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.
But the only reason you need enchantment removal is for leyline, preferrably on turn 0. What other enchantments is modern viable that is relevant to remove?
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Decks:
Modern
:symr::symb::symw:Burn
:symu::symw::symr:Midrange
My current deck, for reference. I've been testing this in the practice room on MTGO and finding it performs really well unless I get hit with a game 1 Leyline of Sanctity, or I get next-leveled and the deck brings in a Leyline in game 2, despite not having any white mana sources maindeck.
The 4 Skullcrack are Flames of the Bloodhand on MTGO, since Gatecrash hasn't been released there yet. I keep track of where Skullcrack would save me a turn earlier, and it's frequent.
I'll be taking this (or something very similar) to the Modern PTQ near me next weekend.
But the only reason you need enchantment removal is for leyline, preferrably on turn 0. What other enchantments is modern viable that is relevant to remove?
Bogle decks. Splinter Twin. Prismatic Omen. Pyromancer's Ascension. Honor of the Pure. Intangible Virtue.
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).
Sigh. I like the way you still haven't suggested cards/ sideboard strategies. I welcome criticism that serves a purpose. For an example of a constructive response look at Hemmingsen'’s post. He backs up his opinion with reasoning and suggestions. You don't like one-ofs. That's about the extent of what there is to glean from you.
This deck can win if it draws one land. Not if that land is Gemstone. Clear enough for you?
You like shocking yourself. Go for it. Some of us would rather improve the deck against the mirror. Acting like 1 life isn't important then calling someone else a new player is cute.
Having CoB/GM protects against spreadings seas without making it necessary for you to bolt yourself.
Having one card that is dead against 5-15% of the format is more than acceptable. I recommend it. 1 Searing Blaze MD. I now have 3 in the sideboard.
As for your juxtaposition that only new players put 1 ofs in their sideboards, you're just wrong. Have you ever looked at decklists for top 8s? Ever spotted the one ofs? One ofs don’t need to be random attempts at being good versus everything. Jund plays 1 sideboard enchantment hate card in many top 8 lists. Other players hedge towards beating that matchup. There is no law and I have seen no proof that consistently reveals 1 ofs to be empirically worse than sb's overly dedicated to specific matchups.
Patchwork sideboards work when the one ofs contribute to diversifying your response. For example: In the sideboard you criticized I had one torpor orb. That’s because I also played 3 rakdos charm. UR twin has a hell of a time with orb, yet they play dispel and izzet charm maindeck. Pod can take out artifacts no sweat, but is often blown out by rakdos charm. Both cards serve the same purpose. My personal preference is to have an array of responses that keeps opponents guessing. How many of each should we run? How bad is the pod matchup? Is one better than the other? These are things that I do not know, and wonder what other peoples opinions are.
I ran the Ensnaring Bridge as a one of because it’s atrocious in multiples and tough to cast at three mana. It can lock out some opponents, but is not essential. If I have it in my opener I can build a game plan around it. Otherwise it’s a random plus, which I’m fine with.
A note on blood moon:
No amount of nonbasics defend you vs. Blood Moon, which basically counters 10 cards in our deck (unless we've already played shaman). Blood moon is basically the only land screw card people play, and it is starting to see more maindeck play. We can play around it by casting our colored spells first.
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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.
Solifuge is an interesting card. It's REALLY expensive, but it does work versus any deck who's primary form of interaction is removal. I'm trying to think of what I would bring it in against. Certainly UW/x decks, but I don't know other then that particular matchup since everything else is either a combo deck that you probably need to race before you hit for mana or they have creatures that are blocking. I imagine I'm thinking to narrowly here.
LP, I'm checking your article out as well. Behind all of your swag is the brain of one of the most intelligent Magic players I've ever known. I guess that's one more thing for you to add to the wall of ego that is your Sally sig.
I can go with that. LK, you are the Mace Windu of red mages...cool, tempered logic in deliberation, but capable of just flat kicking tail when the situation warrants it.
solifuge is sweet. Makes me think about how hard I tried to fit falkenrath aristocrat with keldon marauder. I still think the idea has potential. Anyone have a link for the deck you're talking about?
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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.
solifuge is sweet. Makes me think about how hard I tried to fit falkenrath aristocrat with keldon marauder. I still think the idea has potential. Anyone have a link for the deck you're talking about?
