Perfezióne di Burní (Mono-Red)

Legacy Burn Mono-Red

Solomon Score: 115


Description

What constitutes the ideal burn deck?

The Ideal Burn Deck


Article

The Essential Idea

Perfezione di Burni
Exploration of Mono-Red Burn

Final Revision


The Essential Idea:

To date, I've spent a significant amount of time mulling over possible concepts (some thought up, others published online) for an adequate Burn deck. Eventually, I decided to assemble a deck based on the 'Fast Burn' strategy seen so often online, only this time with an alternate take on the common approach.

This deck aims to accumulate the necessary quest counters for Quest for Pure Flame early on using low-cost spells such as Lightning Bolt , Chain Lightning , and Lava Spike in preparation for enhancing multiple copies of Fireblast and Elemental Appeal mid-game.

The Essential Idea

Small drops like Thunderous Wrath , Lightning Bolt , Lava Spike , Chain Lightning , and Flame Rift work collectively in the beginning to amass quest counters for multiple copies of Quest for Pure Flame . As more and more completed versions of the enchantment populate the field, the pressure builds exponentially in your opponent; for him, defeat hovers just around the corner.

The Essential Idea

Multiple copies of Quest for Pure Flame stack together to multiply the effects of Fireblast and Elemental Appeal enormously. With each additional enchantment doubling the total damage of the last, the seemingly measly damage wrought by the above burn spells transform into devastating infernos.

The Essential Idea

While Quest of Pure Flame renders your Elemental Appeal all the more devastating, Slagstorm helps ensure that nothing stands in the way of its agenda, while doubling as a shut down to any weenie rush strategies. If all else fails, you can resort to burning your opponent with this spell, adding another counter to Quest of Pure Flame.

The Essential Idea

In case you run out of cards, multiple copies of Reforge the Soul keep your hand replenished, and potentially force your opponent to kiss his/her trump cards goodbye. If you're lucky, you can even cast it for just two mana.


Elemental Appeal

Elemental Appeal

As I'm sure most know by now, this card lies indispensable as part of the core strategy of this deck. Exchanging four mana for seven damage never proved more satisfying; Elemental Appeal provides the additional option of doubling your output for only five more mana, making it superior (for this deck's intents and purposes) to Blistering Firecat .

When paired with the doubling effect of Quest for Pure Flame , the effects of the card become more and more devastating. Given that there are multiple copies of the former card in the deck, Elemental Appeal could serve as your opponent's one way ticket to heaven. If played at the proper time, this creature can close the gap and bring you a victory on your fourth or fifth turn. In the words of bakofried, "Do people like Blistering Firecat ? Yes. Do people like options? Yes. Good card." I am pleased with the Gatherer's community rating of this card, as its abilities significantly advance the concept of this deck.

For a deck that seeks to destroy its opponent quickly, brutally, and intimidatingly, Elemental Appeal demonstrates itself as an awesomely powerful card that is a must-have in anyone's Magic shopping list.


Speed:

I haven't playtested the deck enough to be able to accurately assess its speed. However, as it appears now, the game approaches victory after about five turns of gameplay.


Sideboard:

Sideboard

Part of the sideboard is dedicated to establishing basic defense, should you need it while using the deck. Cards like Shattering Spree and Apocalypse defend you against pesky artifacts, enchantments, and blitzkrieg Elemental creatures (like the notorious Ball Lightning + Berserk combo). Apocalypse functions additionally as a battlefield reset; when playing against a slower paced deck, this deals a devastating blow against the opponent.

Sideboard

Smoke prevents aggro strategies from overwhelming you with creatures, while Cursed Totem prevents them from utilizing most forms of mana acceleration, slowing the opponent's rush process significantly. The artifact additionally stops the worst of your adversary's arsenal, like Intrepid Hero , Immaculate Magistrate , Grim Lavamancer , or Lord of the Undead from ruining your day.

Sideboard

As with most legacy sideboards, a little bit of graveyard hate proves necessary to guarantee this deck its maximum chance of success. Including one copy each of Leyline of the Void , Grafdigger's Cage , and Tormod's Crypt as opposed to three copies of any one spell prevents an opponent's Pithing Needle from stopping you in your tracks.

Sideboard

Life Gain comprises one of the most dangerous threats to this deck. With Everlasting Torment , however, your worries vanish. No longer will opponents overwhelm you with ridiculous amounts of life. Additionally, all your burn spells gain the "Wither" perk, allowing you to maim the power of enemy creatures directly with your Lightning Bolt s and Chain Lightning s.

Sideboard

Finally, in case your game takes on a long, drawn-out turn, Thran Foundry allows you to remain ahead, recycling all of your used burn spells back into your library. It functions additionally as a form of graveyard hate, forcing your opponent to empty his yard back into his library.


Suggested Swaps:

Tormod's Crypt == Lightning Bolt , Chain Lightning , Thunderous Wrath , Lava Spike , Goblin Guide , Vexing Devil , Quest for Pure Flame , or some combination thereof

Shattering Spree == Thunderous Wrath , Lava Spike , Chain Lightning , Flame Rift , Quest for Pure Flame , Slagstorm , or some combination thereof

Thran Foundry == Thunderous Wrath , Flame Rift , Vexing Devil , Goblin Guide , Reforge the Soul , or some combination thereof

Apocalypse == Slagstorm , Thunderous Wrath , Reforge the Soul , or some combination thereof

Cursed Totem == Flame Rift , Chain Lightning , Lightning Bolt , Lava Spike , Thunderous Wrath , or some combination thereof

Smoke == Vexing Devil , Goblin Guide , Slagstorm , Quest for Pure Flame , Flame Rift , Thunderous Wrath , or some combination thereof

Everlasting Torment == Slagstorm , Thunderous Wrath , Flame Rift , Reforge the Soul , Goblin Guide , or some combination thereof

Relic of Progenitus == Lightning Bolt , Chain Lightning , Thunderous Wrath , Lava Spike , Goblin Guide , Vexing Devil , Quest for Pure Flame , or some combination thereof

Nihil Spellbomb == Lightning Bolt , Chain Lightning , Thunderous Wrath , Lava Spike , Goblin Guide , Vexing Devil , Quest for Pure Flame , or some combination thereof


Feedback:

I can see plenty of potential weaknesses in this deck.

As I am still relatively new to Magic the Gathering, I would indeed greatly appreciate any suggestions and/or constructive criticism that you may have to offer.

Updates

Additional Improvements — Sept. 20, 2013

Hello Everyone!

This section is now open to accommodate any minor card changes made after the release of the deck's final revision on November 24th, 2012. I intend to use this mini-section to improve the deck in view of any Magic developments published after the completion of this deck's final revision (for example, the release of later card sets such as Theros & Born of the Gods, pre-existing cards I have not yet heard of, etc).

