RWB Burn is here.

by jman571 on 18 August 2013

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (4)


Sorceries (6)

Instants (2)


Artifacts (1)


Enchantments (2)

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Deck Description

This is it.

Some background:
I've been playing MtG for around 6 months now and ever since I've started playing Burn has been a fascination to me...some may say an obsession. I put together a burn deck for my first few standard constructed competitions (see my RB Burn deck) based on my knowledge of Magic at the time, and also, being on a limited budget (I borrowed my one shock land from a friend, and never bought any myself). But I finally decided to stop playing competitively until at least Theros comes out as I can not justify spending the money yet on expensive shock-lands yet without knowing what colours I want to go into post-rotation.

HOWEVER, if I were to go back to June and had the money...this is it. This is the burn deck I would make. I think it'd be pretty competitive. This is just from my experience piloting my budget Burn deck to a 4-4 record at a PTQ with over 350 people. I can only assume this deck would do much, much better.

Let me explain the pieces of this deck:

Bump in the Night: Splashing black for this since it's a 3 for 1, flashback is just an added bonus if the game goes longer. Need a lot of black land since trying to get this off turn 1 if possible.

Boros Charm: Splashing white for the most powerful burn spell, dealing 4 damage for a CMC of 2. Need to splash a lot of white as well since ideally want this to go off turn 2 or 3.

Vexing Devil: This seems to be a love/hate sort of card. Well he has no place in a creature deck, his place here is more of a burn spell. Well an Abrupt Decay, Doom Blade, or Dreadbore would be bad for us (letting him resolve only to finish him the next turn) most opponents have no idea I'm about to burn them and usually send him straight to the graveyard, for an easy 4 damage turn 1. He usually gets sent there on even turn 2 or 3.

Searing Spear, Thunderbolt, Brimstone Volley, Annihilating Fire: All 3 damage burn spells that are auto-includes.

Skullcrack: This card will save your ass against a possible turn 5 thragtusk or a later Sphinx's Revelation. Usually a game-winner when this is played in response to either of the above two cards.

Dangerous Wager: The card drawing engine of the deck, when you use up all your burn spells, you can play this on your opponent's turn to refill your hand to 3 for next turn.

Reverberate: Potential turn 3 drop, Reverberate + Bump in the Night for 6 damage, or save it in hand to stop a Negate/Syncopate/Dissipate.

Toil//Trouble: Will usually only play one half of this card. Either Toil to refill your hand, or Trouble for an early game massive burn (drop this Turn 3, for usually around 4-5 damage to an opponent if not more).

Thunderous Wrath: Because miracles are fun :)

Deck could still use a bit of work however. Here are some potential options:
Chandra, Pyromaster
Young Pyromancer
Faithless Looting (getting through land clumps)
Ash Zealot (super-aggro)
Spike Jester (super-aggro)
Pillar of Flame (sideboard)
Shock (sideboard)
Devil's Play
Rakdos's Return
Curse of Bloodletting (if I were to increase the mana curve?)

Post rotation, I'm definitely considering attempting this again, but perhaps splashing Blue for Ral Zarek and Epic Experiment.

Maybe run some removal in the sideboard as well (i.e. Dreadbore, Doom Blade)

How to Play

Play your burn spells as fast as possible to run those life points down. Keep a skullcrack in hand ready for pesky Thragtusks and Sphinx's Revelation.

You only really need to play min. 3 lands (need at least 1 swamp, 1 plains) or a max. 5 lands. If you have more lands in hand with a dangerous wager and something else that can't be used (i.e. late-game Vexing Devil) don't be afraid to chuck your hand.

Deck Tags

  • Burn
  • Red
  • Standard
  • Aggro

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

406450

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for RWB Burn is here.

One trick you could try would be to play no creatures in game one. Add Mizzium Mortar and Act of Treason to hold the line. Game 2 bring in the Vexing Devils, Guttersnipe or Young Pyromancer, 8 creatures in total. Your opponent may have removed his creature removal making Vexing Devil pure burn ( combos well with Brimestone Volley). Ex Black mage removes 4 Doom Blade for 4 Duress. If you like the idea of Burn check out the deck type in all formats - Legacy, Modern etc. It is a fun deck to play and requires a little more thought than most people think, and it is usually the cheapest deck in all formats due to a large number of commons used and that it is a mono-color deck.

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Posted 21 August 2013 at 03:45

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I think the best burn (even in modern if I'm not mistaken) deck would be three colour to warrant the inclusion of Boros Charm and Bump in the Night though? I got a lot of ideas from this Modern Burn Primer: http://forums.mtgsalvation.com/showthread.php?t=485910

I actually got the exact same flash of insight about the no creatures in mainboard just the other day. I think it's a great idea. Because the Devils are an unfavourable match-up against aggro, jund, and "elfball" (green ramp) anyways (aggro can just trade with him, jund can use removal on it, and elfball can chumpblock). That I think if anything leave them out altogether? Maybe if he's Jund he'll take out a lot of removal, but it still is extremely unfavourable against aggro, or ramp strategies. Also not good against hexproof. Although boarding them in against control might not be a bad idea.

But if anything I'd go with more removal in my mainboard, maybe just some pillars of flame. I can also throw in a couple barter in bloods. Mizzium mortars and act of treason are good too.

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Posted 22 August 2013 at 06:39

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