Discard an instant-speed spell or a spell with Flash from your hand:
All cards you own or control gain Flash and Haste until the end of the turn.
Tap, Exile an instant-speed spell or a spell with Flash from your graveyard:
You may cast 1 spell you own or control as if it had Flash.
Tap, Discard a sorcery-speed spell:
All cards your opponent controls are now sorcery-speed spells until the end of the turn.
Mystery Box - 3 Artifact
Mystery Box enters the battlefield tapped.
Tap, Sacrifice Mystery Box:
Take 4 cards from your library with different names and place them facedown on the battlefield, your opponent picks 1. For the remainder of the turn, you may cast that spell without paying it's mana cost. If it's a creature, it gains haste. Exile the remaining cards and all copies of those cards from your library, hand, battlefield, and graveyard. You lose life equal to the converted mana cost of all of those cards combined.
Stormcrown UUUUU Artifact- equipment
Equipped creature gets +1/+1
If equipped creature is a Storm Crow, that creature gets +20/+20, trample, hexproof, indestructible and annihilator 20 instead.
I'm new to modern, and I have decided to play burn as my first deck (I have 1 year experience playing standard with aggro decks, but totally new to modern)
What are the general sideboard strategies? I'm playing naya burn.
And what are the good and bad matchups for burn?
Thanks so much guys.
definitely don't read the thread where all of those questions have been answered already, you should just post and ask for everyone to hold your hand instead.
Yeah you can't get a handholding crash course in burn. You learn burn by playing burn. Burn is a mindset, burn is a lifestyle choice. Burn is different than any other magic deck archetype. Burn is not aggro. Burn is like a combination of control, mind****, and kill em faster.
That said, burn really only looses to combo decks that are faster than you, and lifegain. But if you are careful you can still win these games.
Now on to the G vs B splash. Green is superior nuff said. Black gave us rakdos charm and bump when we needed that. In todays meta, Atarka's and Revelry are better.
White is the one color I'd never loose. Sideboard stuff is too good.
Look, I'm not trying to get help here to win every following tournament with burn. I know every deck requires practice. But perhaps there are some good points to know even for a complete first timer?
Advanced search isn't working for me for some reason hence I could not find the answers to my questions in this thread. I certainly did not expect to get ticked off like this though.
Sure thing friend, happy to give pointers to lazy people who can't even manage to go a few pages back (p244) to see a naya burn list with full sideboard tips/matchup analysis.
Tip 1: Read the thread
Tip 1b: Make sure to pay special attention to the parts of the thread with words.
Tip 2: Stop asking for handholding
Tip 2b: Really though, why do you think there is a ******* primer at all? The very first page has every question you asked answered, and if you were to just sort of skim through some of the more recent pages of the thread you'd find even more answers. Why should people have to repeat themselves/retype their answers/generally go out of their way to help you when you could literally find every answer you want on your own, fairly easily?
I'm new to modern, and I have decided to play burn as my first deck (I have 1 year experience playing standard with aggro decks, but totally new to modern)
What are the general sideboard strategies? I'm playing naya burn.
And what are the good and bad matchups for burn?
Thanks so much guys.
definitely don't read the thread where all of those questions have been answered already, you should just post and ask for everyone to hold your hand instead.
Glass Cannon enters the battlefield with 6 charge counters on it.
Whenever a player casts a spell, remove 1 charge counter from Glass Cannon.
At the beginning of your End Step, if Glass Cannon has no charge counters on it, sacrifice it. If you do, you lose the game.
Remove a charge counter from Glass Cannon: The next time a source of your choice would deal damage, instead it deals double that damage.
Sacrifice 2 permanents: Place a Charge Counter on Glass Cannon
Loving Touch 1BW Enchantment
Whenever a permanent enters the battlefield, each player gains 2 life.
Any player may pay 15 life: Gain control of Loving Touch and transform it.
Cruel Touch Enchantment
Whenever a permanent enters the battlefield, you gain 3 life and your opponent loses 3 life
Volcano Titan 1RRGG Creature 1/6
When Volcano Titan enters the battlefield or attacks, you may search your library for 2 spells with cmc 1 or less and put them into your hand.
If a spell or effect would cause an opponent to discard a card and they cannot, they instead lose X life, where X is twice the amount they would have discarded plus 1.
