Shreds of Sanity
Return up to one target instant card and up to one target sorcery card from your graveyard to your hand, then discard a card. Exile Shreds of Sanity.
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Shreds of Sanity Discussion
6 days ago
Hey there, I'm not great with budget lists but I have a few cards to consider:
Mystic Speculation - always love drawing this card, so much value.
Increasing Vengeance - best spell doubler on a budget imo.
That's about all I can think of atm, hopefully it helps.
3 weeks ago
If you want to go with prowess, don't play much in your opponents turn, espeically counterspells. They end up being dead when you really want something in your own turn. So, I'd suggest losing the 4 Counterflux and adding 4 Mutagenic Growth instead.
Unless you get a lot more instants and sorceries, Enigma Drake will never really be worth it. The same goes for Delver of Secrets Flip. But you do need another 2 Monastery Swiftspear. And perhaps a couple of Wings of Velis Vel would be a funny budget card in a prowess deck. Consider Lava Spike or maybe, if you get better lands, Searing Blaze, as they go really well with a turn 1 swiftspear. One of the ways to gain a bit of tempo against opponents with a lot of fetch and shocklands is to hit them really hard early on (turn 1 Monastery Swiftspear, turn 2 Lightning Bolt, Lava Spike, attack = 10 damage total), as they then often become reluctant to play their lands untapped and cracking fetches.
Let me get Shreds of Sanity straight... so, you pay 3 mana, pick 2 cards in your GY, lose another card from your hand... right? so, it's card neutral for 3 mana (no loss, no gain, except if either instant or sorcery was missing from your GY, in which case it's card negative). And it then triggers any prowess creatures in play... Not really a modern card. How about Expedite instead? Nothing in common between the two cards, really, but expedite is cheaper, more aggressive, potentially impacts the board state, and always replaces itself.
Don't play tapped lands in a deck as aggressive as this (is supposed to be). It is roughly equivalent to playing a timewalk on behalf of your opponent. Also, you should trim down casting costs, until 20 lands is enough.
3 weeks ago
I second the Shreds of Sanity. I run a pretty janky alchemist build that was absolutely founded on Alch and Sanity. It's a beast.
Being able to pick back up your Voice and Temper to recast and redraw more cards is just stupid, especially since it triggers the Alch and the Archer three times (if you had 6 mana to do it all at once).
Bomat Courier is a nice little one drop that usually nets at least two or three cards, more if you burn down your opponent's creatures and get more hits in. It's sweet since you can and often will run out of cards so having to discard your hand is no big deal.
I also prefer Combustible Gearhulk over the Reveler, especially if you run Shreds of Sanity. Most people won't give you 3 cards to your hand and will take the damage which probably won't be much, but it's something. Then you can just Shreds and pick two things back up and cast them anyway next turn. I wouldn't run 4 hulks though, 2 should do it. You could maybe keep 1 or 2 Revelers if you like them. Their crazy high CMC could be gross with the Hulk as well.
Just my two cents. It's funny how people complained about how weak red burn was in standard and now it's insane and has dozens of solid card options. Love it.
1 month ago
I haven't played it, but Shreds of Sanity seems like it should be a better card that does something on its own. It trades two cards from your hand for two in your graveyard, which have to be sorcery and instant and it costs three mana. How has your experience been with it?
I also think that Sunscorched Desert is better than your Desert of the Fervent, because it deals guaranteed damage that can't be countered and doesn't slow you down at all. Sure, cycling it in the late game is nice, but I feel that the 1 damage is better. Also not perfectly sure, but I'm much much happier to see Sunscorched Desert in my starting hand than this one and I'm also not totally unhappy to topdeck it in the late game.
One more nice card you could consider is Hungry Flames, which is awesome against creatures that are small enough and deals damage at the same time. Also fits your budget theme.
Regarding the previous comment about Tormenting Voice vs. Cathartic Reunion: You can always hold back one land in your hand in case you'd draw a Tormenting Voice. But what are you going to do when you topdeck Cathartic Reunion? Always hold back two lands? Wait a turn and hope to draw something bad so you can discard it to reunion? If you draw something good you'll play it and still have two dead cards in your hand. With Tormenting Voice you'd be able to draw two useful cards instead. Since you're not benefiting much from throwing things in your graveyard, except for Fiery Temper, I don't see why Cathartic Reunion would be better.
1 month ago
1 month ago
Firstly, Love the deck! I've been working on a similar one for a while now. Firstly, you may want to put in some utility lands (and maybe shave one). Secondly, Shreds of Sanity is an absolute gem that should not be left out of burn lists. Finally, figure out what your meta is like. If you're in a control-infested hellhole, consider going blue/red to keep up. If you have a lot of aggro, add in Magma Sprays for extra hate. Good luck, fellow burn player! (Also, shameless plug here, but my similar deck I Know Y'all Hate Me is built along a similar axis. Go ahead and check it out!) +1 from me!
2 months ago
2 months ago
It would be much more effective if it was rakdos or gruul simply for some more unconditional removal or ramp to get delirium online quickly for gibbering fiend. That being said I think you have a cool concept and could use a little tweaking. Shreds of Sanity is a great way to get cards back into your hand and pairs well with Fiery Temper. Fling might as well be 6 damage if you cast it the same turn as Impetuous Devils. The new rules regarding aftermath cards make Sin Prodder a nightmare. The total cost of both sides is what they have take damage wise if they dont want it in your hand and even then aftermath will get them. If possible a pair of Devils' Playground can be hard to deal with if they resolve since it is 4 Goblin Arsonist