Sep. 20 The following is a brief, comprehensive list of all of the latest changes.

Hopefully, this makes for a more effective sideboard graveyard package.


Deck Update — Nov. 24, 2012

Hello Everyone!

Click here to jump to this week's discussion.

Thank you so very much for your wonderful suggestions! For this week's update, I carefully went through all of the comments posted under this topic as of November 24, 2012.

I have to say that I am very pleased with the advice given to me throughout the development of this deck. Without further ado, I would like to explain the changes incorporated into the creation of the deck's final revision.

Change Log:

  • Removed 4x Pyromancer Ascension from the maybeboard.

    Thank you so very much for the helpful suggestions that were submitted over the last couple of weeks in the comment section. As we reach the deck's final revision, I want to take a moment to thank everyone for your each and individual contributions to this deck's amazing turnout. To be honest, I did not expect nearly this much success in feedback and audience participation when I first premiered this deck idea a month ago.

    Following this post are my comments for the last Card of the Week. Again, thanks for all of the thoughtful comments! As I am still relatively new to Magic the Gathering, I would very much appreciate any further suggestions and/or constructive criticism that you may have to offer.

Elemental Appeal

Elemental Appeal

As I'm sure most know by now, this card lies indispensable as part of the core strategy of this deck. Exchanging four mana for seven damage never proved more satisfying; Elemental Appeal provides the additional option of doubling your output for only five more mana, making it superior (for this deck's intents and purposes) to Blistering Firecat .

When paired with the doubling effect of Quest for Pure Flame , the effects of the card become more and more devastating. Given that there are multiple copies of the former card in the deck, Elemental Appeal could serve as your opponent's one way ticket to heaven. If played at the proper time, this creature can close the gap and bring you a victory on your fourth or fifth turn. In the words of bakofried, "Do people like Blistering Firecat? Yes. Do people like options? Yes. Good card." I am pleased with the Gatherer's community rating of this card, as its abilities significantly advance the concept of this deck.

For a deck that seeks to destroy its opponent quickly, brutally, and intimidatingly, Elemental Appeal demonstrates itself as an awesomely powerful card that is a must-have in anyone's Magic shopping list.


Deck Update — Oct. 31, 2012

Hello Everyone!

Click here to jump to this week's discussion.

Thank you so very much for your wonderful suggestions! For this week's update, I carefully went through all of the comments posted under this topic as of October 31, 2012.

I have to say that I am very pleased with the advice given to me so far in the development of this deck. Without further ado, I would like to explain the changes incorporated into the creation of the third revision.

Change Log:

  • Removed 2x Valakut, the Molten Pinnacle

  • Upped number of Vexing Devil s from two to three

  • Upped number of Mountain s from twenty-one to twenty-two

  • Removed fetch lands from Maybeboard, after examining Rhadamanthus' suggested articles

Thank you so very much for the helpful suggestions that were submitted this week in the comment section. Rhadamanthus, I greatly appreciate the articles you linked me regarding the advantage of fetch lands in this deck. Because of your informative comment, I get to save a lot of money! :).

Sam_I_Am, thank you so much for placing your thoughts again into this deck. I will be running your suggestions, especially Rift Bolt , Searing Blaze , and Price of Progress , in my head over the next couple of updates. Your recommendation of placing Reforge the Soul in the sideboard struck me as particularly useful, but unfortunately I have yet to figure out how to make the necessary space available on my sideboard. I'd love to know how I could optimize its effectiveness so as to make room for more Vexing Devil s and Goblin Guide s.

Maxrz and Sam_I_Am, thank you so much for your suggestions on removing Valakut, the Molten Pinnacle . I have chosen to replace them with, according to Maxrz's suggestion, more copies of Vexing Devil . Corsmoo, Braynedehd, PaperNinja, ResurrectedSage, Jamesxeri, Human_Rogue_21, Brennan_McCabe, Rayrand, and Veleren, thank you so much for your recommendations of Chandra Ablaze , Price of Progress , Grim Lavamancer , Magma Jet , Guttersnipe , and Incinerate respectively. I will keep these recommendations all under close consideration for the next update.

Following this post are my comments for this week's Card of the Week. Again, thank you all so very much for your thoughtful comments! I thank you for all of your valuable suggestions. As I am still relatively new to Magic the Gathering, I would indeed greatly appreciate any suggestions and/or constructive criticism that you may have to offer.


Goblin Guide

Goblin Guide

I'd have to say that this card remains one of the most exciting creatures I have discovered. I've been looking for a two-power one-drop with haste and little drawbacks for quite awhile, and I would never have believed that research in burn decks would be required to uncover this find.

This dynamite package trades one mana for a two-power creature with haste.In addition, you get the bonus of knowng your opponent's top card. What more could one possibly want? In a burn deck, this card is indispensable as a first-turn drop. While you enjoy the first couple of turns tearing apart your opponent's life, he/she will be struggling just to gather enough mana to create an adequate means of defense.

For a deck that seeks to overwhelm the opponent with early damage and wouldn't mind the additional benefits of functioning with the opponent's top card revealed, Goblin Guide demonstrates itself as an amazingly capable card that is a must-have in anyone's Magic shopping list.


Deck Update — Oct. 19, 2012

Hello Everyone!

Click here to jump to this week's discussion.

Thank you so very much for your wonderful suggestions! For this week's update, I carefully went through all of the comments posted under this topic as of October 19, 2012.

I have to say that I am very pleased with the advice given to me so far in the development of this deck. To promote fast, comprehensible reading, this week I have changed the update log "format" from the previous block paragraph structure into a shorter, concise bullet list. Without further ado, I would like to explain the changes incorporated into the creation of the third revision.

Change Log:

  • Replaced 2x Flame Slash with 2x Flame Rift in lieu of cartwheelnurd and miguelangelpatinoa's wonderful recommendations. Hopefully, the deck's rush strategy will be further accelerated by this decision. Thank you so much!

  • Removed 4x Traitorous Blood in favor of graveyard hate package

  • Added 1x Tormod's Crypt , 1x Nihil Spellbomb , and 1x Relic of Progenitus in accordance to m12fox and aeonstoremyliver's suggestions. Thank you for your thoughtful comments! Upon further research on the necessity of graveyard hate, I have determined that the package is necessary.

  • Replaced 2x Feldon's Cane with 2x Thran Foundry . The latter, for one additional colorless mana, can function as graveyard hate as well as serve its primary role of recycling spells. Thank you m12fox and aeonstoremyliver!

  • Removed 1x Banefire in favor of Everlasting Torment

  • Added 2x Everlasting Torment in order to counter Life Gain Decks, in lieu of miguelangelpatinoa's amazing suggestion. This latest addition should complete the sideboard's arsenal of defense.

