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Flamebreak deals 3 damage to each creature without flying and each player. Creatures dealt damage this way can't be regenerated this turn.
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3 weeks ago
shrapnel_ Wow, this is a lot of suggestions. Some suggestions aren't bad (mostly old tech) but some of these suggestions are just scrub tier. In this whole list, there's only one card that I haven't actually thought about that's worth a look into testing, and I'll tell you which card that is later.
Firstly, I'll say that I don't think 4x Fireblast is incorrect but then again I don't think 2x is incorrect either. Determining the number of copies of a card you run in a deck really just depends on how often you want to see the card. For me, it is a great finisher but because you have to sac lands for it a finisher is all it is most of the time, so that's why I choose to run it as a 2-of. As I said in a prior comment, it sucks when you get multiple fireblasts clogging your opening hand or if you draw more than 2 a game. For me to want to run a card as a 4-of, I have say yes to the question of "If I could legally run 5 or more copies in this deck, would I do so?" Needless to say, the answer to that question is a hard No for Fireblast. However, saying "yes" to the question is also completely justifiable and logical and I don't think it's bad to run 4 copies. It just doesn't suit my personal preferences.
The great thing about Burn is that the deck can virtually ignore most forms of card advantage in the format. The correct philosophy for a burn player is "It doesn't matter how many cards my opponent draws if they are dead." For example, Shardless BUG is a great matchup for burn despite it being a heavyweight card advantage monster in the mid game. Unless your opponent is playing lands I think the extra card advantage Goblin Guide gives to your opponents is negligible (and I've even had games against lands where Guide made my opponents draw 3 cards in an entire 3-game match). The great thing is, if your opponent doesn't draw land, you get to know what your opponent draws next, so sometimes the drawback isn't even a drawback.
Read my primer for why I choose to run creatures in my burn list, as it includes the criteria for if a creature merits inclusion should you go that route. As per the criteria, Satyr Firedancer is not good enough for Legacy burn, as it doesn't immediately deal damage on it's own. You need another spell to get it started, and at 2 mana that's a lot to ask for just to maybe get a 2-for-one.
The main advantage of permanents in burn is the extra card advantage. If your opponent doesn't have the removal right away, you can hit your opponent for extra damage in subsequent turns without spending any cards to do so. That's why you don't see any creatureless burn decks. It's way too easy for those builds to gas out and run out of cards before killing your opponent because there's little to no repeating sources of damage if you choose to not run any creatures. As for permanents like Sulfuric Vortex, there's little enchantment removal that sees maindeck play, and I personally don't run enough copies to justify any opponents siding in enchantment removal.
Bomat Courier doesn't look too shabby, however. I'll see if any other Legacy burn players are testing it and how it works for them. This is your one suggestion that I actually haven't thought about that merits a look.
I used to run Magma Jet in older versions of the deck years ago but now it just seems too slow, even with the scry. Burn is all about hyper efficiency nowadays and 2 damage for 2 mana is not good enough even with a scry clause attached.
Ball Lightning is too expensive for a creature that can die easily. Spark Elemental is just worse than any of the 16 1-mana bolt spells that we run. I used to run Hellspark Elemental in older versions of the deck (before Eidolon and Swiftspear were printed), but it's pretty old tech at this point. Heck, every card you mention after that point is old tech.
Faithless Looting is useless in this 75. This is burn, play burn spells. Actually, it's slightly worse than useless since it generates -1 card advantage while dealing a grand total of 0 damage.
Glacial Chasm is also useless in our build. What exactly do we need this against? What fair non-combo deck are we slower than? With proper draws burn wins most damage races against decks that win using creatures anyway. In addition, saccing lands and eating a land drop is pretty horrible for us since we need to maximize our mana as early as possible. If we drop this turn 2-3 we've essentially wasted a play that could have been used to play a burn spell.
Leyline of Punishment is pretty bad. It's usually a dead draw if you don't start the game with it on the field and it doesn't deal any damage on it's own anyway so I don't think it's worth the dead draw risk. Patrick Sullivan (or some other Modern Naya burn player on SCG I don't remember exactly) wrote an article on why the Leyline was bad and even suggested that Skullcrack was a better sideboard card than Leyline.
I think Volcanic Fallout is a better Sideboard card than Flamebreak since most creatures played in legacy are X/2's. There's not many X/3 creatures being played at the moment. With blue creature decks running around in the format, I believe the uncounterable clause is more important than being able to nab an X/3 and getting around regeneration.
3 weeks ago
Hey fuster. I REALLY like burn too. It is great to have a <$300 deck that can stand up to $3000 decks in the format. Everyone hates us though, I guess that's the tradeoff.
