Updated to what I'm changing it to.
(Magma Jets, and updated sideboard)
Suggestions wanted. Thanks!
Replace Searing Blaze with more efficient burn spells, like Chain Lightning . Fireblast makes a great burn spell and game be a game-ender, too. Hellspark Elemental is a waste of card space, as 3 maybe-damage for 2 mana isn't worth the cost, even with unearth. Instead, Keldon Marauders are guaranteed at least 2 damage, maybe 5, for the same cost. Speaking of which, you have a lot of creatures for a straight-forward burn deck - you seem to be stuck between Red Deck Wins and Burn. Burn should focus entirely on direct damage, with maybe some minor combos. It shouldn't rely on creatures to do the pushing, instead they should be support. Vexing Devil is great, but not reliable, because in the latter game the opponent will almost always choose to allow him, depriving you of the damage you need. Replace him with Arc Trail , which allows great flexibility and still packs 3 damage. Cut Goblin Guide for Goblin Fireslinger , because the long-term damage adds up. Flame Rift or Pyromancer's Ascension might do you some good too. And a little less Browbeat - with enough burn spells getting the right card isn't as important, and it's not guaranteed damage.
Of course, that's all just opinion, and only for a straight-forward burn deck - you could take the Goblin approach, utilizing Goblin Grenade , or more of a Red Deck Wins type of deck.
Great start, I don't mean to sound extremely critical or anything. Make a redraft and I'll check it out.
Alright, I will definitely add some of those additions. I honestly want to keep Goblin Guide in because he is such a great card, and some of those seem like they would just slow me down. ( Pyromancer's Ascension ) but I'm definitely considering Keldon Marauders.
Also, your first two suggestions would bring it out of Modern....
Actually, they've both been reprinted in one of the Premium Deck Series things which, if I'm remembering correctly, are tournament legal. You're right about Pyromancer Ascension ; now that I think about it, it should be used in decks that are almost all instant/sorcery and in conjunction with Reverberate and Twincast .
Also, noticed you have 4 Browbeat in the Mainboard and another 4 in the sideboard.
If you're looking for other burn spells, one that may be useful is Magma Jet .
...and, if you decide to adopt more creatures and deviate from pure burn to go, including Vexing Devil , then Fling is a lot better than it looks, and Stormblood Berserker can be handy if used properly.
i like it. ran really well and i playtested it 7 times. didnt really get a bad hand. well done
Lightning Helix? Like a Searing Spear + life gain. Life gain can help when playing against aggro or other burn decks.what about Flamebreak? So that you can burn creatures and life at once.Personally I think you should take out Goblin Guide - although he's quite good, he helps your opponent. Fixes their hand or gives them deck movement. When I played against burn, Goblin Guide caused me to win.I agree with Gatherix, burn spells can't just be good, they need to be consistent so that players can survive when they have like 10 or less life.I'm trying to make a burn deck so I'm looking for strategies and things.
I have been working on a similar list, and i can tell you that you want as many of your cards to be guaranteed damage as possible. Also, ball lightning should really become keldon berserkers.
The most important thing to look at when evaluating cards for Burn, is the ratio of guaranteed damage to mana-cost. At best, ball lightning is 6 for 3, or 2. At best, keldon Berserkers is 5 for 2, or 2.5. Now, as you can see, best case scenario, ball lightning is slightly better. But remember, guaranteed damage is king. Many decks that you will be playing against will play removal in the main deck. This is important because burn decks have so little creatures that stick around. (right now out of the 15 creatures you have, only 4 will last longer than the end of the turn) this means that any and all removal that your opponents have will be used on your creatures, and most importantly, ball lightning. By the time you reach 3 mana, (which will not always be turn 3) your opponent will either have blockers or removal for him. This means that you can be spending 3 mana for 0-3 damage, which isnt a great deal at all. Now lets look at keldon berserkers again: Keldon comes down turn 2 (you should usually have 2 lands on turn 2) ((best ratio for a burn deck is 6 spells per 2 land)) the Keldon is guaranteed 2 damage. the ball lightning is 0 guaranteed damage. Also, if your opponent wastes removal on the berserkers, they will still take the one damage from keldon leaving. The burn deck is a very fast deck, sometimes killing by turn 3. That extra turn that you are waiting for your land to play ball lightning can allow your opponent to gain enough board pressence for them to take the game from you.
Tl;dr Run Keldon Berserkers over Ball lightning, Guaranteed damage and mana-cost make it worth it.
Now onto the argument over Goblin Guide. Goblin Guide turn one is guaranteed damage. As i said earlier, guaranteed damage is king in burn. Also, where many people see the draw back of goblin guide as giving your opponent cards. You have to remember that you get to see the cards as well. You see the lands that they get, and you see all of the cards that they will draw. As a skilled player, you can gain invaluable information from seeing what they will draw, and make the rest of your decisions based on what you learn from the attack trigger. (in magic, information is one of the best things you can have) And its easy to forget how insane this information is on a one mana 2/2 haste.
Overall, i like your list, i would change out browbeat and slag storm, as the 3 mana cost is rough for a deck that only runs 20 lands. Lightning helix is strong, and magma jet fixes your draws.
This is a Legacy article, but it explains a lot of the decisions that went into the card choices: http://www.mtgsalvation.com/1317-squandered-resources-burn-and-budget-legacy.html
Flatlands make your deck shorter, improving the chances of real cards, instead of lands.
Those random days when you accidentally end up on a friend's deck just because someone attracted your attention from the forum feed by mentioning Flamebreak . haha