|Commander / EDH||Legal|
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|Duel Decks: Sorin vs. Tibalt (DDK)||Uncommon|
|Premium Deck Series: Fire and Lightning (PD2)||Uncommon|
|Promo Set (000)||Uncommon|
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Creature — Elemental
At the beginning of the end step, sacrifice Hellspark Elemental.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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|Have (8)||ironax , pskinn01 , rakdos24 , Ashy , GeminiSpartanX , BlueMageBrandon , rockleemyhero , SketchyScribbler|
Hellspark Elemental Discussion
2 weeks ago
Not to discourage here, but while I like the combo of pandemonium + chaser + twinflame, it is a 3 card combo that requires 10 mana total, 6 of which must be on the same turn. Very hard to do reliably. Additionally, it works a bit against you, negating any damage that was done by your creatures before that and making it not matter.
So, I think you have two options - either cut the combo out, as it works against the rest of the deck, or focus on not doing any damage and jsut doing the combo.
Additionally, Crack the Earth past turn 2-3 is really bad. Also, it goes against the general plan of your deck, which is dealing a metric ton of damage. I would suggest Assault Strobe instead - gives you the same mileage as a twinflame for much less mana.
Suggestions for second option - cut all the hasty elementals that deal a lot of damage, but also sacrifice themselves. Add redundancy (aka more copies of certain effects) to the combo - Soul's Fire as an alternative to Twinflame, Leveler as an alternative to Nova Chaser, etc.
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.
1 month ago
I think at this point you cant get away from the cookie-cutter poster children that are the likes of Jace, Lilliana, chandra, Ajani and Garruk... i think its good to have everlasting representations of each color of mana throughout the story block however; in terms of keeping a stories fresh and exciting i can get behind what Boza said about not having Main characters that are not main charachters of every plane. Have stories that span multiple block but have clear third acts and even clearer endings..... I think Venser and Narset are good examples of this. and how they both started out as legendary creatures Venser, Shaper Savant/Narset, Enlightened Master to later become Venser, the Sojourner/Narset Transcendent.... but i also see the importance of having reoccurring main character staples Jace, Lilliana, chandra, Ajani and Garruk basically to stay grounded and have a base and a so called "Master-Storyline."
but to answer the threads question.... id like to see a planswalker and base it off of Hellspark Elemental....mana cost of starting loyalty of 3 ... +1 = create a 2/1 elemental token with haste and exile it at the end of turn....-2 = draw two cards then discard two cards...-5 = creatures in your graveyard gain Unearth until end of turn where the unearth cost is equal to their mana cost.
Probably be from Alara...and try to mimic Nicol Bolas' scheme to use the shards to enhance his own power from all the gathered mana in hope of imposing his dominance... (he'd be the bad guy)
1 month ago
Ahzrei I really like the theme of the deck you have here, but right now I see a few issues.
First of all, you have 62 cards in the deck right now.. Assuming you want to be running a 60 card deck, that should be fixed.
Arc Runner is a nice card, but think of this.. If your plan is to hard cast him, and then play Rite of Consumption before end of turn.. this is a combo that'll have to wait until turn 5 at the soonest. Not to mention that he is easily chump blocked once your opponent has the slightest idea of what you're up to (since he doesn't even have trample).
Here is what I would do:
-4 Arc Runner (Too mana intensive to allow for shenanigans)
-4 Demigod of Revenge (Not sure he fits the theme like you may think. Official ruling of the card states: "This ability triggers when you cast Demigod of Revenge as a spell. It wont trigger if Demigod of Revenge is put directly onto the battlefield.")
+4 Demonlord of Ashmouth (This is your win con. He also allows you to sac him once at no cost = profit.)
-4 Apprentice Necromancer (Soonest he is useful is turn 3, after some thought on this one, I am thinking this:)
+4 Undying Evil (...fits the theme a little better than the Necro, & useful in more situations.)
-2 Sneak Attack (With the new lowered mana curve here, I don't see as much need for this card in the deck.)
(You should also look at fixing your mana base. Even without making changes to the deck, you should be more swamp-heavy than mountain-heavy.)
1 month ago
When you play Mono Red Burn you end up having a lot of filler space available to customize your deck after adding playsets of Rift Bolt, Lightning Bolt, Goblin Guide, Eidolon of the Great Revel, Monastery Swiftspear, and Lava Spike. Along with that usually you run about 1 Shard Volley because drawing multiple can be devastating, and even 2 can be stretching it (but maybe play 2 if you think you can).
Some of the better options after that are Hellspark Elemental, Keldon Marauders, Vexing Devil, Searing Blaze, Grim Lavamancer, Shrine of Burning Rage, Exquisite Firecraft (which is a very underestimated card), Ball Lightning, and Magma Jet.
For the sideboard some good options include Blood Moon, Leyline of Punishment, Smash to Smithereens, Molten Rain, Curse of the Pierced Heart, Anger of the Gods, Dragon's Claw, Tormod's Crypt, and Relic of Progenitus.
Keep in mind that what cards I have recommended you do not have in paragraphs 2-4. Also you have stated that this indeed is a burn deck (like T4 kill you kind of thing) so I am treating it like that. And if this is the case you usually want to run 18 lands, maybe more (especially if you play with fetch lands). But if you are a more controlling deck then that is another story and I can go in-depth on the more controlling archetypes of Mono Red if you want.
Also Keldon Megaliths can be good, along with many other utility lands for red.
If you have any questions on the playability of any of the cards or different popular archetypes of Mono Red besides Burn then just leave a comment and I can go in-depth on it.
1 month ago
1 month ago
Burning-Tree Emissary (Especially good since she gets you the mana to cast fame right away)
Death's Shadow (Trickier to play, but can definitely become the best creature to bring back)