|Commander / EDH||Legal|
Printings View all
|Eternal Masters (EMA)||Common|
|Premium Deck Series: Fire and Lightning (PD2)||Common|
|Planar Chaos (PLC)||Common|
Combos Browse all
Creature — Human Warrior
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Keldon Marauders enters the battlefield or leaves the battlefield, it deals 1 damage to target player.
Price & Acquistion Set Price Alerts
|Have (9)||aeonstoremyliver , killstars , Didgeridooda , corys , damo_rox , PTsmitty , GeminiSpartanX , Vasbear1 , Ashy|
Keldon Marauders Discussion
1 month ago
consider Keldon Marauders since they are a guaranteed 2 damage on a body that can attack and stick around longer than Spark Elemental. I agree with running Hellspark Elemental since it has unearth and can come back and steal games. Consider some Ramunap Ruins in the mana base. Also the count on Searing Blaze and Searing Blood is a little too high since they can only damage the opponent if they have a creature on board. Consider putting some of them in a sideboard as well as something like Reality Hemorrhage that is colorless and can stop the opposing Kor Firewalker as well as sometimes an Etched Champion. I run a much more expensive Burn list now and Kor Firewalker can still carry a game home for an opponent on its own against me. I carry games versus the opposing Burn deck on the back of the 2 Kor Firewalker in my side all the time. Consider Smash to Smithereens in the sideboard also. Sadly red has no enchantment removal so if you do go competive at all with this consider splashing white for enchanmtment removal against Leyline of Sanctity and other white sideboard options and main deck Boros Charm and Lightning Helix. the tier 1 burn list is only white and red in the main deck so you could easily upgrade without stretching the mana base.
1 month ago
Thanks for the feedback everyone! I altered the list to fit in Skullcrack and switched out Blighted Gorge for Ramunap Ruins. I picked up a couple Keldon Marauders today, what do you think about switching out 4x Thermo-Alchemist for 4x Keldon Marauders?
2 months ago
Boza Austin_Smith_of_Cards Thanks for the feedback guys! While very powerful at times, I do believe the landfall package to be falling short for me. I think I am going to play around with these changes and see how they work for me, and tweak from there.
+3 Horned Kavu
2 months ago
4 months 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.
4 months ago
Thanks for looking at the deck! I'm going to write up a league report on Reddit soon after going 5-0 yesterday with this deck (after multiple 4-1's!). Let me answer your questions about deck choices, though.
Flame Rift is one of the best cards in the deck for most Game 1's. All burn decks want to race, but this deck can chain together many one-drop instants before the kill turn as well. Conversely, it's one of the first cards to get sided out when I need more interaction and I'm on the draw for Game 2.
For creatures, I have had some combination of Thermo-Alchemist, Firebrand Archer, and Keldon Marauders in many iterations of the deck. IMO, if the opponent has any form of removal in their maindeck, your creature dies on the first turn it's out, so I wanted the card with the most upside if left unchecked. I won LOTS of games with a single attack from Firebrand Archer (along with 3-4 triggers) making the difference. Also, since I'm running Seal of Fire, I like the Archer over Thermo.
4 months ago
Hi, interesting idea, but i think this deck really stands on Herald of Dromoka. So maybe i would add some buffing instants which untap creature like Veteran's Reflexes or Djeru's Resolve. And maybe you can put there even Keldon Marauders, they can attack twice with that haste guy + they are warriors.
4 months ago
"I decided to replace that spot with Eternal Scourge because I can easily float the mana to cast it off tron before casting Worldfire."
um, you can do the same with Keldon Marauders. its easier to float 2 mana than 3. or you can just play the marauders first and not have to float any mana at all. you're reasoning for why you replaced Keldon Marauders with Eternal Scourge is literally the exact reason you should have kept the Keldon Marauders