I second what Rusty_Shackleford says to having 4x Fireblast. You will rarely get more than two a game and having an 8 damage finisher AFTER dropping 4 mana on spells turn 4 is a pretty much guaranteed end. Fireblast is just insane.
Most burn lists do have 4x Goblin Guide in them. I don't like the card acceleration it gives opponents.
The main card advantage of burn is the lack of permanents. Lacking artifacts/creatures/enchantments makes a lot of removals useless. Consider going creatureless as possible. I have creatures in my deck just because some like Monastery Swiftspear are so synergistic though.
Vexing Devil is NASTY. Worth a look into. Most people see it and choose to eat the 4 damage, which is great. I've also seen some people toying with Bomat Courier for a quick hand reload. Might be worth a look as well.
Magma Jet is slower, but the scry really helps me sometimes. I take it in and out of my mainboard since I have mixed feelings about it. Worth considering I think.
Ball Lightning, Hellspark Elemental, Spark Elemental, and Faithless Looting are all worth considering I think. I don't include any in my current deck, but have in the past. I used to run Hellspark Elemental with Needle Drop, Lava Dart, Faithless Looting, Keldon Marauders, and Quest for Pure Flame. It was fun, but not as fast as my current list (or yours).
I think Glacial Chasm as a 1-2x in burn has a lot of potential and isn't used often. If you drop this turn 2-4 with a deck that has no life gain or tendrils, you just bought yourself enough turns to win.
3 months ago
3 months ago
Cheaper cards cash-wise:
Flamebreak, Comet Storm, Howl of the Horde, Hostility, Price of Progress, Furnace of Rath, Past in Flames, Mana Geyser, Viashino Heretic, Dualcaster Mage, Thermo-Alchemist, Dictate of the Twin Gods and Guttersnipe
3 months ago
Heyyy I upvoted your deck a few days ago but haven't had a chance to comment until now! I like the elemental theme and flavor
Last night I updated my omnath deck on here to match the IRL version (link). You should check it out for ideas (and be sure to upvote!). One new card I just added to try out is Mouth / Feed. I just love drawing cards lol
4 months ago
4 months ago
As far as cards you could cut, I would say Terrain Generator, Repercussion, Chandra, Pyrogenius, Breath of Darigaaz, Slagstorm and Flamebreak all seem too low impact. Mana Geyser seems too situational. You could probably cut a lot of the copy effects you have, seems like you have way too many.(I would absolutely NOT cut Pyromancer's Goggles
Maybe cut some of the equipment you have. Your creature count seems low for that much equipment.
Also not sure what the black cards are doing in your sideboard section, or why there are so many duplicates.
Either way, sweet idea. I hope you burn your opponents to ash!!
4 months ago
As someone who is moderately familiar with burn (it's one of my more competitive modern decks), I think I can give you some pointers. Firstly, if you want to reliably cast 4 drops in this deck, you need to run more than 20 lands. You currently have 19, which is enough to guarantee 2 lands on time in most games, but getting 3+ won't be as consistent. This is normally good, since you want as many draw steps as possible to be cheap burn spells. Burn really likes winning the game on turn 4, so if Hazoret can't be reliably cast by then, I'd cut it for more burn spells (the 4th Lava Spike and Lightning Helix would be the first cards to put back this list).
The second big issue is your sideboard, which is understandable considering you say you're new to the deck so wouldn't know what the good/bad matchups are. Fracturing Gust is a good card, but you'll never cast a 5+cmc spell in this deck unless it's something like Bedlam Reveler. Most burn decks splash a single Stomping Ground in order to use Destructive Revelry. You can also use Smash to Smithereens if artifacts are giving you trouble. Guttural Response is never good in a burn deck, because instead of taking up a card in the deck you can just use another burn spell if one of them gets countered, so you don't want to dilute your consistency by adding them. 8.5 tails uses too much mana to be useful in any matchup I can think of. If you're worried about big creatures (something that burn doesn't like to see), Path to Exile and Deflecting Palm are your best bet for the SB. Also I like Flamebreak more than Slagstorm, but I wouldn't want to use either over the few Searing Bloods you already have. It never hurts to have Grave-hate in your SB, so either Relic of Progenitus or Rest in Peace will help in those matches where they're needed.
Third, always use red fetchlands only. Arid Mesas are the best if you want to use a SINGLE basic plains, and I wouldn't run more than 1 plains in a burn deck ever. 8-11 red fetches are good at thinning the deck and filling your GY for Lavamancer. Add 3 Inspiring Vantage, 3 Sacred Foundry, 1 Stomping Ground, and enough Mountains and you're set.
Hope some of that helps. Let me know if you need any further explaining on the card choices. Good Luck!