  • Replaced 4x Keldon Marauders with 2x Goblin Guide and 2x Vexing Devil . I am still experimenting with different replacement possibilities. I am trying to decide whether to keep 4x Goblin Guide , 4x Vexing Devil , or 2x of both (current configuration). Which creature is better? Any suggestions would be greatly appreciated. :)

  • Added 6x Fetch Lands to the Maybeboard, in accordance with cartwheelnurd's suggestions. I may or may not include them in the deck, depending on the actual value of deck thinning to this strategy. I do not think I will include more than six lands, since I need enough lands to rebuild following the probable advent of an Apocalypse . In any event, thank you cartwheelnurd for your valuable thoughts!

Thank you so very much for the helpful suggestions that were submitted this week in the comment section. I appreciate cartwheelnurd's ideas for speeding up this deck's strategy, as well as his link to the Wizard article's Legacy burn deck for reference. Cartwheelnurd, thank you so much for your thoughtful suggestions!

Finally, thank you miguelangelpatinoa, GreenDecker, desupremacist, Braynedehd, aeonstoremyliver, and cartwheelnurd for your various card recommendations! I will keep all of these cards in mind for the next revision, and will consider them very carefully.

Following this post are my comments for this week's Card of the Week. Again, thanks for all of the thoughtful comments! I will update this deck periodically (weekly, every Friday) until I feel that it has reached its maximum potential. As of now, however, I can see plenty of potential weaknesses. As I am still relatively new to Magic the Gathering, I would very much appreciate any further suggestions and/or constructive criticism that you may have to offer.


Thran Foundry

Thran Foundry

I have to say that this card proved to be one of my most satisfying finds this week. While searching for the ultimate graveyard hate package, I looked everywhere for an opening in my sideboard for a fourth "hate" slot. However, after an hour or so of analysis, I was still unable to, before I stumbled upon this substitute for Feldon's Cane .

For one additional mana, this card is able to function both as a means to recycle your burn spells and as a way to remove cards from your opponents graveyard. Its ability to target any player that the caster desires won me over, and I immediately substituted Feldon's Cane for these additional two "hate" components. I am truly surprised at Gatherer's low community rating of this card, though I suppose it was given for the one additional mana that this artifact demands.

For a sideboard that seeks to utilize graveyard hate without giving up too many other features, Thran Foundry demonstrates itself as an amazingly versatile card that is a must-have in anyone's Magic shopping list.


Deck Update — Oct. 15, 2012

Hello Everyone!

Click here to jump to this week's discussion.

Thank you so very much for your wonderful suggestions! For this week's update, I carefully went through all of the comments posted under this topic as of October 15, 2012.

I have to say that I am very pleased with the advice given to me so far, offered so early on in the development of this deck. Without further ado, I would like to explain the changes incorporated into the creation of the second revision.

Thank you, maxrz and Askani28, so much for your amazing recommendation of incrementing the number of Reforge the Soul s implemented in the deck. Despite my attempts to improve its performance during mid- and late-game (by dialing up the mana costs of certain components), I have often found myself running out of spells to play by turns 5-7. Thus, I have decided to replace one Mountain with another copy of Reforge the Soul for this week's update.

From the beginning, Cursed Totem stood out to me as a possibly better alternative to Pithing Needle . The only downside is the one extra mana and the impossibility of applying its effect to artifacts and enchantments. After mulling over the various weaknesses presented in Burn, however, I decided that weenie rush and its superior alternative, tribal rush, were two of the deck's worst enemies. To slow these approaches, Cursed Totem 's power to stop mana abilities would prevent many of the acceleration tactics employed often by creature aggro strategies. Therefore, I replaced Pithing Needle with Cursed Totem .

Lastly, I replaced Chain Reaction with a slightly cheaper alternative, Slagstorm , and switched Nevinyrral's Disk for Apocalypse . After hours of contemplation, I weighted four opponent possibilities and determined my response to each one. The combination of Apocalypse and Slagstorm seemed the perfect duo to address all four scenarios, and thus I have decided to implement the two in this week's update.

Thank you, Bm102410, theeflaw, and and Askani28 for your wonderful suggestion of Vexing Devil ! I have considered the creature since the deck's conception, and in response to your recommendation, I have added it to the deck's Maybeboard. Askani28's advice of using the creature to replace Keldon Marauders really got me thinking. This remains an extremely hard decision that I am still contemplating. However, as of now, I feel that Keldon Marauders serves as one of the most useful ways to pump counters on Quest for Pure Flame (it contributes up to four counters over the course of its two-turn lifetime), so for this week's update, I think I will keep Keldon Marauders in the decklist.

Thank you, erknye and maxrz, for your thoughtful recommendations of Rift Bolt ! I have considered using it in favor of the more (price) expensive Chain Lightning and (CMC) expensive Thunderous Wrath , and more restrictive Lava Spike , but decided in the end that its Suspend requirement would probably slow the deck a little. For the second revision, I'm leaning towards keeping the single CMC burn spells as is. Nevertheless, thank you both so very much for your wonderful advice!

Finally, thank you m12fox, Human_Rogue_21, maxrz, and MonkeyMind for your wonderful suggestions of Tormod's Crypt , Chandra Ablaze , Hellrider , Inferno Titan , Pyromancer Ascension , and Shrine of Burning Rage respectively. I will keep all of these cards in mind for the next revision (I have already established Pyromancer Ascension on the maybeboard, and am considering the rest of the recommendations very carefully).

Following this post are my comments for this week's Card of the Week. Again, thank you all so very much for your thoughtful comments! I thank you for all of your valuable suggestions. As I am still relatively new to Magic the Gathering, I would indeed greatly appreciate any suggestions and/or constructive criticism that you may have to offer.


Apocalypse

Apocalypse

One of the most powerful removal spells of all time, this card serves as an important staple of the deck's defensive (sideboard) strategy.

As a full board removal, Apocalypse gives you a second chance to rush your opponent all over again, by essentially resetting the battlefield. If, for example, the game has progressed past mid-game, and your opponent has begun crowding the arena with Wurmcoil Engine s, Primalcrux es, and Vigor s, you can use the sorcery to not only get rid of his army, but clear his lands, enchantments, and artifacts as well to prevent him from bringing them back. Following that maneuver, you can proceed to burn rush him all over again. The best part is, by that time you'll have already finished half the job!

For a rush deck like this one, Apocalypse remains as one of the most effective spells for manipulating your opponent during mid- and late-game. Its most valuable attribute lies in its capability to keep your strategy relevant at any point of the match, making the sorcery a must-have in anyone's arsenal of burn.

holyrootbeer says... #1

sorry to burst your bubble but Wheel of Fortune is banned in legacy

October 12, 2012 6:53 p.m.

