Arena Standard burn list. Fast, consistent (thanks to those sweet, sweet Risk Factors) and deadly. Best of all, very cheap in terms of Wild Cards; see the Budget section for a breakdown.

This deck was designed to grind the ladder for daily win rewards, or Quick Constructed events, and as such no sideboard is included.

  • 1 x Mythic Rare

This is not an obstacle for anyone who played the NPE quests, as Rekindling Phoenix was included in one of the free decks, Chaos and Mayhem.

  • 7 x Rare

If you're tight on WC, you can probably replace the Runaway Steam-Kin with Baby Guttersnipe, Electrostatic Field. It's not recommended, as the Kins are both powerhouse beaters and emergency Pyretic Rituals post-combat, but turning your Shocks into Lightning Bolts is not nothing either. If you're going a more aggro route, Fire Urchin is potentially useful, as it has the toughness to chump block a lot of early creatures as well as pumping from pre-combat burn spells to push through extra damage.

One thing you can't skimp on, however, is the 4 copies of Risk Factor. The card is a lynchpin on the deck, as it does so much for us. 4 damage to the face for 3 mana is a good ratio. Three cards for 3 mana is a great ratio. The ability to discard a late-game Mountain and play the spell again is incredibly strong. If you're making budget cuts, these are the cards you cannot afford to replace.

  • 16 x Uncommon

  • 14 x Common

You should have no trouble with these if you've done the NPE quests; the U/R deck Wrath of Mages contains 3 Ghitu Lavarunner, 2 Guttersnipe, 3 Shivan Fire and 2 Lightning Strike. The B/R deck Chaos and Mayhem has 3 Shock, and the mono-Red deck Dragon's Fire contains a futher 3 Shock and 2 Viashino Pyromancer. Assuming you haven't drafted or opened any packs, or even earned any Individual Card Rewards, to craft the Uncommon/Common parts deck you will need just 12 Uncommon and 2 Common Wild Cards.

Turn one

Ideally, a Ghitu Lavarunner on turn one is the best play if you're going first. It will often allow you to ping in for a couple points of damage before the opponent gets set up, and can often be a 2/2 by the second turn. Best of all it turns the 4 copies of Wizard's Lightning into Lightning Bolts, which makes counting to 20 much, much easier.

If you're on the draw, Lavarunner is still usually the best play as at the very least it gives you a 1/2 blocker. However, if the opponent plays Llanowar Elves on the play it's often the better play to Shock or Shivan Fire it. The deck can't deal with an early Gigantosaurus or Ghalta, Primal Hunger from Stompy decks, so deal with the dorks before they get a chance to snowball into big mana.

Turn two

Runaway Steam-Kin is without a doubt the deck's best two-drop. If you have it, cast it, as by the next turn it may well be a 4/4 that can lose counters post-combat to pay for a Risk Factor.

If you don't have it, options remain plentiful. Viashino Pyromancer is solid, as a free Shock with an aggressive body helps keep pressure on the opponent's life total or provides a blocker that can trade up. Lightning Strike and Lava Coil are much more situational, but if there's a cheap creature that might become a problem later (such as an opposing Runaway Steam-Kin, a Siren Stormtamer or a Goblin Electromancer) feel free to blast it.

Lastly, a second Ghitu Lavamancer can still be a solid play on turn 2. We want to keep pressure on at all times, and if we burn the blockers away attacking with a pair of 2/2 creatures over several turns will add up.

Turn three

Guttersnipe, baby. All day every day.

If not in hand, repeat as above; small creatures and burn spells. Always keep pressure on, whether by killing creatures or damage to the dome.

By this point the hand is usually running light, so if possible, you can Risk Factor. If the opponent hasn't taken too much damage yet they'll usually choose to take 4 damage, but this is fine - we can jump-start it again next turn. If your hand is running really, really light, The Flame of Keld is generally worth playing to get 3 cards next turn, even if you have to discard something of value.

Turn four and onwards

Basically, just repeat the above steps as appropriate. Under ideal conditions the game shouldn't go far beyond this point anyway. Keep chipping away at the life total, play Guttersnipe in multiples where possible for extra damage, and keep refilling your hand.

Sometimes the game will get bogged down, which is where the single Rekindling Phoenix comes in handy. 4 damage in the air per turn speeds up the clock significantly, and in an emergency it can do a decent job blocking a Tempest Djinn.

Mono- Tempo

This is a tough one. They've got counterspells for days. Best option is generally to wait until turn 2/3, when they've dropped a Siren Stormtamer or a Mist-Cloaked Herald, let them enchant it with Curious Obsession, and then Shock it. Slowing down their draw power will help them burn through counterspells faster than you can deploy burn spells. The closing threat of a Tempest Djinn is difficult to deal with if they have counter/Dive Down backup, but if they overplay their hand a Lava Coil will get rid of it. Other than that, hope to deploy a Rekindling Phoenix to block it.

Mono- Aggro

While quite close to a mirror match, it's not quite the same - aggro decks will generally be running Goblin Chainwhirler in multiples as well as hasty attackers like Fanatical Firebrand. One advantage we have is that they run less direct burn than we do, so with a decent opening hand we can try to race them. The alternative is to burn their creatures as much as possible, and hope they don't quite have the reach to kill with direct burn damage themselves.

Drakes

The decks is actually fairly well positioned here. While the drakes are hefty beaters we struggle to block, all of their dangerous creatures are in range of a Lava Coil, or some other combination of burn spells. We also have the advantage that their game-ending threats come out turn 3 or later, allowing us to apply early pressure and make them more susceptible to giving us cards from Risk Factor. Keep the 4-and-up power fliers off the board, and grind them down.

Midrange

Shock the Llanowar Elves. Lightning Strike the Wildgrowth Walker. Try to race them with as much damage as you can from early creatures before they can establish too strong a foothold, and aim to finish the job with direct burn damage. They don't have a lot up in the air, so Rekindling Phoenix can put in a lot of work. Don't be afraid to hit it with a Wizard's Lightning to save it from Vraska's Contempt if you need to.

Angels

This one is difficult. We can't interact with History of Benalia, we can't kill Adanto Vanguard, Tocatli Honour Guard shuts off our Viashino Pyromancer damage and none of our burn is enough to kill Aurelia, Exemplar of Justice in a single shot. Again, our only hope is to try and race them, bury them with card advantage from The Flame of Keld and Risk Factor, and deal enough direct damage before they overwhelm us in the air.

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Date added 5 years
Last updated 5 years
Legality

This deck is not Standard legal.

Rarity (main - side)

1 - 0 Mythic Rares

7 - 0 Rares

16 - 0 Uncommons

14 - 0 Commons

Cards 60
Avg. CMC 2.11
Tokens Elemental 0/1 R
Folders Stolen decks, Ex-decks
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