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Players can't gain life this turn. Damage can't be prevented this turn. Skullcrack deals 3 damage to target player.
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3 days 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.
1 week ago
3x Courser of Kruphix is partly for my Burn match-up and partly for the synergy with Tireless Tracker and Chandra, Torch of Defiance. I struggle with Burn a little, and was surprised to find Courser outperform Kitchen Finks in the match-up ... I think it's partly because Courser is a better blocker, but mostly because nobody is going to waste a Skullcrack or Kolaghan's Command on a Courser. Then I was surprised to find how good Courser was with Chandra and Tracker. Turns out that knowing exactly when to draw (via Clue), Exile (via Chandra), or just let the top card sit there is GREAT. That made me go up to 3x Chandras, which has been great as well, in all kinds of match-ups. Shaving a 5-drop threat though is definitely a bummer, so I could frankly argue it either way.
I went with a Crumble to Dust over a fourth Acid-Moss because I don't need as much Ramp now (partly because of the extra Chandra, and partly because my curve is a little lower). I went Crumble over a Tracker or 4-drop threat because of Tron and Titan Shift. I know that some people argue there's no need for us to make our good match-ups better, but I disagree ... I want maximum win percentage vs. the expected field, and they're a big part of my meta so I think it makes sense. Or maybe I'm just a bad person who loves how demoralizing Crumble can be to Tron and Valakut pilots! :-)
I've always loved Bolt, and sometimes even "pre-board" 1-2x into the main. It's superb vs. Storm and almost any deck with small Creatures (e.g., Hatebears, Abzan Vizier, Affinity, Humans). Any efficient Instant-speed removal will do though ... I like Sudden Shock for example much better against Infect, and it's also solid vs. Abzan Vizier and Affinity (since they can't combo off or Modular in response).
Affinity is my worst Top Tier match-up, so please take my thoughts on it with healthy skepticism. But for them I leave the Moons, pull every bit of LD and maybe some non-flying Creature, and add as many Bolts, Grudges, Abrades, Shatterstorms, and Angers as I can. I've been on 7x pieces of Affinity "forever", which has resulted in a 38% win percentage. Since Affinity has gone up in the meta lately though, I've recently shifted to 9x.
I normally bring in both Grudges vs. E-Tron (especially if I think they have frazzin' Wurmcoil), in favor of a Courser and a Tracker.
Good luck (and good skill)!
1 week ago
also, jeskai tempo usually involves a Jeskai Ascendancy or two, of which it got its name, so im confused as to why o dont see it
cosi's trickster just doesnt seem consistent enough here, i dont see it getting big very fast
id run 2 or 3 colonnade instead of just 1, since that card is usually the wincon in jeskai control lists and a 1 of wouldnt get drawn often enough
also 1 or 2 Counterflux in sideboard can help with storm decks and other blue decks
lastly, Sphinx's Revelation is one of the best cards in WU modern, id recommend a few of those mainboard as they are early game cantrips and late game game-enders
other than that not much else i can think of, looks decent for an early stage homebrew!
1 week ago
1 week ago
Have you thought about Atarka's Command? I know it doesn't hit creatures, but the green splash gives you more options for your deck. You can also use your Isochron Scepters to get extra lands into play. Probably the best thing, however, is that you get to play Destructive Revelry in your sideboard.
For strictly Boros colors, other options are Angel's Grace, Dawn Charm, Burst Lightning (you can pay the kicker even when it's imprinted), Deflecting Palm, Galvanic Blast (although you'd need more artifacts in your deck), Intervention Pact, Sudden Shock, Surging Flame, and Pact of the Titan.
Skullcrack is going to likely be the best option, however.
1 week ago
Skullcrack will definitely be in the sideboard but I prefer the option to hit creatures for a mainboard option. Great suggestion though!
2 weeks ago
24 lands seems too high indeed. But you also have 8 spells with cmc 3. I think reducing both numbers would be a good idea - maybe 19-21 lands and 4-6 spells that cost 3?
Searing Blaze and Skullcrack are important disruptive tools for Burn and seen in almost every list for good reason. You should consider finding room for them.