Could try Ravenous Trap?
Downside is that it only works once
Upside is that it's instant speed & cost 0, so chances are they won't be playing around it
- JDeeezy
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6
That's the first result I've seen out of Boros Burn in months, though. Naya is by far the deck with the most proven track record. As far as matchups go, here's my general impression of how Burn matches up against the tiered decks:Posted in: Modern Archives - Proven
Favorable
8-Rack (discard.dec hurts your hand, but it dies to your creatures)
Death's Shadow (self-harm.dec against Burn? Easy money)
Elves (play a game of Bolt-the-dork and beat them down with creatures)
Grixis Control (painful manabase and slow finishers)
Grixis Delver (this deck's manabase and cantrips are painful, and their counterspell lineup isn't deep enough to stuff all your Bolts)
Infect (the deck is trying to kill you with 1/1s and pump. Bolt or Deflecting Palm them to death and they can't win)
Jeskai Ascendancy (is trying to set up a fragile and somewhat clunky combo)
Living End (the namesake sorcery takes a while to get going, and they can't do much about your Bolts)
Mardu (painful manabase, has little interaction for your Bolts, and not the fastest deck)
Pyromancer Ascension (this deck durdles around setting up Thing in the Ice and its namesake enchantment, which you can punish)
RG Tron (you punish the fact that they spend their first few turns digging for land instead of interacting with you)
Temur Midrange (awkward manabase, and a bit of a durdly deck)
Titan Breach/Titanshift (spends the early turns ramping, and its manabase can ping it a bit)
U Tron (slow and has trouble killing creatures if they resolve)
UR Prowess (this deck is capable of some powerful attacks, but it does a ton of damage to itself)
UW Control (gives you tons of time to kill them)
Even
Abzan (beware of Kitchen Finks, Siege Rhino, and discard)
Affinity (they're faster than you, but you can interact with them pretty well. Revelry is insane here)
Amulet Titan (kill their Sakura-Tribe Scout/Azusa, Lost but Seeking, or you're in for a bad time)
Bant Eldrazi (Burn is somewhat powerless against their fast hands, but if you slow them down, you can win easily. Bring in Paths)
Bushwhacker Zoo (about as close to a mirror match as it gets)
Dredge (pretty much a race. Their manabase is painful but they can assemble a lot of power quickly)
Griselbrand (this deck either rips you for a fast combo finish or you exploit the fact that Griselbrand costs them life)
Jeskai Control (a Nahiri, the Harbinger ult is game over if it lands, but you have some time until that comes to pass)
Jund (if they don't blow up your hand with discard or if Kalitas doesn't stick, you should be fine. Bring in Paths)
Kiki Chord (lifegain utility dudes can hurt you, but if those don't get there quick you can win)
Knightfall (their manabase is painful and they have dorks for you to zap, but getting blown out by Spell Queller or Collected Company really hurts)
Unfavorable
Abzan Company (they ramp out Kitchen Finks and have an infinite life combo. Needless to say, challenging)
Ad Nauseam (their combo clock is very reliable, and Angel's Grace/Phyrexian Unlife do a number on Burn)
Bogles (Daybreak Coronet. That is all)
Death & Taxes (Leonin Arbiter and Thalia, Guardian of Thraben mess with your mana, and their assorted list of weenies finish you off)
Merfolk (a fast beats clock combined with counterspells and the likes of Master of Waves, Spreading Seas, and Tidebinder Mage is tough to beat)
RW Lockdown (Chalice of the Void and Lightning Helix in the main. Nuff said)
Soul Sisters (lifegain.dec. Need I say more?)
As you can see, most of the matchups are positive, which is why the deck is Tier 1. That said, the matchups against Tier 1/2 are a bit dicier, which is why Burn rewards tight play. -
2
IronPlushy posted a message on Elves in BfZI think this deck only succeeds by coming at difficult angles. It can realistically win games without ever connecting for damage between shaman and shriek, and the glut of spot removal is really bad against Visionary, Elite, and Company.Posted in: Standard Archives
I think Oath of Nissa is a trap. No doubt it is a very powerful ability, but you really want to be committing elves to the board early, get in the chip shots of damage. In my experience I always get in just enough damage to win, would much rather just play a creature than draw a creature. The curve is so low and the synergy is so high I don't necessarily need a specific elf at a specific time. The list is just too tight for card filtering, every card in the deck is there for a very good reason.
New Nissa seems perfectly reasonable, if only for the 1 time anthem. I like the way Drana plays with Collected Company but the instant anthem is also pretty nice.
I hate Stoneforge Masterwork. Spot removal is bad against this deck but stonforge makes it good. The P/T bonus is extremely marginal, with 3 elves on the board it takes 3 mana to give a creature +2/+2. Not to mention alpha strike math doesn't favor you, either you attack with the equipped creature only and get chumped, or you alpha strike and the equipped creature dies to loss of P/T after blocks, after your elf numbers dwindle. I just prefer shriek because it doesn't require you to connect. Ideally Atarka's Command would go in this spot but I don't want to invest in the lands that requires. - To post a comment, please login or register a new account.