I posted the deck list with solifuge in the Sb on pg 83. Just find my name and a deck list. I think it's the first post on the page
But like, what kind of meta call are we talking about here??
Cuz a 4cc Ball lightning with 4 power doesnt sound too good for RDW !
Someone can correct me if I'm wrong, but i think the point is to be against creatureless "control" decks. It doesnt die at end of turn, and has shroud, meaning the only easy way to get rid of it(sans sacrifice) is to hit it with creatures. So versus creatureless decks, their options are limited.
So I've written up my Burn Primer. I'm waiting until Lantern gives the okay to post it in it's own thread, but would you lot be amiable to me posting it here and getting your comments?
"Of course you should fight fire with fire. You should fight everything with fire."
—Jaya Ballard, task mage
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1. Introduction
Burn is a simple deck, with a simple philosophy: Count to 20. Likely the first Burn deck was back in Alpha and consisted entirely of Lightning Bolts and Mountains. 4 of limit on non-basics means that kind of thing is no longer possible, but the idea remains. In fact, counting to 20 is more important to this deck than Card Advantage. There are no card draw spells that also deal enough damage to be worth running in Burn, as a result Burn only draws on it's draw step, which is very important to remember.
Burn in Modern began as a port of the Mono-Red Legacy Burn deck, although it lost precious cards such as Chain Lightning, Fireblast, and Price of Progress. Modern Burn however has the advantage over Legacy Burn in that the opponent will often bolt themselves Fetching a Shockland at least once in the game, lowering how many spells we need to cast to win. Additionally, the lack of Stifle, Wasteland, and Price means that Burn can easily splash other colors.
It should be noted, that despite the number of creatures that will be discussed in below, Burn is not an Aggro deck in the traditional sense, although some consider it to be the first aggro deck. Burn plays the most efficient damage spells we can find and if some of those spells happen to be creatures our interaction with the battlefield nonetheless remains minimal.
2. The Cards
3+3+3+3+3+3+3=3x7=21
If we can average 3 damage per card, then the opening hand is lethal.
The basic Burn spell is Lightning Bolt, 3 damage for 1 mana. All spells in Burn must be compared with Bolt, Incinerate and Searing Spear are surely good cards, but they usually don't make the cut in this deck, not being efficient enough.
Let us now discuss the specific cards, although I'll leave the mana-base for a later section.
1 Mana Spells
Bread and Butter spell, if you aren't running the playset you aren't playing Burn.
The Best creature in Burn, and played as a 4 of even in Legacy and Modern Burn decks that run no other creatures. He will usually swing in for at least 4 damage, sometimes as much as 6. He'll also give you a lot of information on your opponent's hand. If you have any in your opening hand, play them before any other spell, unless they play a must answer critter that needs to get bolted asap.
Lightning Bolt 5-8, run a playset or you aren't playing Burn.
Lightning Bolt 9-12, run a playset or you aren't playing Burn.
There is no Chain Lightning in Modern, but there is also no Stifle, Wasteland, or Price of Progress. As such, splashing black for Lightning Bolt 13-16 is accepted as standard. I consider it a core part of the deck. The flashback is rarely relevant, but the color can win you the game against Unburial-Iona.
--
Those are the core 1 cmc spells for burn, but there are other such spells that are often or sometimes played.
Grim Lavamancer
Grim Lavamancer is a somewhat controversial card in Legacy Burn. As a repeatable shock, he's amazing giving reach and inevitability, but he also isn't guaranteed damage. He doesn't have haste, is a terrible topdeck, and he's much better against aggro than combo. Ultimately, he's powerful enough to run, but it will slow the deck down a bit.
Vexing Devil
Punisher cards are almost universally bad, but this is the only exception. Most of the time Devil will be 4 damage for R, but sometimes it'll stick and eat a bolt or run into a Goyf wall or something. I think that the Devil is absolutely worth running as a 4 of, but he isn't technically part of the core of the deck.
Shard Volley
On the one hand, it's a bolt. On the other hand it makes you sac a land, which we usually don't want to see that many of. It is powerful enough to run, but seeing multiples will make you sad. I don't run it, but some do.
Spark Elemental
3 damage for R is a good deal, but I dis-recommend this card. It only has one chance to deal it's damage, and it can be blocked every easily. Some run it when they want to keep their curve as low as possible, but know it's a sub-optimal choice.