Solomon says... #2

Fixed (hopefully)? :D I'll be back with a full update next Friday to patch the shortcomings of this first revision.

October 13, 2012 1:18 a.m.

Bm102410 says... #3

October 13, 2012 12:54 p.m.

miracleHat says... #4

sideboard should include card:Tormod's Crypt to deal with dredge. otherwise, good job.

October 13, 2012 2:46 p.m.

card:Feldon's Cane? I usually prefer using Elixir of Immortality for that type of stuff but it's up to you. You're using cheap cards so that 2 extra mana shouldn't hurt, although you have the deck so you'd have the most experience with it.

October 14, 2012 8:57 a.m.

erknye says... #6

October 14, 2012 2:38 p.m.

theeflaw says... #7

I definitely suggest main boarding Vexing Devil

October 14, 2012 3:23 p.m.

Human_Rogue_21 says... #8

No Chandra Ablaze ? It's a must have for this deck! Also Hellrider and Inferno Titan seem practical...

October 14, 2012 8:36 p.m.

maxrz says... #9

After playtesting for a little bit, I'd say add in 2 more Reforge the Soul s and take out 2-5 mountians. Also, reconsider Valakut, the Molten Pinnacle , it may or may not work, I'm 50/50 on it. By that time of the game wou should have won, and Valakut just slows your tempo.

Should be noted that I'm a big fan of Pyromancer Ascension and Rift Bolt . Please consider. Like, seriously.

I'm a big fan of the deck :)

October 14, 2012 10:57 p.m.

Askani28 says... #10

Just playtested it, mulliganed once to have a Quest, and won on turn 8 thanks to Chain Reaction for wiping the board. Problem is, I got stock with too much lands not enough burn. With such low curve, I'd remove 4-5 lands and add more burn. I really like the Vexing Devil suggestion, maybe instead of the Marauders? Reforge the soul x4 would help to refuel the hand, I agree with Maxrz. Replacing 4 mountains with browbeat (sorry cant find the brackets on my phone's keyboard lol: cmc3, draw 3 unless opponent takes 5 dam.) It would draw you the next land and draw burn at the same time.

For longer games, maybe Breaking Point would be funny? (cmc3, destroy all creatures unless opponent takes 6). Anyway hot deck!

+1 for your cool deck description!

October 15, 2012 1:45 a.m.

MonkeyMind says... #11

October 15, 2012 8:41 a.m.

mcgrobert says... #12

I'm a huge fan of massive damage burn decks despite their lack of interactive play. I however feel that their are some better options available than what you have listed.

I would recommend Volcanic Fallout over Slagstorm as a board wipe. It gets around those pesky Force of Will s and Daze s. Keldon Marauders seems like a slow and weak choice. Hellspark Elemental or Ball Lightning would fill that slot so much better and coincide with your Elemental Appeal theme so much better. Flame Slash was mediocre when it was in standard. In legacy, it just doesn't fit. Pyrokinesis is far Superior.

That's my two cents. Keep at it. It's looking good.

October 15, 2012 1:55 p.m.

Solomon says... #13

Hello Everyone!

Thank you so very much for your wonderful suggestions! For this week's update, I carefully went through all of the comments posted under this topic as of October 15, 2012.

I have to say that I am very pleased with the advice given to me so far, offered so early on in the development of this deck. Without further ado, I would like to explain the changes incorporated into the creation of the second revision.

Thank you, maxrz and Askani28, so much for your amazing recommendation of incrementing the number of Reforge the Soul s implemented in the deck. Despite my attempts to improve its performance during mid- and late-game (by dialing up the mana costs of certain components), I have often found myself running out of spells to play by turns 5-7. Thus, I have decided to replace one Mountain with another copy of Reforge the Soul for this week's update.

From the beginning, Cursed Totem stood out to me as a possibly better alternative to Pithing Needle . The only downside is the one extra mana and the impossibility of applying its effect to artifacts and enchantments. After mulling over the various weaknesses presented in Burn, however, I decided that weenie rush and its superior alternative, tribal rush, were two of the deck's worst enemies. To slow these approaches, Cursed Totem 's power to stop mana abilities would prevent many of the acceleration tactics employed often by creature aggro strategies. Therefore, I replaced Pithing Needle with Cursed Totem .

Lastly, I replaced Chain Reaction with a slightly cheaper alternative, Slagstorm , and switched card:Nevinyrral's Disk for Apocalypse . After hours of contemplation, I weighted four opponent possibilities and determined my response to each one. The combination of Apocalypse and Slagstorm seemed the perfect duo to address all four scenarios, and thus I have decided to implement the two in this week's update.

October 15, 2012 2:11 p.m.

Solomon says... #14

Thank you, Bm102410, theeflaw, and and Askani28 for your wonderful suggestion of Vexing Devil ! I have considered the creature since the deck's conception, and in response to your recommendation, I have added it to the deck's Maybeboard. Askani28's advice of using the creature to replace Keldon Marauders really got me thinking. This remains an extremely hard decision that I am still contemplating. However, as of now, I feel that Keldon Marauders serves as one of the most useful ways to pump counters on Quest for Pure Flame (it contributes up to four counters over the course of its two-turn lifetime), so for this week's update, I think I will keep Keldon Marauders in the decklist.

Thank you, erknye and maxrz, for your thoughtful recommendations of Rift Bolt ! I have considered using it in favor of the more (price) expensive Chain Lightning and (CMC) expensive Thunderous Wrath , and more restrictive Lava Spike , but decided in the end that its Suspend requirement would probably slow the deck a little. For the second revision, I'm leaning towards keeping the single CMC burn spells as is. Nevertheless, thank you both so very much for your wonderful advice!

Finally, thank you m12fox, Human_Rogue_21, maxrz, and MonkeyMind for your wonderful suggestions of card:Tormod's Crypt, Chandra Ablaze , Hellrider , Inferno Titan , Pyromancer Ascension , and Shrine of Burning Rage respectively. I will keep all of these cards in mind for the next revision (I have already established Pyromancer Ascension on the maybeboard, and am considering the rest of the recommendations very carefully).

Again, thank you all so very much for your thoughtful comments! I thank you for all of your valuable suggestions. As I am still relatively new to Magic the Gathering, I would indeed greatly appreciate any suggestions and/or constructive criticism that you may have to offer.

October 15, 2012 2:11 p.m.

I think you need more speed; Price of Progress and Flame Rift could fast finishers combined with Fireblast . I also think that Goblin Guide must be in your list (in a personal opinion i think that Ash Zealot and Hellspark Elemental are better than Keldon Marauders ). You should try Grim Lavamancer too, and take heavy spells out. For the sideboard, Ensnaring Bridge and Sulfuric Vortex are good defensive spells and they will be very usefull in a lot of games.

