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Not a completed task yet...BURN VS AGGRO:Burn can either outrace aggro or stall long enough to burn the opponent. From past experiences a small blend of these two options usually does the trick. You will need to assign enough chumpblockers to the deck without cutting to much down on pure burn, and some burnspells that hit creatures and opponent at the same time, will be needed. All chumpblockers may serve specific purposes against combo or control, making it easy to destinguish their function.BURN VS CONTROL:Too many creatures in your design and too little pure burn will kill you against control. The more pure burn you have, the faster you kill.BURN VS COMBO:Most combo decks feature a creature combo, so you can disrupt by killing stuff. The chumpblockers mentioned against burn can be of a nature that speeds your deck up against decks that don't block.--------------------------------------------------------------------------------------------------------------------------------keldon marauders is mainboard as a chumpblocker, but also works well against creatureless decks. it does demand carefull use.--------------------------------------------------------------------------------------------------------------------------------lava dart is in the sideboard to fight creature combo, but may also be used against aggro, to stop big creatures with a combination of hitting their ramp or hitting with riftbolt and seal of fire with timing.--------------------------------------------------------------------------------------------------------------------------------sawblade scamp is an example of a creature that slightly speeds up the deck against combo, can chumpblock and can work as a miniature bolt each turn. during 2016 goblin fireslinger held it's place and several other cards have been made with slight differences. this "longterm bolt" service ensured that you didn't run out of steam, and curse of the pierced heart was the card that bypassed control. thermo-alchemist is played instead these days, which may be a big flaw.---------------------------------------------------------------------------------------------------------------------------Rift bolt is also no longer played, while a combination of seal of fire and rift bolt held back creature combo's from being played, but I guess few remember this.--------------------------------------------------------------------------------------------------------------------------------GAMEPLAN:evolve a deck that simply outraces anything creatureless combo, but that can deal with all creature combo as well.
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Why a 2017 list? Even if you want to stray away from Experimental Synthesizer and Clockwork Percussionist and Goblin Tomb Raider, this makes no sense.[[Thermo-Alchemis]] and Kessig Flamebreather are more or less mandatory, especially if you are running Lava Dart. Maindecking Keldon Marauders and Curse of the Pierced Heart can be a valid metagame call even nowadays but the cards can suck so incredibly hard. Marauders do less than fuck all in the face of any white deck with inspectors as well as affinity, some terror decks, some combo like goblins etc. And Curse, while incredible against something like Dimir Control, lacks the velocity to be helpful in any fast matchup, hence why it's a sideboard card. Sawblade Scamp is not a worthy substitute in practice as it sucks in the mirror, against any white deck with creatures, against elves or green aggro in general, against faeries and ninjas, against board clears in post SB games, etc. You don't want a dude that chump blocks, you want a dude with a fat ass to block the vast vast vast majority of creatures in the format that have 2 power or less.Needle Drop makes me wonder about the math in regards to it, the **at minimum** 6 copies of alchemist and flamebreather that a deck like this should run, and Wren's Resolve and Reckless Impulse. People no longer run Needle Drop, opting for 2 mana "draw" 2s instead, though I am not entirely sure the card has been completely power crept out. Also, at a minimum, you need some graveyard hate in the sideboard for everything from terrors and anglers with Unexpected Fangs to Gnaw to the Bone, one land spy, 5 land spy, Mogwarts, etc. 4 Pyroblast and 4 Cast into the Fire/Smash to Smithereens? Also also, Lava Dart in the sideboard? Why?
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the how to play covers many questions.first that it isn't a done task. aka job not finnished...it's more like a manual on archetypes through burn.needle drop, reckless impulse, curse of the pierced heart all answers running out of steam (some more than others)stuff like that...it ain't a 2017 list, far from it...
Stuff is also missing from the guide, which I included, but the "goblins" have removed a bunch of it...The sideboard is based on going up against combo, which usually is creaturebased, and if it is not, spark elemental and speed is the best option. (admittedly blue elemental blast might be part of the decklist as well, though not before i've tested against all blue combo)
I mean combo is either blue based or graveyard based, and there is tension between Relic of Progenitus and Seal of Fire when dealing with moggwarts for example, but cycle storm, one land spy, 5 land spy, all only care about relic, whereas on the draw a decent high tide pilot that did not get shafted by mulligans will more or less always beat you on turn 4 if you don't have Pyroblast.And yeah, the last instance I have found of readily played curse and marauders was in 2020 but it's still really strange to see these cards that are quite situational nowadays; a deck that aims to mostly ignore small shitters (inspectors, etc.) cannot really utilize Keldon Marauders fully, and a deck that aims to win via burn on turn 4 if things go well, does not really have time to get value from Curse of the Pierced Heart. That's why they've been sideboard cards for more or less half a decade, Marauders are great against decks with few creatures and a lot of removal (worst case is a 1-for-1 trade & a Shock and best case is a fucking 2 mana Lava Axe, and Curse is only good in long games in which Hydroblast does not appear.