Deathrite Sjaman
He ramps, he shocks to the dome, he gains life, and he hates on the graveyard. Some lists run him, either as extra lavamancers or simply replacing lavamancer altogether. Usually running him means putting a single Stomping Ground in, just to get as much use out of him as possible.
2 Mana Spells
Lifegain is the bane of Burn. As such, I feel warranted in considering Skullcrack a part of the Core of Modern Burn. It stops random lifegain like Finks or lifelink guys for a turn, which is sometimes all you need. You will never be sad to see this card, as it will often be more like 5+ damage than 3. Run 4 maindeck.
4 damage for 2 mana. That is amazing. Flame Rift sees play in Legacy Burn on occasion, and this is one sided. 4 damage is a lot more than 3, to the point where you only need 5 or 6 spells instead of 7 to count to 20 life if enough of them do 4 damage. Absolutely run 4 of MD.
Magma Jet
Wait, I know what you are thinking. A measly 2 damage for 1R, how is that worth running at all? Shock is worthless, after all, and this costs an entire mana extra. The key my friend is "Scry 2". Burn does not do card advantage, we are entirely dependent on the top of our library. As such, being able to fix your topdeck, or just send a pair of lands to the bottom can be the difference between victory and defeat. While not technically part of the core, I highly recommend the playset.
Searing Blaze
Yes, you need them to have a creature, and you need to play the full set of 8 fetchlands if you run this to get full value out of the instant speed. It's a viable choice, but not part of the core of the deck. I run it because I expect a lot of creatures, and am running fetches for other cards already. Others choose to run other things instead. Up to you.
Ash Zealot
2/2 Haste first strike for RR, that's relevant. The other ability also hoses storm. You can run her MD if you're in a more creature heavy build, or in the board specifically against Storm. Up to you.
Hellspark Elemental
Hellspark Elemental is much better than Spark Elemental. Because flashback, sorry, Unearth. While blockers make Hellspark very sad indeed, the unearth means that it is a viable option for the deck.
Keldon Marauders
For a long time Keldon Marauders was the gold standard of creatures in Burn. It will always deal 2 damage, and can deal as much as 5. Things have changed since the printing of Hellspark, Guide, and Vexing Devil however, and Keldon Marauders rarely shows up in current lists. Which isn't to say he's bad, and eventually the meta may make him viable again.
Lightning Helix
Even Healing Salve can be great if it has Lightning Bolt stapled to it. But is it great enough to run in burn? Certainly, the lifegain can be relevant in a format with shocks, and if you are already splashing W and feel the need to have more things to throw at creatures, then it's a fine choice. I don't run it, but others do.
Dark Confidant
Some decks really want CA, and so try to fit Bob in, since we're already running B. I don't run him because he doesn't help me count to 20, but some find him useful.
3 Mana Spells
Flames of the Blood Hand
Formerly a popular maindeck choice, the printing of Skullcrack has rendered Flames mostly obsolete. You can still run it if you feel you need another 4 damage spell.
Flame Javelin
Again, only if you feel you need another 4 mana spell.
Browbeat
It's a Trap! It is never damage when you want the damage, and it's never cards when you want the cards. Don't run it.
Ball Lightning
Too slow. Don't run it. Sure, it can save you in some situations, but it also makes those situations more common.
Sideboard Cards
Torpor Orb
It stops Finks, Obstinate Baloth, Thragtusk, Twin, most of Pod, and Soul Sisters. I recommend it.
Shattering Spree
Anti-Affinity. You cast this you can pretty much wipe their board, then burn them out. Simple, but highly effective.
Rakdos Charm
It slices, it dices, it cuts them in half. Every mode is relevant in the sideboard. Artifact hate can hit a Pod or Crainial Plating, you can exile storm's yard in response to Past in Flames or get rid of Iona/Elesh Norn in response to Unburial Rites, and anti-army does work against Twin, Kiki-pod, Tokens, and Affinity.
Hide // Seek
Another anti-enchantment sideboard card, for Leyline. It also tucks wurmcoils, but can't swing for damage in multiples.
Blood Moon
Turns off a lot of decks. We are 3 color, but are so heavily in red that Moon doesn't really effect us all that much.
Ensnaring Bridge
Burn empties it's hand quickly. As such Ensnaring Bridge can be good against Aggro and Tron.
Volcanic Fallout
If aggro, tribal decks like Goblins or Elves, or Giest of St Traft becomes too common, this will be an excellent instant speed answer. It even hits them in the dome as well!