Sorry for my english :P

regards!

October 15, 2012 4:21 p.m.

GreenDecker says... #16

Hmmm...my thoughts on this would be to try out card:Devil's Play. It's not too bad in hand and can work in the grave while you run into late game. Or Bonfire of the Damned if you happen to have the money to get it. That one can wipe the opposition of creatures and hurt their life at the same time. Also there is Pyroclasm . I really only suggested it because I saw Flame Slash their and seeing Quest for Pure Flame in the deck as well, I figured paying 1 extra mana would end up paying off if you decide to use a completed quest (8 damage to 1 creature versus 4 damage to every creature). Now my last suggestion is Koth of the Hammer . all three of his abilities can be useful in this case. making a 4/4 creature/untap a mountain, a mana battery that is begging for more X spells, or even his emblem which now makes mountains able to tap for damage.

October 15, 2012 11:35 p.m.

MagnorCriol says... #17

You have put a lot of thought, time, and effort in to this, and that alone deserves respect. I'm afraid I have absolutely no head for Legacy and its style, so I can offer no real advice, but I have to give you props for the work you've put in to this deck and its presentation here.

October 16, 2012 1:06 a.m.

What do you do for Dredge and Solar Flare/Frites? I've seen Dredge win turn 2... Solar Flare can get Griselbrand out turn 2 and have a lock on the game turn 3. I strongly suggest you sideboard some graveyard hate ala card:Tormod's Crypt, Relic of Progenitus , etc.

Otherwise, I dig it! I have a Legacy RDW: Crimson and Ash

October 16, 2012 2:26 a.m.

desupremacist says... #19

HEYNOXIOUS REVIVAL MASTER RACE!

October 16, 2012 4:44 a.m.

Braynedehd says... #20

Why not Curse of Bloodletting instead of quest? It seems more effective in this scenario...

October 16, 2012 9:50 a.m.

@ Braynedehd Curse of Bloodletting has a CMC of 5. In a Legacy deck that's usually bad unless you have ramp or a way to cheat it out. You want to win by turn 5 in RDW and Burn.

October 16, 2012 10:12 a.m.

evil_monkey says... #22

I, like MagnorCriol have absolutely no head for legacy. I love the presentation of the deck as well and I respect the obvious amount of work you have put into this. +1

October 17, 2012 12:41 p.m.

Busse says... #23

Powerful but mana-vulnerable, as I see it at first... also you can't rely solely on your instants/sorceries, 4 creatures ain't truly enough, I think. Anyway, the deck is as red as it gets, like my deck:cinder-rdw. For the sake of progress, +1.

October 17, 2012 1:39 p.m.

cartwheelnurd says... #24

I have a few things to say.

First of all, I love the deck, but I feel that for legacy it just isn't fast enough.

Secondly, valakut will just screw up your curve and never activate. Plus, 23 lands total is way too much when you never want more than 4 at atime. I suggest 19 or fewer.

You are relying too heavily on late-game strategy, while the object of burn isn't to do that. You want to kill as fast as possible without needing to cast 4 mana spell like Elemental Appeal . You should take out Flame Slash , too. YOu don't want to burn their board, you want to burn their face!! Vexing Devil is that same 4 damage, directed right where it hurts most.

Also, you need a few more creatures. Burn doesn't mean no creatures. Goblin Guide is a must, i think. It is going to hit very hard and very fast.

Here is a link to a burn deck that was on the wizards site. It seems much faster and smoother.

http://www.wizards.com/magic/magazine/Article.aspx?x=mtg/daily/deck/1065

I know its a bit different than what you are going for, but you seem crossed between that and a combo deck of sorts. I would like to see if those kinds of cards, like fetch lands, grim lavamancer, flame rift, or rift bolt might speed up your deck. Just remember, anything with 3 damage for 1 mana t all is going to be valuable. EVen if you have to sacrifice lands, its better than a quest that can only blow up a 7/1 which is incredibly susceotible to removal or force of will.

October 17, 2012 9:47 p.m.

Solomon says... #25

Hello Everyone!

Thank you so very much for your wonderful suggestions! For this week's update, I carefully went through all of the comments posted under this topic as of October 19, 2012.

I have to say that I am very pleased with the advice given to me so far in the development of this deck. To promote fast, comprehensible reading, this week I have changed the update log "format" from the previous block paragraph structure into a shorter, concise bullet list. Without further ado, I would like to explain the changes incorporated into the creation of the third revision.

Change Log:

  • Replaced 2x Flame Slash with 2x Flame Rift in lieu of cartwheelnurd and miguelangelpatinoa's wonderful recommendations. Hopefully, the deck's rush strategy will be further accelerated by this decision. Thank you so much!
  • Removed 4x Traitorous Blood in favor of graveyard hate package
  • Added 1x card:Tormod's Crypt, 1x Nihil Spellbomb , and 1x Relic of Progenitus in accordance to m12fox and aeonstoremyliver's suggestions. Thank you for your thoughtful comments! Upon further research on the necessity of graveyard hate, I have determined that the package is necessary.
  • Replaced 2x card:Feldon's Cane with 2x Thran Foundry . The latter, for one additional colorless mana, can function as graveyard hate as well as serve its primary role of recycling spells. Thank you m12fox and aeonstoremyliver!
  • Removed 1x Banefire in favor of Everlasting Torment
  • Added 2x Everlasting Torment in order to counter Life Gain Decks, in lieu of miguelangelpatinoa's amazing suggestion. This latest addition should complete the sideboard's arsenal of defense.
  • Replaced 4x Keldon Marauders with 2x Goblin Guide and 2x Vexing Devil . I am still experimenting with different replacement possibilities. I am trying to decide whether to keep 4x Goblin Guide , 4x Vexing Devil , or 2x of both (current configuration). Which creature is better? Any suggestions would be greatly appreciated. :)
  • Added 6x Fetch Lands to the Maybeboard, in accordance with cartwheelnurd's suggestions. I may or may not include them in the deck, depending on the actual value of deck thinning to this strategy. I do not think I will include more than six lands, since I need enough lands to rebuild following the probable advent of an Apocalypse . In any event, thank you cartwheelnurd for your valuable thoughts!
October 19, 2012 3:23 a.m.

Solomon says... #26

Thank you so very much for the helpful suggestions that were submitted this week in the comment section. I appreciate cartwheelnurd's ideas for speeding up this deck's strategy, as well as his link to the Wizard article's Legacy burn deck for reference. Cartwheelnurd, thank you so much for your thoughtful suggestions!

Finally, thank you miguelangelpatinoa, GreenDecker, desupremacist, Braynedehd, aeonstoremyliver, and cartwheelnurd for your various card recommendations! I will keep all of these cards in mind for the next revision, and will consider them very carefully.