1
I agree. I've been going back to the 'Jeskai Well' and I've been trying to figure out how to make the following cards work in an aggro/midrange shell: Delver of Secrets, Snapcaster Mage, Spell Queller, Chart a Course, and Young Pyromancer. Other cards I would love to consider would be Monastery Mentor, Search for Azcanta, and Disrupting Shoal. I think there exists a deck that can effectively utilize Chart a Course to make up the any card disadvantage pitching cards Disrupting Shoal. Here was a list I tried last week:
4 Delver of Secrets
4 Monastery Swiftspear
3 Snapcaster Mage
3 Young Pyromancer
2 Spell Queller
1 Vendilion Clique
Sorceries (7)
4 Serum Visions
3 Chart a Course
Instants (18)
4 Lightning Bolt
4 Opt
3 Path to Exile
2 Logic Knot
2 Disrupting Shoal
2 Spell Pierce
1 Electrolyze
4 Scalding Tarn
4 Flooded Strand
3 Spirebluff Canal
1 Steam Vents
1 Hallowed Fountain
1 Sacred Foundry
2 Island
1 Mountain
1 Plains
2 Negate
2 Stony Silence
2 Deflecting Palm
2 Kor Firewalker
1 Path to Exile
1 Surgical Extraction
2 Wear // Tear
2 Geist of Saint Traft
1 Engineered Explosives
I only have tried this list once and Chart a Course felt great especially with Elemental tokens. I didn't like Swiftspear because it seems like a dead late game and this deck is very grindy. I drew against GDS because our game 2 took so long. You can pitch Shoal to Chart a Course if the matchup is crap for a card like Shoal. The deck seems like it would have a really bad matchup against big mana decks. I don't know where to go from here. I would love to replace the Swiftspears with 4 Mantis Riders but I think that would slow down the deck too much but the deck does play on the slower side so maybe I need to shift the deck to a more midrangey/control/later game deck. The card advantage, the card filtering, and the grindiness of the deck is its strength. Deck is super fun to play. If you can Shoal something game 1 in a matchup you can bet Shoal is in the back of your opponent's mind when you play game 2 & 3. I'm open to suggestions but I really want to make Shoal and Chart of Course work in a Jeskai shell.
1
4 Delver of Secrets
4 Death's Shadow
4 Snapcaster Mage
3 Tasigur, the Golden Fang
1 Gurmag Angler
Instants (15)
4 Lightning Bolt
4 Thought Scour
2 Stubborn Denial
3 Fatal Push
1 Terminate
1 Kolaghan's Command
4 Serum Visions
4 Thoughtseize
2 Inquisition of Kozilek
Land (19)
4 Polluted Delta
4 Scalding Tarn
4 Bloodstained Mire
2 Watery Grave
2 Blood Crypt
1 Steam Vents
1 Island
1 Swamp
2 Ceremonious Rejection
2 Engineered Explosives
2 Surgical Extraction
1 Stubborn Denial
1 Liliana, the Last Hope
1 Anger of the Gods
1 Fatal Push
1 Terminate
1 Kolaghan's Command
1 Collective Brutality
1 Fulminator Mage
1 Crumble to Dust
Went 3-0-1 last night and took down first place. Beat Esper Blade (think of it as an Esper Control deck) 2-0, beat Merfolk 2-0, tied Kiki Chord 1-1, and beat Affinity 2-0. Changes that I'll make is -1 Tasigur, the Golden Fang main, +1 Terminate main, and +1 Nihil Spellbomb (would eventually like to have 2 in the sideboard and would remove the Crumble to Dust to do so). Like I've been advocating to my friends and other forum threads, I like Delver of Secrets more than Street Wraith in Grixis Shadow. Other people's counterpoint is that they want to treat the Grixis DS version like the Jund and Abzan variant but the deck just plays slower and differently than the other two. I like having the extra threats in Delver of Secrets and am using Death's Shadow more as a replacement for Young Pyromancer more than anything else.
1
Yes. I run the standard 4 Tarns and 4 Deltas. I use the Revolt part of Fatal Push very infrequently but 8 fetches seems efficient to trigger it when necessary. Make sure to use the Strands and Mires first if you have them in your opening hand.
1
I've been siding out Eidolons game 2 and game 3 and that seems to help the matchup. There is one Fish player that has 4 Sea's Claims in the sideboard and the other has a couple Chalice of the Void. Because I know they use both I have 4 Destructive Revelrys in my sideboard. I play four Searing Blazes in the main board but have recently decided not to side in Path to Exile against Fish because I don't want to give them more land. I was honestly going to start sideboarding Anger of the Gods just so I had a chance to keep up. I've tried racing and it seems very difficult once they get a couple of lords and Cursecatchers out. That and trying to fight through the sea's effects. The matchup only goes my way if I can two for one them someone and that usually means Seering Blaze while avoiding and sea's effect. I honestly might sideboard Satyr Firedancer since it seems to be one of the only cards that helps you keep up with Fish while still throwing damage to their face.