Ancient Grudge
Anti-artifact card. You pretty much need a green source to use it, and I find Shattering Spree better. However, Grudge is an instant and so some prefer it.
Rain of Gore
Lifegain hoser extraordinaire. It helps you count to 20. The only question is if you want to devote sideboard slots to combat lifegain, or focus on other decks.
Leyline of Punishment
The Red Leyline. Stops lifegain cold. Some prefer this over Rain of Gore, others prefer Rain of Gore. Either one works, the question is if they are worth the sideboard slots.
In burn, as in any other deck, the manabase is a matter of great importance. You generally only want to see 3 lands, but you definitely want to see 3. As such I recommend 20 lands. However, the curve is low enough that you can cut back on lands and still fairly reliably hit 3, some lists even go as low as 17 lands, although I would not recommend going that low.
In terms of Mulliganing, if you have 4+ lands in your oppening hand, probably mull it. Sometimes a 1 lander can be kept on the draw, or even on the play if you're feeling lucky.
Not much to say here. Run a bunch.
Sacred Foundry
For your fetchable W sources. Don't run a basic plains.
Blood Crypt
For your fetchable B sources. Don't run a basic swamp.
Arid Mesa/Scalding Tarn
You are playing them for colors, Searing Blaze, and Lavamancer/Deathrite. You are not running them for deck thinning, it isn't statistically significant for Burn.
Blackcleave Cliffs
Everything you want out of a B/R land. Run them over Dragonskull Summit, if you have them.
Dragonskull Summit
That you can't play it untapped turn 1 makes Burn sad. Run Blackcleave Cliffs instead.
Clifftop Retreat
Sadly, for R/W that doesn't hurt you this is the best we got.
Battlefield Forge
It does the job. Comes in untapped, and taps for colors.
Forbidden Orchard
It doesn't cause pain, and taps for all colors. However, it does give them a 1/1 dude.
4. Piloting Burn
The goal of Burn is to bring the opponent's life total from 20 down to 0. Burn generally doesn't care about the boardstate, except as a clock for how long you have to burn down the opponent. Burn doesn't care about drawing cards, although if the opponent wants to give us cards we won't complain.
Burn cares about life totals. Burn is the only deck where turn 1 Lava Spike is a correct line of play. Other aggro decks have you save your burn for after the creature beatdown when the board has stalled, in Burn you throw it at their face from the start. Sometimes, of course, they have a creature that needs to die before it can do anything, like Martyr of Sands or Deathrite Shaman or Glistener Elf, in which case you send your removal at them and then get back to throwing fire and lightning at the dome.
Postboard you generally want to play your SB cards ASAP if they are permanents like Torpor Orb, and save them for the right moment if you boarded in Rakdos Charm or Faerie Macabre.
LP, I'm checking your article out as well. Behind all of your swag is the brain of one of the most intelligent Magic players I've ever known. I guess that's one more thing for you to add to the wall of ego that is your Sally sig.
I can go with that. LK, you are the Mace Windu of red mages...cool, tempered logic in deliberation, but capable of just flat kicking tail when the situation warrants it.
I never thought about Forbidden Orchard before. It's really not a bad pick, especially if you are looking for a target to hit with Searing Blaze. Probably wouldn't want to run 4, but maybe as a 1 or 2 of.
Teetering Peaks might be worth mentioning in the Lands section. I've seen some decks running it.
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But the only reason you need enchantment removal is for leyline, preferrably on turn 0. What other enchantments is modern viable that is relevant to remove?
Modern
:symr::symb::symw:Burn
:symu::symw::symr:Midrange
Legacy:
Burn
4 Goblin Guide
3 Grim Lavamancer
3 Deathrite Shaman
Spells
4 Bump in the Night
4 Lava Spike
4 Lightning Bolt
3 Shard Volley
4 Magma Jet
3 Searing Blaze
4 Skullcrack
4 Rift Bolt
4 Arid Mesa
4 Scalding Tarn
4 Blackcleave Cliffs
4 Mountain
2 Blood Crypt
1 Stomping Ground
4 Shattering Spree
3 Back to Nature
4 Rakdos Charm
4 Torpor Orb
The 4 Skullcrack are Flames of the Bloodhand on MTGO, since Gatecrash hasn't been released there yet. I keep track of where Skullcrack would save me a turn earlier, and it's frequent.
I'll be taking this (or something very similar) to the Modern PTQ near me next weekend.