Not sure if anyone is still reading the thread but Dr worn and I, but I destroyed an fnm with the deck I posted above last night. Went 4-0 playing against Twin, Grixis deliver,Amulet Bloom, and Jeskai control.
Best moment of the night was when I got thoughtseized by grixis delver game 1 and he didn't know Wtf to take so he grabbed my serum visions instead of my heartless summoning
I like hussar because he digs a little deeper, but I'll test out mulldrifter.
Also, what are your thoughts on splashing red for priest of urabrask, which gives us an infinite mana combo with havengul, which then leads to infinite damage with a perilous myr?
I just like the idea of having a competitive deck that can do infinite mill, damage, mana, and draw, all in the mb.
It has tons of cool interactions. Muddle the Mixture is a surprise powerhouse, letting you either transmute on t3 for a Heartless Summoning, a Myr Retreiver to complete the combo, or a Myr Superion if a free 4/5 on turn 3 is what you need, or counter an instant/sorcery if that's what you need.
Court Hussar is an awesome draw engine with summoning out, and if you can get a grim haruspex out it's even better, with or without summoning.
grim haruspex also does tons of work, if you can get an infinite loop going with him out but don't have your win con, you can just draw your whole deck to find it, and then kill him with one of your own Perilous Myr to be able to then win the game, or keep him around and win with Laboratory Maniac
Havengul Lich acts as a combo piece for 2 combos, you can either use him with Myr Moonvessel for the infinite loop, or with Perilous Myr to turn every single mana you have available into a shock. If you can manage to get a Altar of the Brood out, every mana is now a shock+mill 1, and if you can get your hands on a Myr Retriever then every mana becomes a shock + Mill 2. If you have a Grim Haruspex out, every mana becomes a shock + draw 1. If you can somehow get both an altar, and a grim out at the same time, with a perilous and a retriever in your gy, then suddenly every single mana you have available can be turned into 2 cards for you, Mill 2 for your opponent, and 2 damage at any target you want (provided it doesn't have hexproof/shroud)
Enchantment
Discard an instant-speed spell or a spell with Flash from your hand:
All cards you own or control gain Flash and Haste until the end of the turn.
Tap, Exile an instant-speed spell or a spell with Flash from your graveyard:
You may cast 1 spell you own or control as if it had Flash.
Tap, Discard a sorcery-speed spell:
All cards your opponent controls are now sorcery-speed spells until the end of the turn.
Mystery Box - 3
Artifact
Mystery Box enters the battlefield tapped.
Tap, Sacrifice Mystery Box:
Take 4 cards from your library with different names and place them facedown on the battlefield, your opponent picks 1. For the remainder of the turn, you may cast that spell without paying it's mana cost. If it's a creature, it gains haste. Exile the remaining cards and all copies of those cards from your library, hand, battlefield, and graveyard. You lose life equal to the converted mana cost of all of those cards combined.
Stormcrown UUUUU
Artifact- equipment
Equipped creature gets +1/+1
If equipped creature is a Storm Crow, that creature gets +20/+20, trample, hexproof, indestructible and annihilator 20 instead.
Equip: 0
Sure thing friend, happy to give pointers to lazy people who can't even manage to go a few pages back (p244) to see a naya burn list with full sideboard tips/matchup analysis.
Tip 1: Read the thread
Tip 1b: Make sure to pay special attention to the parts of the thread with words.
Tip 2: Stop asking for handholding
Tip 2b: Really though, why do you think there is a ******* primer at all? The very first page has every question you asked answered, and if you were to just sort of skim through some of the more recent pages of the thread you'd find even more answers. Why should people have to repeat themselves/retype their answers/generally go out of their way to help you when you could literally find every answer you want on your own, fairly easily?
definitely don't read the thread where all of those questions have been answered already, you should just post and ask for everyone to hold your hand instead.
Enchantment
Flash
Glass Cannon enters the battlefield with 6 charge counters on it.
Whenever a player casts a spell, remove 1 charge counter from Glass Cannon.
At the beginning of your End Step, if Glass Cannon has no charge counters on it, sacrifice it. If you do, you lose the game.
Remove a charge counter from Glass Cannon: The next time a source of your choice would deal damage, instead it deals double that damage.
