|Commander / EDH||Legal|
Printings View all
|Premium Deck Series: Fire and Lightning (PD2)||Uncommon|
|Tenth Edition (10E)||Uncommon|
|Fifth Dawn (5DN)||Common|
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Creature — Elemental
Trample, haste (If this creature would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player. This creature can attack and Tap as soon as it comes under your control.)
At end of turn, sacrifice Spark Elemental.
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Spark Elemental Discussion
1 week ago
The curve feels too high, and some of your card choices are fairly low-impact. Cunning Sparkmage and Vulshok Sorcerer are best in combo lists ( Banishing Knack/Intruder Alarm/Cowardice/Fractured Loyalty/Power of Fire ) where they are a win condition rather than anything playing more linear, because 1 damage/turn for three mana is weak on its own.
They can work in more casual Deep-Slumber Titan lists. With Goblin Fireslinger existing though, (used for the bloodthirst mechanic) they almost never see play. Gorgon's head synergy just isn't reliable enough to see play outside Brigid, Hero of Kinsbaile commander, and is best non-budget for Basilisk Collar.
Looking for that kind of synergy is exactly the right mindset for effective budget deckbuilding, you just need to get used to all the options so you can find the good stuff.
Its best to go hard on exactly what you want to do with a deck, especially as a budget list. Expensive cards are usually the most versatile cards (or cards with no alternatives). So to play budget effectively, you need a strategy that keeps cropping up in MTG and go all-in. A direct damage burst with Quest is a good choice, and so is the incredible efficiency of Shrapnel Blast, so lets build around those. You want to spend a single turn taking somone from 14-15 to 0 with artifacts on the field.
Go to gatherer, advanced search. Search for red enchantments that might sit alongside quest to help hit that 'eight copy reliable' stage. Anything that catches your eye, add it to the maybeboard, so you can see how much each card costs. We can also do a search for 'double damage' and 'whenever a source damage' to pick up other likely options.
Don't grab cards costing 6 or more mana, because unless you build your entire deck to cast them, you'll never cast them. Assault Strobe, Temur Battle Rage, Dictate of the Twin Gods ( Fire Servant ), ( Curse of Bloodletting )Insult,Overblaze, The Flame of Keld all stand out to me.
But with them all sitting in or around the 5 mana slot, or being creatures pump spells, suddenly we have some deckbuilding restrictions. We need either a bunch of damage on the field which we abruptly double and win, or to spend five mana getting one to the battlefield then cast a bunch of spells.
So lets look at the tools mono-red has to do that. For the former, there are agressive creatures like Keldon Marauders, Mogg Fanatic, Mortarpod, , Seal of Fire Zektar Shrine Expedition, Emberwilde Augur etc, for the latter Fling Spark Elemental etc.
Getting a big list of all the options then picking the best, looking at both price and effect is a good habit to get into with deckbuilding- Learning to trim the fat and spot strong options helps immensely with draft formats, and can help massively streamline your lists. If you are having trouble finding options, look into the archived standard deckbuilding discussions for an archetype that might have useful tools, and steal those.
Just remember, redundant copies of any spell makes it good, and casting spells on turns 1-2-3 is very good.
2 weeks ago
Looks like a decent start:
here are some budget friendly alternatives and additions
More food for Sunforger:
Hellspark Elemental and Spark Elemental they both work incredibly well with Skyfishermen. Example: Unearth Hell Sparky Swing, second main Fisherman Bounce Hell Sparky to hand. That gives you 4 swings with Hell Sparky instead of the usual 2.
1 month ago
1 month ago
1 month ago
No red deck is really complete without a full set of Lightning Bolts. You just don't get it better than 3 damage for 1 mana, to any target at almost any time (it is exactly as Lightning Strike, but at half cost).
Your creatures belong in two different decks: One that goes wide, with a lot creatures that you then buff (Memnite and Signal Pest) and one that burns opponent to death (Guttersnipe and Spark Elemental). Since these two plans actually are rather different, drawing a couple of cards from both means that you can't carry out either of them. If you want to go wide, you need more smaller creatures or tokens (Dragon Fodder and Mogg War Marshal are good cards for this strategy). Tyrant of Discord has no business at all being in a deck with only 20 lands, since you plan on the game being over long before turn 14, which is when you'd be most likely to play it.
I've never really liked Guttersnipe, since it's a 3 mana creatures, that doesn't do anything on its own... and it belongs in a fast deck. That is, a fast deck where you don't mind spending your 3rd turn just playing a rather small creature, and not doing anything else. Of course you could wait until you have some more mana, so you could play some spells in the same turn... but what are you then doing until then? My guess is, that you'd then just end up playing the very same spells that you'd otherwise want to use for triggering Guttersnipe, and when you finally play it, you are more or less empty-handed. But if it has to be, you should play "free" spells, like Mutagenic Growth and Gut Shot... and since you'd then be playing free spells anyway, you might as well pick up the best prowess creature for fast deck - Monastery Swiftspear - and maybe you could get some real value out of Abbot of Keral Keep, since it both has prowess and gives you a card.
Anyway, you should probably make up your mind in regards to creatures, and stick to one plan.
Shrine of Burning Rage also likes free spells, but only as long as they are red... I'm not too happy having 4 of it in a deck. If there's one on the opening hand, it's fine, but drawing it later is a really under-powered draw. Perhaps it's better in decks, that can get rid of it - like if you played a looter (you know - "draw a card-discard a card") of some kind.
1 month ago
* please note that this post isn't about a specific deck, but they were inspired by my putting together a mono red burn deck which can be found here. Obviously any thoughts on it are welcome in this thread or on its page - thanks.
I had a few questions for those who may have played Modern Burn competitively and recently.
I understand why Goblin Guide is such a staple, but it appears that Eidolon of the Great Revel has become one as well, and I'm not entirely sure why. On the surface, sure, it makes your opponent damage himself in order to do anything which accelerates the hurt, but at the same time, every single card in your deck will do the same to you, and staying just barely ahead of his life count seems like a dangerous way to go. Moreover, it seems like the two cards mentioned actually have negative synergy, with Guide helping your opponent get out the mana he needs to circumvent the Eidolon as soon as possible.
Another question would be what the best replacements for Goblin Guide would be in a budget burn deck? Vexing Devil comes to mind, but its not much cheaper. Perhaps 3x Spark Elemental and 1x Grim Lavamancer? I considered Ash Zealot but I like the recursion of Hellspark Elemental and even Faithless Looting, which brings me to another question...
Why doesn't Modern Burn have any card draw? Specifically with spells like Browbeat and then there's Faithless Looting out there to pump up your Monastery Swiftspear while finding you just the card you need? Isn't there the very real possibility that your burn will just peter out right before the more popular combo decks or swarm decks get going? It seems to me that card draw, along with Magma Jet is seriously overlooked in the current meta, but I could be wrong...
Its been a long time since I've played Burn and I'm trying to get my head around some of the particulars of the current environment. Thanks in advance!
2 months ago
I really don't think Shard Volley is worth it.
I really like Searing Blood.
I would suggest Browbeat somehow in case you get to mid-game. Definitely not x4 but maybe x1 or x2. By turn 4+ you won't have a hand left. From my experience Mono-Red burn doesn't do well when it gets to mid-game so you may need some kind draw. Or Dangerous Wager or Magmatic Insight.
Speaking of mid-game, another suggestion for sideboard would be Ensnaring Bridge, making what people used to call a Burning Bridges deck.