Again, thanks for all of the thoughtful comments! I will update this deck periodically (weekly, every Friday) until I feel that it has reached its maximum potential. As of now, however, I can see plenty of potential weaknesses. As I am still relatively new to Magic the Gathering, I would very much appreciate any further suggestions and/or constructive criticism that you may have to offer.

October 19, 2012 3:24 a.m.

notan88 says... #27

Is there a reason your doing both card:Tormod's Crypt and Nihil Spellbomb ? I'm wondering because you don't have any black mana for Nihil's second effect and it cost one mana more.

I have been wanting to do a mono red burn for a long time, and this got me going. I made a modern take of your deck: deck:set-the-world-ablaze-2, plz check out and comment :)

October 19, 2012 4:43 a.m.

Pelorn says... #28

First, I need to say that what you're doing with the detailed description and regular updates is brilliant - I haven't seen anyone else put in this amount of effort to updating their deck on this site.

I also read your disclaimer that:

"I can see plenty of potential weaknesses in this deck.

As I am still relatively new to Magic the Gathering, I would indeed greatly appreciate any suggestions and/or constructive criticism that you may have to offer."

I want you to know that I understand this, so don't take it too hard when I say this deck isn't very good.

As cartwheelnerd pointed out, this deck is divided in purpose between trying to be fast burn and more midrange combo. Ultimately, building around Quest for Pure Flame is a flawed concept if you want to be Modern / Legacy competitive. So, you have a choice to make:

If you want to be Modern / Legacy competitive, until you have significantly more experience, your deck is likely going to look very similar to a pro's list:

http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/rc/217

But, if you don't mind being a little less serious, you can try to do something original towards the midrange combo around Quest for Pure Flame . You just need to decide which you prefer, and then work toward that.

October 19, 2012 1:10 p.m.

_Grintex says... #29

win by turn 3, decent by me.

October 19, 2012 6:30 p.m.

maxrz says... #30

After playtesting some more, I was pleased to discover it has sped up by 2 turns on average since my last comment.

Given you want to commit to the Quest for Pure Flame , here are my next two cents.

One thing I noticed, your only way to win by turn 3 is with Vexing Devil or a god hand of nothing but 1 drops for 3 damage, 3 Mountain , 1 Quest for Pure Flame , and a Fireblast .. Meaning, I would highly suggest you swap out both Valakut, the Molten Pinnacle for + 2x Vexing Devil .

Valakut, although I understand why you want him in there, comes into play tapped, thus he really hampers your tempo. Vexing Devil on the other hand, will probably translate into a Lava Spike for 4 damage into 3.

Other than that, I like where it's at and what you've done :) I'd say think about Browbeat , that may or may not be a good suggestion.

October 20, 2012 11:25 a.m.
October 20, 2012 11:38 a.m.

maxrz says... #32

After a little more thought, I came to a conclusion: Don't drop below 20 mountains, I say drop it to 20, drop the Valakut, the Molten Pinnacle drop 2x Elemental Appeal , add in 2x Vexing Devil s, and add in 3 Ball Lightning .

You need a minimum of 20 to make sure that if need be, you can hit those 3 and 4 drop spells. As I said in my last post, Valakut just slows you down too. Elemental Appeal is a great card, but it is slightly overpriced because of the kicker cost. Ball Lightning gets you the same exact effect, but for 1 less mana and damage. Meaning an entire turn faster.

As a rule of thumb for a deck like this, don't drop below anything that is less than 2 damage for 1 mana unless you need the versatility of the card, hence Slagstorm .

So uh, yeah, I was also an idiot. Don't put in Browbeat , by the time you'd play it, you could've just done 9 damage instead.

Please seriously consider my first paragraph of this post. I feel like I am on to something here.

October 20, 2012 11:40 a.m.

maxrz says... #33

Sorry for post spamming, but what about infect? like, are you just gonna handle it like a normal deck or...? I have a U/G Modern infect deck that just won 5 out of 7 rounds against this deck :/ http://tappedout.net/mtg-decks/please-help-my-modern-infect-ug/

Like, I don't wanna sound mean or conceded, but playtesting is better than goldfishing and uh, yeah :/

October 20, 2012 12:11 p.m.

Sam_I_am says... #34

funny that you should have the art for Flamebreak , yet no actual Flamebreak at all to be seen. I think you might want to run Flamebreak instead of Slagstorm , (and in the sideboard for that matter)

I'm not entirely sure how Thunderous Wrath or Quest for Pure Flame will play out, but at first glance they appear to be dead some of the time.

if Quest for Pure Flame is the first card that you play, then it doesn't pay for what say... Lightning Bolt would have paid for until your 7th card, causing you to have done 24 damage instead of 21 if you did all 3-damage spells.

but again, you'll never know until you play it. so play your deck. You're not going to know for sure based solely on theory.

Searing Blaze is a good card, considering that it can kill a creature and bolt the player at the same time.

Price of Progress is mainboardable in most legacy formats, and it will probably net you 4-6 damage

I'd run 4 Goblin Guide definitely. He's the best card for a burn deck. I'd also run 2 more Vexing Devil .

I'd cut Valakut like a bad habit. Again, play your deck and see how it feels. coming in tapped is going to matter more than the burn will.

as good as Everlasting Torment seems, the current go-to card for that slot is Sulfuric Vortex .

some other cards to consider:

Rift Bolt

Grim Lavamancer

Hellspark Elemental

Keldon Marauders

I think thalt Reforge the Soul definitely belongs in your sideboard. It's more of a card for the long game.

October 22, 2012 12:15 p.m.

Corsmoo says... #35

Kiln Fiend is an excellent way to deal out massive damage after playing piles of removal on your opponent's board!

October 22, 2012 2:25 p.m.

Corsmoo says... #36

Kiln Fiend is an excellent way to deal out massive damage after playing piles of removal on your opponent's board!

October 22, 2012 2:25 p.m.

Corsmoo says... #37

Kiln Fiend is an excellent way to deal out massive damage after playing piles of removal on your opponent's board!

October 22, 2012 2:25 p.m.

Sam_I_am says... #38

Kiln Fiend is an excellent way to deal out massive damage after playing piles of removal on your opponent's board!

October 22, 2012 2:28 p.m.

Jamesxeri says... #39

October 22, 2012 3:01 p.m.

Jamesxeri says... #40

opps didnt see u had LB in ur instants sorry

October 22, 2012 3:02 p.m.

Braynedehd says... #41

Lava Spike > Flame Slash this is a burn deck, if they have no creatures left, Flame Slash becomes a dead card in your hand.

October 23, 2012 10:09 a.m.

PaperNinja says... #42

Wouldn't you want Chandra ablaze? Or is that too slow?

October 23, 2012 6:02 p.m.