Sacrifice 2 permanents: Place a Charge Counter on Glass Cannon
Loving Touch 1BW
Enchantment
Whenever a permanent enters the battlefield, each player gains 2 life.
Any player may pay 15 life: Gain control of Loving Touch and transform it.
Cruel Touch
Enchantment
Whenever a permanent enters the battlefield, you gain 3 life and your opponent loses 3 life
Volcano Titan 1RRGG
Creature 1/6
When Volcano Titan enters the battlefield or attacks, you may search your library for 2 spells with cmc 1 or less and put them into your hand.
2 Combo Chump
Creature
0/0
Undying
Pay 1 life: Place a -1/-1 counter on combo chump.
1B
enchantment
If a spell or effect would cause an opponent to discard a card and they cannot, they instead lose X life, where X is twice the amount they would have discarded plus 1.
1GB
Golgari Trampler
Creature
2/4
Hexproof, Deathtouch
Pay 1 life and g/b: Place a copy of Golgari Trampler on the battlefield.
Summoning Zone
3U
Enchantment
Instead of paying the casting cost of creatures, you may pay 0
Whenever a creature enters the battlefield under your control, sacrifice it unless you pay X, where X is your current life total.
Best moment of the night was when I got thoughtseized by grixis delver game 1 and he didn't know Wtf to take so he grabbed my serum visions instead of my heartless summoning
Also, what are your thoughts on splashing red for priest of urabrask, which gives us an infinite mana combo with havengul, which then leads to infinite damage with a perilous myr?
I just like the idea of having a competitive deck that can do infinite mill, damage, mana, and draw, all in the mb.
Infinite loops: (assuming Heartless Summoning is on the field)
2x Myr retriever = Infinite loop 1
Havengul Lich+Myr Moonvessel = Infinite loop 2
Win Con:
Altar of the Brood = Win Con 1
Laboratory Maniac = Alternate Win Con against decks packing Emrakul, the Aeons Torn or cards with similar effects that can't be milled.
Turn 2 win:
T1: Land + Altar of the Brood
T2: Land + Heartless Summoning + Myr Retrieverloop
Turn 3 win:
T1: Land + Altar of the Brood
T2: Land + Heartless Summoning
T3: Land + Havengul Lich+Myr Moonvessel loop
I'm new to mtgsalvation, don't know how to make this all organized and labeled and stuff, but the sideboard is the column on the right
4 Myr retriever
4 Havengul Lich
4 Myr Moonvessel
3 Grim Haruspex
4 Serum Visions
4 Court Hussar
2 Sleight of Hand
4 Altar of the Brood
3 Perilous Myr
1 Myr Superion
4 Polluted Delta
4 Watery Grave
1 Halimar Depths
6 Swamp
4 Island
4 Thoughtseize
1 Cyclonic Rift
1 Muddle the Mixture
2 Wurmcoil Engine
4 Laboratory Maniac
It has tons of cool interactions.
Muddle the Mixture is a surprise powerhouse, letting you either transmute on t3 for a Heartless Summoning, a Myr Retreiver to complete the combo, or a Myr Superion if a free 4/5 on turn 3 is what you need, or counter an instant/sorcery if that's what you need.
Court Hussar is an awesome draw engine with summoning out, and if you can get a grim haruspex out it's even better, with or without summoning.
grim haruspex also does tons of work, if you can get an infinite loop going with him out but don't have your win con, you can just draw your whole deck to find it, and then kill him with one of your own Perilous Myr to be able to then win the game, or keep him around and win with Laboratory Maniac
Havengul Lich acts as a combo piece for 2 combos, you can either use him with Myr Moonvessel for the infinite loop, or with Perilous Myr to turn every single mana you have available into a shock. If you can manage to get a Altar of the Brood out, every mana is now a shock+mill 1, and if you can get your hands on a Myr Retriever then every mana becomes a shock + Mill 2. If you have a Grim Haruspex out, every mana becomes a shock + draw 1. If you can somehow get both an altar, and a grim out at the same time, with a perilous and a retriever in your gy, then suddenly every single mana you have available can be turned into 2 cards for you, Mill 2 for your opponent, and 2 damage at any target you want (provided it doesn't have hexproof/shroud)