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[Modern] Mono-Red (with a bit of white) Burn


Trebuchet MS

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http://tappedout.net/mtg-decks/phoenixs-refuge/

 

Creatures (13)

  • 4x Monastery Swiftspear
  • 4x Chandra's Phoenix
  • 4x Hellspark Elemental
  • 1x Hell's Thunder

Spells (28)

  • 4x Lightning Bolt
  • 4x Rift Bolt
  • 4x Lava Spike
  • 2x Lightning Helix
  • 4x Boros Charm
  • 3x Searing Blood
  • 4x Skullcrack
  • 3x Tormenting Voice

Lands (19)

  • 4x Clifftop Retreat
  • 15x Mountain

A Deck mainly constructed to give a home to my Chandra's Phoenixes and Skullcracks. Eventually gathered enough red stuff to put it all together.

 

Doesn't need a lot of white sources - only a single Clifftop Retreat and the 7 part-white cards are in business. If they're dead draws, game plan is to filter them out using Tormenting Voice and Wild Guess.

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Okay, let's go.

 

Burn is a deck that tries to count to 21 before the opponent can count to 20. Each spell is meant to deal damage in any form, all except Treasure Cruise. This is why decks play White. Boros Charm is Modern's form of Fireblast. Deal 4 damage at the cost of 2 lands, in this case mana. Play 4 is you ever desire to play RW Burn. This is the reason to play burn. Because of the way damage is deal, to the opponent, each form of burn spell is usually mean to play at the opponent. Burn spells that do more than one thing is red's form of value.

 

Slith Firewalker, Chandra's Pheonix, and Hell's Thunder are shit in Modern burn. They are just too slow, too weak and way too inconsistent for what burn tries to accomplish. The reason that burn is such an amazing deck is the efficiency of each of their spells. Deal 3 damage for 1 mana, deal more for more. These cards are meant to be as consistent as spells in Burn. When they are not, they are not worth it to play.

 

This is the reason that burn is usually a creature-light deck. No creature can do what Burn spells can do, but they can come awfully close. Goblin Guide, Monastery Swiftspear, and Eidolon of the Great Revel are what the deck works around. You have the right idea with Monastery Swiftspear, now just play 4 more copies in the form of Goblin Guide. Goblin Guide is a card that acts as 2 burn spells, usually getting in 4 damage before being dealt with. The downside means nothing when you don't care what the opponent does unless they are gaining life, but that also isn't an issue nowadays either. 

 

Eidolon of the Great Revel is in its own forefront seat here. This card is a card that brought Burn from a solid deck to one of the strongest players in the Modern Meta. Any deck, besides Pod, is playing something that Eidolon works with. Dealing damage for your opponent doing something and you just sitting back? That is a wish come true. Against Delver and Combo decks, this card is the all star. When they play lack luster spells that can't deal with or around your spells, you just let them waste their resources on something less threatening than you. 

 

There is Hellspark Elemental and Grim Lavamancer that see play on occasions, but only when 12 creatures isn't enough. In my opinion, 12 creatures always is, but when you're playing more than one color in Burn. Never go above 14 creatures, though, since each burn spell is more efficient than what creatures could ever be. 

 

Just a quick question, how are you playing 4 Helix above 4 Bolts? In the standard and 100% focus of burn, Lightning Bolt should be 4. If I had a second name for burn, it would be Bolt. The deck is designed around Bolting to the face through redundancy, and Lightning Bolt is the most redundant copy of itself. Boros Charm should be a four of, this was covered before. Let's deal 4 damage. Come on, that is 20% of their life. 80% and they lose. I wouldn't want to be the opponent that wastes time dealing with 3 points of burn when Boros Charm is just better than any other burn spell in the deck. 

Lightning Helix is just a really weak card. You don't care about life that isn't the opponents. Just don't let them gain any life. Skullcrack and Flames of the Blood Hand are the ways to stop this, where Lightning Helix is just Rift Bolt, Lava Spike, and Bolt, for 2 mana. Kind of pathetic, if you ask me. Just don't bother running the card as anything more than a 2-of if you're considering it at all. The card is a lazy burn player's waste of time. It is like a Math Teacher trying to teach singing lessons in French. Never going to happen, but if it does; You're fucking lucky, bro. 

 

Oh, I talked about Lava Spike and Rift Bolt. Do I need to mention these again? Play 4 of each. Done. You now have 12 Lightning Bolts. Remember how powerful of a card Lightning Bolt is? You're welcome. 

 

Incinerate is Lightning Bolt's 2nd Cousin twice removed. He practically doesn't exist and you would never be seen talking to him. Well, don't be seen playing it. Target the face, not the creatures. Let burn spells answer creatures in other forms, because they can be quite searing. Remember, Burn is directed out the face; Value comes out of Burn spells doing more than just hitting the face. Flames of the Blood Hand and Skullcrack are powerful examples of value, but trying hitting creatures.