Watch my Twitch.tv stream.
Take the Ham Challenge.
Bogle decks. Splinter Twin. Prismatic Omen. Pyromancer's Ascension. Honor of the Pure. Intangible Virtue.
FREE BLOODBRAID ELF
Sigh. I like the way you still haven't suggested cards/ sideboard strategies. I welcome criticism that serves a purpose. For an example of a constructive response look at Hemmingsen'’s post. He backs up his opinion with reasoning and suggestions. You don't like one-ofs. That's about the extent of what there is to glean from you.
This deck can win if it draws one land. Not if that land is Gemstone. Clear enough for you?
You like shocking yourself. Go for it. Some of us would rather improve the deck against the mirror. Acting like 1 life isn't important then calling someone else a new player is cute.
Having CoB/GM protects against spreadings seas without making it necessary for you to bolt yourself.
Having one card that is dead against 5-15% of the format is more than acceptable. I recommend it. 1 Searing Blaze MD. I now have 3 in the sideboard.
As for your juxtaposition that only new players put 1 ofs in their sideboards, you're just wrong. Have you ever looked at decklists for top 8s? Ever spotted the one ofs? One ofs don’t need to be random attempts at being good versus everything. Jund plays 1 sideboard enchantment hate card in many top 8 lists. Other players hedge towards beating that matchup. There is no law and I have seen no proof that consistently reveals 1 ofs to be empirically worse than sb's overly dedicated to specific matchups.
Patchwork sideboards work when the one ofs contribute to diversifying your response. For example: In the sideboard you criticized I had one torpor orb. That’s because I also played 3 rakdos charm. UR twin has a hell of a time with orb, yet they play dispel and izzet charm maindeck. Pod can take out artifacts no sweat, but is often blown out by rakdos charm. Both cards serve the same purpose. My personal preference is to have an array of responses that keeps opponents guessing. How many of each should we run? How bad is the pod matchup? Is one better than the other? These are things that I do not know, and wonder what other peoples opinions are.
I ran the Ensnaring Bridge as a one of because it’s atrocious in multiples and tough to cast at three mana. It can lock out some opponents, but is not essential. If I have it in my opener I can build a game plan around it. Otherwise it’s a random plus, which I’m fine with.
A note on blood moon:
No amount of nonbasics defend you vs. Blood Moon, which basically counters 10 cards in our deck (unless we've already played shaman). Blood moon is basically the only land screw card people play, and it is starting to see more maindeck play. We can play around it by casting our colored spells first.
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
Want to see me in action? Check out my stream! Currently broadcasting Boros Burn in Standard. Full archive available.
Want to play better magic? Come join us at diestoremoval.com
Want to see me in action? Check out my stream! Currently broadcasting Boros Burn in Standard. Full archive available.
Want to play better magic? Come join us at diestoremoval.com
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
I posted the deck list with solifuge in the Sb on pg 83. Just find my name and a deck list. I think it's the first post on the page
Someone can correct me if I'm wrong, but i think the point is to be against creatureless "control" decks. It doesnt die at end of turn, and has shroud, meaning the only easy way to get rid of it(sans sacrifice) is to hit it with creatures. So versus creatureless decks, their options are limited.
"Of course you should fight fire with fire. You should fight everything with fire."
—Jaya Ballard, task mage
---------------------------------------------------------------------------------------------------------------------------------------------
1. Introduction
Burn is a simple deck, with a simple philosophy: Count to 20. Likely the first Burn deck was back in Alpha and consisted entirely of Lightning Bolts and Mountains. 4 of limit on non-basics means that kind of thing is no longer possible, but the idea remains. In fact, counting to 20 is more important to this deck than Card Advantage. There are no card draw spells that also deal enough damage to be worth running in Burn, as a result Burn only draws on it's draw step, which is very important to remember.
Burn in Modern began as a port of the Mono-Red Legacy Burn deck, although it lost precious cards such as Chain Lightning, Fireblast, and Price of Progress. Modern Burn however has the advantage over Legacy Burn in that the opponent will often bolt themselves Fetching a Shockland at least once in the game, lowering how many spells we need to cast to win. Additionally, the lack of Stifle, Wasteland, and Price means that Burn can easily splash other colors.