I really do like this deck. The only thing that would make it better IMO is Disintegrate or similar X cost spells.

October 24, 2012 10:24 a.m.

I really do like this deck. The only thing that would make it better IMO is Disintegrate or similar X cost spells.

October 24, 2012 10:24 a.m.

Jamesxeri says... #45

or card:Red Sun's Zenith

October 24, 2012 10:56 a.m.

I would run Chandra Ablaze .... I think it could really help...

October 24, 2012 5:50 p.m.

BrennanMcCabe says... #47

What do you think of Price of Progress and Grim Lavamancer ? They are both very powerful cards in legacy. Price of Progress is usually for at least six to eight in a legacy game and Grim Lavamancer puts your already used burn spells to good use. I do like your deck. +1 from me.

October 25, 2012 1:24 a.m.

Rhadamanthus says... #48

The problem with Valakut, the Molten Pinnacle in this kind of deck is that the game should already have been over by the time you play Mountain #6, your 7th land. Unless you plan on playing long games or games with more than one opponent, Valakut is just going to be a land that enters the battlefield tapped with no benefit.

Regarding the fetchlands, the classic examination of fetchlands in mono-color decks is the following series of articles: Part 1, Part 2. Basically, they're only worth playing in mono-color if you find those tiny percentages/expectations appealing (I don't), or you're playing them alongside Brainstorm -like effects (which you don't have here). The fact that your deck plays Reforge the Soul does change things, but I don't know if it's enough to matter.

I really love your decks, but I usually don't feel intelligent enough to comment on them. Stay awesome.

October 25, 2012 5:15 p.m.

rayrand says... #49

October 25, 2012 11:40 p.m.

Verelen says... #50

I'm fairly new to legacy, and haven't ever played burn before, but I would consider Magma Jet in lieu of Reforge the Soul . The extra burn and speed on the spell would help with your deck's overall speed. Unless you cast it for its miracle cost, I just can't really see Reforge the Soul working fast enough to net you the win.

October 26, 2012 2:45 a.m.

theonyc says... #51

as much as i love the layout, it seems fairly slow, in legacy turn 5 is nothing, even in standard (a slower format) my friend can win turn 4. with reanimator and such, turn one victory's is possible. but i still think you should get a plus one because of the awesome layout.

October 27, 2012 12:06 p.m.

Solomon says... #52

Hello Everyone!

Thank you so very much for your wonderful suggestions! For this week's update, I carefully went through all of the comments posted under this topic as of October 31, 2012.

I have to say that I am very pleased with the advice given to me so far in the development of this deck. Without further ado, I would like to explain the changes incorporated into the creation of the third revision.

Change Log:

  • Removed 2x Valakut, the Molten Pinnacle
  • Upped number of Vexing Devil s from two to three
  • Upped number of Mountain s from twenty-one to twenty-two
  • Removed fetch lands from Maybeboard, after examining Rhadamanthus' suggested articles
Thank you so very much for the helpful suggestions that were submitted this week in the comment section. Rhadamanthus, I greatly appreciate the articles you linked me regarding the advantage of fetch lands in this deck. Because of your informative comment, I get to save a lot of money! :).

Sam_I_Am, thank you so much for placing your thoughts again into this deck. I will be running your suggestions, especially Rift Bolt , Searing Blaze , and Price of Progress , in my head over the next couple of updates. Your recommendation of placing Reforge the Soul in the sideboard struck me as particularly useful, but unfortunately I have yet to figure out how to make the necessary space available on my sideboard. I'd love to know how I could optimize its effectiveness so as to make room for more Vexing Devil s and Goblin Guide s.

Maxrz and Sam_I_Am, thank you so much for your suggestions on removing Valakut, the Molten Pinnacle . I have chosen to replace them with, according to Maxrz's suggestion, more copies of Vexing Devil . Corsmoo, Braynedehd, PaperNinja, ResurrectedSage, Jamesxeri, Human_Rogue_21, Brennan_McCabe, Rayrand, and Veleren, thank you so much for your recommendations of Chandra Ablaze , Price of Progress , Grim Lavamancer , Magma Jet , Guttersnipe , and Incinerate respectively. I will keep these recommendations all under close consideration for the next update.

Again, thank you all so very much for your thoughtful comments! I thank you for all of your valuable suggestions. As I am still relatively new to Magic the Gathering, I would indeed greatly appreciate any suggestions and/or constructive criticism that you may have to offer.

November 1, 2012 12:53 a.m.

atrasicarius says... #53

Personally, Repercussion is one of my all time favorite cards, but it might be a bit too comboish for this deck.

November 1, 2012 1:37 a.m.

vv24rox says... #54

hey guys i made a goblin burn deck that i would really like some feedback/suggestions on: insane goblins

November 1, 2012 10:48 p.m.

Blitzer says... #55

I think there's too many gimmicks like Quest for Pure Flame and Elemental Appeal . Preferably, Legacy Red burn goes for the throat.

Here's a primer.

November 3, 2012 1:45 a.m.

clausses says... #56

Mizzium Mortars and Shrine of Burning Rage would be amazing in this deck.

November 7, 2012 8:15 p.m.

cartwheelnurd says... #57

no, tey would not. Mizzium Mortars is only dealing damage to creatures. Shrine of Burning Rage is too slow. You want to kill by turn 4. If you get into the long game, your shrine will get destroyed or Stifle d and you will lose anyway.

November 7, 2012 8:18 p.m.

Morfilian says... #58

Hey Solo, i really appreciate looking at this deck, not only does it look awesome, but the time and effort you've put into replying to comments and considering suggestions, wow man, just amazing. I really look forward to see any further progress with the deck.

+1 from me, keep up the good work! :)

November 8, 2012 4:53 p.m.

AlexOAwesome says... #59

I'm wondering why 22 lands?

November 14, 2012 2:12 a.m.

theonyc says... #60

needs fetch lands

November 14, 2012 7:19 p.m.

Jamesxeri says... #61

November 15, 2012 11:23 a.m.

Solomon says... #62

Hello Everyone!

I sincerely apologize for not updating this week.

I've been swamped with midterms and schoolwork, so I will most likely update this next Friday!

As we are approaching the final revision of this deck, I want to thank you guys so much for your suggestions and patience in helping it improve and develop!

Again, I'm so sorry for not being able to bring you all an update this week, but please look forward to the next revision looking to come out next Friday!

I thank you for all of your valuable suggestions. As I am still relatively new to Magic the Gathering, I would indeed greatly appreciate any suggestions and/or constructive criticism that you may have to offer.

November 16, 2012 9:36 p.m.

Mkorb says... #63

exquiste article and deckbuild. +1 isn't enough.

November 24, 2012 11:50 a.m.

miracleHat says... #64

quick question, how many times do you find yourself having 4 mana for the Elemental Appeal . do you think that Shock might work?