1
http://tappedout.net/mtg-decks/10-01-17-boros-burn/
1
I beat CoCo Temur (2-0), Dredge (2-0), and Fish (2-1).
With the Golgari Grave-Troll ban, I am hoping the Boros version of Burn will be just as fast as Dredge to where we will will not have to dedicate as many sideboard cards to hate out Dredge. Boros felt very fast last night as I was previously playing Naya Burn with Nacatls and I never felt under the gun against Dredge (although he didn't have very successful dredges but the Boros list felt lightning fast).
The CoCo Temur deck wasn't much of a fight as he was playing sub optimal cards.
I beat Fish on the draw game 1, lost on the draw game 2 (he hit me with 2 Spreading Seas), and won on the play game 3. Fish continues to be an awful matchup for Burn and the only advice I have is to try to outrace them. Game 1 I was lucky enough to get an Eidolon of the Great Revel down while I had the life lead as well as the opponent not having an Aether Vial on board. Playing Inspiring Vantages feels great against aggressive decks like fish or the mirror match as it will helps getting an extra draw to get those final points of burn that you may have to top deck. Shard Volley as a one of feels good in the fish matchup as you can sac a land that has been hit with Spreading Seas. The minor splash for green in this deck allows for the one of the best sideboard cards against fish to be played, Destructive Revelry. The matchup felt a lot better as Boros than Naya Burn.
All in all Boros Burn feels like the best version of Burn in the current meta. With Fatal Push being a thing in 10 days, going away from full Naya and Nacatls seems like the right thing to do. Burn is in the best position out of all the aggro decks to come out on top and become the premier aggro deck deck again. However, burn just doesn't seem as fun as it once was when I first started playing the deck. It will always be my most competitive deck but when I started to play Jeskai Aggro, I had a lot more fun playing that deck than I did with Burn. I have started to by the pieces for a Grixis deck to I'm hoping with burn and Grixis I can rotate between the two to keep Modern fun for me. Ya it was fun to win tonight but I didn't really feel like I played Magic. Felt more like I was playing poker and my starting hands were just better than my opponents.
3
Was something from Dredge expected to be banned? Yes
Was the Probe ban unexpected AND reasonable? Yes
People know WotC doesn't like the Dredge mechanic therefore these types of bans now and in the future shouldn't be 'shocking' to anyone. If I had to give an honest opinion about the next ban announcement, I would expect Wizards to go after Dredge again until it is nowhere to be seen in Modern. Dredge bans are to be expected and if people think otherwise, then they are only fooling themselves.
As for Probe, it was too good for what it did. Banning it will slow down the format a quarter of a turn and hurt most linear aggro decks. Cantripping and getting hand information for essentially free is simply too good of a card. Anyone who plays Modern consistently will attest that these bans are more than reasonable. Getting probed by an aggro deck feels bad and playing against dredge feels helpless in general. Then again, playing against an opponent with t3 Tron is no fun as well which is a different discussion on its own.
With Fatal Push coming in and Probe/GGT leaving, I am very excited to see what Modern will look like starting January 20th.
1
https://www.youtube.com/watch?v=_IGRgFKvVf0&index=1&list=PL04lbfeNAaS9jpLOXTDo6lwWYv5Z8hOLL
Sideboard is a little different than what Jim Davis brought a month ago. I wanted to hear his thoughts at the end of the video and he basically says that the deck feels like it is missing something. He says the Goblin Guides and Vapor Snags are the awkward parts of the deck but the rest of the deck feels good outside of Mantis Rider getting bolted.
2
When I was watching Davis on camera playing at the SCG open, the commentator made mention that he looked to be aggressively mulliganing if he didn't have a one drop creature to play turn one. I kept this in mind while playing this deck and it feels like my results reflect this observation. I was way ahead when I was able to drop creatures turn one and two while being behind if I didn't have the turn one creature play. I also like that I can fight through lightning bolts because of Mutagenic Growth (I was able to do this a couple of times while playing).
The only card that feels slightly out of place in the deck is Mantis Rider. Don't get me wrong, I love playing it and getting a good laugh when my opponent sees the card but I just feel very meh about the card. It has won me games where I had to go over the top to get the damage in but the card just feels average. I don't know, maybe I need more play with the card to feel better about it.
I'm hoping to develop an aggro/tempo build that has been discussed in this thread and I look forward to the continuation of the conversation. I have this gut feeling that there is a right mix of aggro, tempo, and control in Jeskai that hasn't been refined yet to make an awesome Jeskai deck.
1
I played last night using Davis's list. Deck felt great. I typically run Naya Burn but I felt like I more options with the Jeskai Aggro list as well as not living on the top decks as much. I love the evasion you get with Stormchaser Mage and Mantis Rider. I beat Infect and Jund but lost to UB Faeries because of mulligans. I really do want to experiment with the deck and see if cards like Serum Visions, Day's Undoing, other prowess creatures, and/or other more controlly blue can work in possibly a more tempo oriented deck. I feel like Jim's list is on the right track but it is far from being optimized.