It should be noted, that despite the number of creatures that will be discussed in below, Burn is not an Aggro deck in the traditional sense, although some consider it to be the first aggro deck. Burn plays the most efficient damage spells we can find and if some of those spells happen to be creatures our interaction with the battlefield nonetheless remains minimal.
2. The Cards
3+3+3+3+3+3+3=3x7=21
If we can average 3 damage per card, then the opening hand is lethal.
The basic Burn spell is Lightning Bolt, 3 damage for 1 mana. All spells in Burn must be compared with Bolt, Incinerate and Searing Spear are surely good cards, but they usually don't make the cut in this deck, not being efficient enough.
Let us now discuss the specific cards, although I'll leave the mana-base for a later section.
1 Mana Spells
Bread and Butter spell, if you aren't running the playset you aren't playing Burn.
The Best creature in Burn, and played as a 4 of even in Legacy and Modern Burn decks that run no other creatures. He will usually swing in for at least 4 damage, sometimes as much as 6. He'll also give you a lot of information on your opponent's hand. If you have any in your opening hand, play them before any other spell, unless they play a must answer critter that needs to get bolted asap.
Lightning Bolt 5-8, run a playset or you aren't playing Burn.
Lightning Bolt 9-12, run a playset or you aren't playing Burn.
There is no Chain Lightning in Modern, but there is also no Stifle, Wasteland, or Price of Progress. As such, splashing black for Lightning Bolt 13-16 is accepted as standard. I consider it a core part of the deck. The flashback is rarely relevant, but the color can win you the game against Unburial-Iona.
--
Those are the core 1 cmc spells for burn, but there are other such spells that are often or sometimes played.
Grim Lavamancer
Grim Lavamancer is a somewhat controversial card in Legacy Burn. As a repeatable shock, he's amazing giving reach and inevitability, but he also isn't guaranteed damage. He doesn't have haste, is a terrible topdeck, and he's much better against aggro than combo. Ultimately, he's powerful enough to run, but it will slow the deck down a bit.
Vexing Devil
Punisher cards are almost universally bad, but this is the only exception. Most of the time Devil will be 4 damage for R, but sometimes it'll stick and eat a bolt or run into a Goyf wall or something. I think that the Devil is absolutely worth running as a 4 of, but he isn't technically part of the core of the deck.
Shard Volley
On the one hand, it's a bolt. On the other hand it makes you sac a land, which we usually don't want to see that many of. It is powerful enough to run, but seeing multiples will make you sad. I don't run it, but some do.
Spark Elemental
3 damage for R is a good deal, but I dis-recommend this card. It only has one chance to deal it's damage, and it can be blocked every easily. Some run it when they want to keep their curve as low as possible, but know it's a sub-optimal choice.
Deathrite Sjaman
He ramps, he shocks to the dome, he gains life, and he hates on the graveyard. Some lists run him, either as extra lavamancers or simply replacing lavamancer altogether. Usually running him means putting a single Stomping Ground in, just to get as much use out of him as possible.
2 Mana Spells
Lifegain is the bane of Burn. As such, I feel warranted in considering Skullcrack a part of the Core of Modern Burn. It stops random lifegain like Finks or lifelink guys for a turn, which is sometimes all you need. You will never be sad to see this card, as it will often be more like 5+ damage than 3. Run 4 maindeck.
4 damage for 2 mana. That is amazing. Flame Rift sees play in Legacy Burn on occasion, and this is one sided. 4 damage is a lot more than 3, to the point where you only need 5 or 6 spells instead of 7 to count to 20 life if enough of them do 4 damage. Absolutely run 4 of MD.
Magma Jet
Wait, I know what you are thinking. A measly 2 damage for 1R, how is that worth running at all? Shock is worthless, after all, and this costs an entire mana extra. The key my friend is "Scry 2". Burn does not do card advantage, we are entirely dependent on the top of our library. As such, being able to fix your topdeck, or just send a pair of lands to the bottom can be the difference between victory and defeat. While not technically part of the core, I highly recommend the playset.
Searing Blaze
Yes, you need them to have a creature, and you need to play the full set of 8 fetchlands if you run this to get full value out of the instant speed. It's a viable choice, but not part of the core of the deck. I run it because I expect a lot of creatures, and am running fetches for other cards already. Others choose to run other things instead. Up to you.
Ash Zealot
2/2 Haste first strike for RR, that's relevant. The other ability also hoses storm. You can run her MD if you're in a more creature heavy build, or in the board specifically against Storm. Up to you.