 

Searing Blaze and Searing Blood, they are a searing pair that hurts your opponent more than anything. Taking out a simple creature and a solid portion of your opponent's life total. As a Burn player, where does value like that exist anywhere else? It doesn't. Since you're not playing many lands, I would play Searing Blood. It works well with Lightning Bolt and Rift Bolt if you're in a pickle. If not, then you just have fun putting a Pod player a turn behind from playing a Pod since you just Seared his Noble Hierarch. 

 

Since you're focusing on burning the player before anything, don't play draw spells. Treasure Cruise is a brilliant card because it allows for Burn players to play past the late game threshold where they would most likely be bound to lose. But that is because T. Cruise is a Pot of Greed in Magic, but just legal. That is the only way Burn should draw spells. It is used because, by the time it is cast, the Burn player would have used up all notable resources and have enough lands to play around the cost. Tormenting Voice and Wild Guess just don't make the cut, at all, since they will never be that good.

 

The land base, if you're trying to stay in a boundary, should be 4 Clifftop Retreats, 4 Battlefield Forge, 2 Sacred Foundry. This, besides Goblin Guide, are the priciest parts of the deck. Still a lot easier than bouncing into Modern blindly, and the deck could always be worked upon. But this way, you actually have a splash of White that just seems reliable in all senses without hesitation of playing the deck. I would be okay with taking this land base to a PPTQ, Challenge, Modern Night Magic, or my play group. It would work well for Burn as a whole. Just a tip, though.

 

Don't go beyond 20 lands or lower than 18. 19 Lands is the amount I would play. 

 

If you wanted to play a Creature-based version, more-so, I could easily write up something similar. 

 

 

 

EDIT: This was a lot of work, and my brain hurts now. 

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My resources are limited, and could only gather 3 Bolts, Boros Charms, and Clifftop Retreats. I would run that 4th Bolt and B-Charm copy once I locate it.

 

The issue with burn I've faced, in both MtG and Yugioh, is the way I run out of steam once my hand gets exhausted. I feel having some creatures, at least, gives a more continuous source of damage if for some strange reason the game drags out a bit too long.

 

Once I acquire more burn spells, I'll willingly swap out some of the filler-looking cards like Slith Firewalker, Wild Guess, and Incinerate.

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My resources are limited, and could only gather 3 Bolts, Boros Charms, and Clifftop Retreats. I would run that 4th Bolt and B-Charm copy once I locate it.

 

The issue with burn I've faced, in both MtG and Yugioh, is the way I run out of steam once my hand gets exhausted. I feel having some creatures, at least, gives a more continuous source of damage if for some strange reason the game drags out a bit too long.

 

Once I acquire more burn spells, I'll willingly swap out some of the filler-looking cards like Slith Firewalker, Wild Guess, and Incinerate.

That is the problem. The creatures are usually taken out faster than you have time to slam them. But Wild Guess and Torment don't provide any card advantage, so you're losing the same amount of gas as you would be without playing them. In this case, I would just rather play burn spells. And Mono Red burn is cheap anyways, minus the Goblin Guides. You don't even need to play white if you want to play. All you really need to do is shed 20 dollars to play burn at your LGS. 

 

The Goblin Guides could be replaced with Hellsparks if you're still wanting to remain in the cheap area, and burn would have the same deck list, but instead would play 2 Grim Lavamancers and 2 Shard Volley as bolt 13&14. Burn has Eidolon of the Great Revel which stops the weakness of burn all too well. I hate the card, to be honest, but it is definitely a card that pushed Burn into a whole new level of playing. With this card, you never run out of steam or have you hand being exhausted. 

 

And if you go the Mono Red version, you could just play 19 mountains. 

 

Done, and you're now playing Modern with a cheap (and fun, but only for you,) deck.

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Browbeat is not a good card in my opinion. It usually doesn't do what it wants you to do at a given time.

 

Browbeat is probably the best punisher card ever printed, but it's still a punisher card. When you're not in control of what your card does, it means it's generally a bad card.

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  • 3 weeks later...

So I've been looking around pseudo-Bolts and discovered Chain Lightning.

 

Essentially a Rift Bolt without the time delay but with the condition that the opponent can copy it back at me - if they have the right colours open.

 

Should I main or side it, if at all?

 

Chain Lightning is not Modern legal.

 

Fortunately. Because it is indeed a really strong card.

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  • 4 weeks later...

Updated.

 

Removed:

  • 1x Chandra's Phoenix
  • 1x Hell's Thunder
  • 2x Lightning Helix

Added:

  • 4x Flame Javelin

I've brickwalled whenever I encounter a creature with more than 3 toughness that I also need to answer. I found Flame Javelin to be pretty decent at that, while also serving as a poor man's Flames of the Blood Hand.

 

Also tested it against some friends who play Modern. It made Delver break a sweat as they have difficulty getting their colour fixes without making my job loads easier. However, critters going wide is a problem, so I've slipped 2 Anger of the Gods and a Volcanic Fallout (might hunt for more) into the sideboard to replace Flame Javelin when the need arises.

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