no longer contain them so well, they get to play with Boros Charm, and UR Storm starts losing more than half the time to Burn/RDW pre-board (I played 16 games pre-board against a post-bans Storm list with my RBW list, and Storm only won 5 games)). I've switched to Battlefield Forge since (which pays for Hellspark Elemental/etc. without killing me), and I've been liking my lack of life loss.
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Dragon's Claw gains you life off of nearly every spell cast in the mirror.
You could also try 4 leylines of sanctity. That card seems to be pretty good to stop burn and combo, or so I've heard lol.
URBURB
With War Priest, you tend to sit on him until you need him. With Apparition you can drop it and swing, even if there isn't any enchantments you want to get rid of. If there is, he still does his job.
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K, that was a couple of questions, but still....I've noticed that it is absent from the majority of Modern sideboards. I'm sure there is a good reason for it.
Rain of Gore is great vs. lifegain spells and abilities like Martyr of Sands, but the Soul Sisters deck gains most of its life through lifelink. Gaining life with lifelink isn't a spell or an ability, the actual cause of lifegain is combat damage, so Rain of Gore does nothing to stop it.
They gain the first chunk of life through sacrificing Martyr of Sands to put them over 30, then Serra Ascendant comes out. You can bonk them over the head with Skullcrack or Flames of the Bloodhand to stop that Martyr ability. Committing a turn to Rain of Gore can slow them down, but they run Oblivion Rings and enchantment hate bears out of the sideboard.
Skullcrack or Flames of the Bloodhand will stop the lifegain from the ability or through lifelink that turn, so it doesn't matter how they're trying to do it.
I prefer Skullcrack because it can stop them on their turn 3 if they were on the play. Flames of the Bloodhand was often 1 turn too late.
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