Hellspark Elemental
Hellspark Elemental is much better than Spark Elemental. Because flashback, sorry, Unearth. While blockers make Hellspark very sad indeed, the unearth means that it is a viable option for the deck.
Keldon Marauders
For a long time Keldon Marauders was the gold standard of creatures in Burn. It will always deal 2 damage, and can deal as much as 5. Things have changed since the printing of Hellspark, Guide, and Vexing Devil however, and Keldon Marauders rarely shows up in current lists. Which isn't to say he's bad, and eventually the meta may make him viable again.
Lightning Helix
Even Healing Salve can be great if it has Lightning Bolt stapled to it. But is it great enough to run in burn? Certainly, the lifegain can be relevant in a format with shocks, and if you are already splashing W and feel the need to have more things to throw at creatures, then it's a fine choice. I don't run it, but others do.
Dark Confidant
Some decks really want CA, and so try to fit Bob in, since we're already running B. I don't run him because he doesn't help me count to 20, but some find him useful.
3 Mana Spells
Flames of the Blood Hand
Formerly a popular maindeck choice, the printing of Skullcrack has rendered Flames mostly obsolete. You can still run it if you feel you need another 4 damage spell.
Flame Javelin
Again, only if you feel you need another 4 mana spell.
Browbeat
It's a Trap! It is never damage when you want the damage, and it's never cards when you want the cards. Don't run it.
Ball Lightning
Too slow. Don't run it. Sure, it can save you in some situations, but it also makes those situations more common.
Sideboard Cards
Torpor Orb
It stops Finks, Obstinate Baloth, Thragtusk, Twin, most of Pod, and Soul Sisters. I recommend it.
Shattering Spree
Anti-Affinity. You cast this you can pretty much wipe their board, then burn them out. Simple, but highly effective.
Grafdigger's Cage
Useful against Pod mostly, I prefer Torpor Orb.
Rakdos Charm
It slices, it dices, it cuts them in half. Every mode is relevant in the sideboard. Artifact hate can hit a Pod or Crainial Plating, you can exile storm's yard in response to Past in Flames or get rid of Iona/Elesh Norn in response to Unburial Rites, and anti-army does work against Twin, Kiki-pod, Tokens, and Affinity.
Dragon's Claw
Excellent for the mirror and Storm.
Ronom Unicorn/Keening Apparition/Kami of Ancient Law
Anti-enchantment bear. Mostly for Leyline of Sanctity. Multiples can swing in for damage.
Hide // Seek
Another anti-enchantment sideboard card, for Leyline. It also tucks wurmcoils, but can't swing for damage in multiples.
Blood Moon
Turns off a lot of decks. We are 3 color, but are so heavily in red that Moon doesn't really effect us all that much.
Ensnaring Bridge
Burn empties it's hand quickly. As such Ensnaring Bridge can be good against Aggro and Tron.
Volcanic Fallout
If aggro, tribal decks like Goblins or Elves, or Giest of St Traft becomes too common, this will be an excellent instant speed answer. It even hits them in the dome as well!
Faerie Macabre
Gravehate.
Ancient Grudge
Anti-artifact card. You pretty much need a green source to use it, and I find Shattering Spree better. However, Grudge is an instant and so some prefer it.
Rain of Gore
Lifegain hoser extraordinaire. It helps you count to 20. The only question is if you want to devote sideboard slots to combat lifegain, or focus on other decks.
Leyline of Punishment
The Red Leyline. Stops lifegain cold. Some prefer this over Rain of Gore, others prefer Rain of Gore. Either one works, the question is if they are worth the sideboard slots.
Tempest of Light
For Boggle.
Aura Barbs
For Boggle, this time in Red.
Rest in Peace
Gravehate. Personally I prefer Rakdos Charm.
Mindbreak Trap
For Storm.
3. The Lands
In burn, as in any other deck, the manabase is a matter of great importance. You generally only want to see 3 lands, but you definitely want to see 3. As such I recommend 20 lands. However, the curve is low enough that you can cut back on lands and still fairly reliably hit 3, some lists even go as low as 17 lands, although I would not recommend going that low.
In terms of Mulliganing, if you have 4+ lands in your oppening hand, probably mull it. Sometimes a 1 lander can be kept on the draw, or even on the play if you're feeling lucky.
Not much to say here. Run a bunch.
Sacred Foundry
For your fetchable W sources. Don't run a basic plains.
Blood Crypt
For your fetchable B sources. Don't run a basic swamp.
Arid Mesa/Scalding Tarn
You are playing them for colors, Searing Blaze, and Lavamancer/Deathrite. You are not running them for deck thinning, it isn't statistically significant for Burn.
Blackcleave Cliffs
Everything you want out of a B/R land. Run them over Dragonskull Summit, if you have them.
Dragonskull Summit
That you can't play it untapped turn 1 makes Burn sad. Run Blackcleave Cliffs instead.
Clifftop Retreat
Sadly, for R/W that doesn't hurt you this is the best we got.
Battlefield Forge
It does the job. Comes in untapped, and taps for colors.
City of Brass
For all your color Fixing Needs.
Forbidden Orchard
It doesn't cause pain, and taps for all colors. However, it does give them a 1/1 dude.
4. Piloting Burn
The goal of Burn is to bring the opponent's life total from 20 down to 0. Burn generally doesn't care about the boardstate, except as a clock for how long you have to burn down the opponent. Burn doesn't care about drawing cards, although if the opponent wants to give us cards we won't complain.
Burn cares about life totals. Burn is the only deck where turn 1 Lava Spike is a correct line of play. Other aggro decks have you save your burn for after the creature beatdown when the board has stalled, in Burn you throw it at their face from the start. Sometimes, of course, they have a creature that needs to die before it can do anything, like Martyr of Sands or Deathrite Shaman or Glistener Elf, in which case you send your removal at them and then get back to throwing fire and lightning at the dome.
Postboard you generally want to play your SB cards ASAP if they are permanents like Torpor Orb, and save them for the right moment if you boarded in Rakdos Charm or Faerie Macabre.
5. Sample Decklists
4 Goblin Guide
3 Grim Lavamancer
3 Deathrite Shaman
Spells
4 Bump in the Night
4 Lava Spike
4 Lightning Bolt
3 Shard Volley
4 Magma Jet
3 Searing Blaze
4 Skullcrack
4 Rift Bolt
4 Arid Mesa
4 Scalding Tarn
4 Blackcleave Cliffs
4 Mountain
2 Blood Crypt
1 Stomping Ground
4 Shattering Spree
3 Back to Nature
4 Rakdos Charm
4 Torpor Orb
4 Blackcleave Cliffs
1 Blood Crypt
3 Mountain
4 Scalding Tarn
1 Sacred Foundry
3 Battlefield Forge
4 Goblin Guide
3 Grim Lavamancer
4 Vexing Devil
4 Lava Spike
4 Lightning Bolt
4 Rift Bolt
4 Boros Charm
4 Skullcrack
1 Thunderous Wrath
4 Lightning Helix
4x Goblin Guide
4x Vexing Devil
2x Deathrite Shaman
Spells: 33
4x Lightning Bolt
4x Rift Bolt
4x Lava Spike
4x Bump in the Night
2x Shard Volley
4x Boros Charm
3x Searing Blaze
3x Skullcrack
3x Lightning Helix
2x Forked Bolt
4x City of Brass
3x Gemstone Mine
3x Arid Mesa
3x Scalding Tarn
1x Sacred Foundry
1x Blood Crypt
2x Mountain
4x Rakdos Charm
3x Torpor Orb
3x Dragon's Claw
2x Shattering Spree (was Ancient Grudge)
1x Ronom Unicorn
1x Kami of Ancient Law
1x Keening Apparition
4 Goblin Guide
4 Vexing Devil
Spells:
4 Lightning Bolt
4 Rift Bolt
4 Lava Spike
4 Bump in the Night
4 Skullcrack
4 Boros Charm
4 Searing Blaze
4 Magma Jet
5 Mountain
4 Arid Mesa
4 Scalding Tarn
2 Blackcleave Cliffs
2 Blood Crypt
2 Sacred Foundry
1 Clifftop Retreat
3 Torpor Orb
3 Keening Apparition
3 Rakdos Charm
3 Shattering Spree
3 Blood Moon
(At least they're hidden in spoilers, which is a good start.)
Don't forget our friend bigwithdraw, whose list I based mine on! His top 32 decklist should be in this thread a few months back.
I'll read over the card evaluations soon.
Watch my Twitch.tv stream.
Take the Ham Challenge.
Teetering Peaks might be worth mentioning in the Lands section. I've seen some decks running it.
FREE BLOODBRAID ELF