November 24, 2012 11:52 a.m.

I would say that Ball Lightning could possibly be better than Elemental Appeal . It has a cheaper CMC (granted it deals 1 less damage), however in RDW and burn it's all about speed and gaining the most damage for the least amount of mana spent.

I would seriously consider Price of Progress as a mainboard card in lieu of Slagstorm . Many, MANY players play with non-basic lands, thus making Price of Progress on turn 4 into 8 damage for 2 mana... Slagstorm is more likely to be a dead card than Price of Progress , given the Legacy decklists.

November 25, 2012 12:20 a.m.

Solomon says... #66

Hello Everyone!

Thank you so very much for your wonderful suggestions! For this week's update, I carefully went through all of the comments posted under this topic as of November 24, 2012.

I have to say that I am very pleased with the advice given to me throughout the development of this deck. Without further ado, I would like to explain the changes incorporated into the creation of the deck's final revision.

Change Log:

  • Removed 4x Pyromancer Ascension from the maybeboard.Thank you so very much for the helpful suggestions that were submitted over the last couple of weeks in the comment section. As we reach the deck's final revision, I want to take a moment to thank everyone for your each and individual contributions to this deck's amazing turnout. To be honest, I did not expect nearly this much success in feedback and audience participation when I first premiered this deck idea a month ago.Again, thanks for all of the thoughtful comments! As I am still relatively new to Magic the Gathering, I would very much appreciate any further suggestions and/or constructive criticism that you may have to offer.
November 28, 2012 1:25 p.m.

maxrz says... #67

I really think you should swap Elemental Appeal for Ball Lightning. It's faster.

December 7, 2012 1:30 a.m.

MagnaLynx21 says... #68

Volcanic Fallout is leagues better than Slagstorm .

Rain of Gore is much better than Everlasting Torment and is worth splashing black for. Then of course you can go the route of Bump in the Night as Lava Spike s five through eight.

You could still go bigger and use the life gain hate provided by Sulfuric Vortex , which is probably the most relevant.

December 13, 2012 9:55 a.m.

Rhadamanthus says... #69

I think the most important part of Everlasting Torment (and the reason it's in this deck) is the "damage can't be prevented" ability, as it fights Protection.

December 13, 2012 11:03 a.m.

warper says... #70

Ball Lightning is a creature where as Elemental Appeal is a spell, after reading the description I go for spell at the expense of mana.

December 17, 2012 12:26 p.m.

Kol24 says... #71

nice, +1 from me, but check my burn deck out: Let There Be Lightning!

March 15, 2013 8:08 p.m.

Kol24 says... #72

5 matches between ours, and all were ties.

March 15, 2013 8:09 p.m.

Kol24 says... #73

Only suggestion is to replace Elemental Appeal.One Mogg Fanatic sac and it was toast even if I kicked it.

March 15, 2013 8:13 p.m.

Kol24 says... #74

but all you have to do is drop in the Cursed Totems from the sideboard and your set

March 15, 2013 8:21 p.m.

Gatherix says... #75

Too slow for Legacy gameplay - replace with faster burn.

April 9, 2013 12:58 a.m.

colin13 says... #76

Maybe Young Pyromancer ? Check out my Goblin-Burn Deck: Goblins (Please Help)

September 20, 2013 4:38 p.m.

Busse says... #77

I liked it, very... burn-y. What turn can you win in? I designed *Luxuria, it can hit for 20+ in the 3rd turn using Kiln Fiend . Cheers, I'll give you +1 points.

October 7, 2013 10 a.m.

ninjaking92 says... #78

VERY VERY rarely do I endorse someones deck...This is unspeakably awesome.

November 30, 2013 12:25 a.m.

ninjaking92 says... #79

I am wondering a few things though. I find 22 lands to be a rather odd number and a bit mana heavy. What is the purpose of these 2 extra lands? Another thing I have noticed is that you have a Leyline of the Void but nothing producing black mana which makes it dependant on having it in your opening hand. Have you considered putting in something like Dragonskull Summit in here so that if you do choose to use Leyline of the Void that you will have mana to play it if its not in your opening hand?

November 30, 2013 1:25 a.m.

Gatherix says... #80

My following comment only applies if you're looking to make a competitive-level Legacy burn deck. If you're playing in a more relaxed or casual setting (i.e. where fun is a bigger objective than winning, which I think it should be anyway), by all means continue with your current deck, for it probably is more fun than what I'm about to suggest.

The purpose of a burn deck in Legacy is to deal a lethal amount of direct damage as fast as possible; speed is how you win. Any card that isn't the fastest, isn't efficient, doesn't directly help achieve the goal, or isn't helpful in every possible circumstance shouldn't be in the deck. That includes:

~ Elemental Appeal - Hurts an opening hand with such a high mana cost, is very inefficient since some damage may not go through, vulnerable to removal, and you should be winning on turn 4 anyway

~ Quest for Pure Flame - Very slow and inefficient. At absolute best it can be activated on turn 3 (and playing it on turn 1 is silly since it's not dealing damage), and even then likely won't add much damage since you're playing burn spells instead of holding them in your hand. Another 3 or 4 damage burn spell is faster and more reliable, and often deals just as much damage.

~ Slagstorm - 3 mana for 3 damage is grossly inefficient, and you should never be using a burn spell to kill creatures unless it's absolutely necessary. Ensnaring Bridge usually better protects you from damage at the same cost.

~ Reforge the Soul - Isn't dealing damage, hurts an opening opening hand (another 3 or 4 damage lost)

~ Apocalypse - Slow

~ Cursed Totem - Waste of a card slot, but if you must stick with the cheaper Pithing Needle so you can spend as much mana as possible on burn

~ Grafdigger's Cage /Leyline of the Void /Thran Foundry - If you need graveyard hate Tormod's Crypt achieves the same thing at a cheaper cost.

~ Shattering Spree - Smash to Smithereens does the same thing but adds 3 damage for only one more mana, and at instant speed. Combining burn with extra card functionality is much better than replacing a burn card slot outright.

~ Ensnaring Bridge typically does a better job than Smoke , but if your local meta calls for it the latter works well.

~ Vexing Devil , while very efficient, is also very unreliable. If he never hits for 4 (or doesn't in the first couple turns), then you've effectively lost 3 or 4 points of damage. He has the best chance of succeeding if you play him on turn one, which is a poor move if you also have a Goblin Guide in your opening hand. Play him later, though, and he often doesn't hit. I'd recommend against him.

~ Thunderous Wrath , similar to Vexing Devil , involves some risk. Having one in your opening hand is brutal. Of course, in all other circumstances it's an extremely efficient spell at 5 direct-damage for 1. Whether or not you take the gamble is up to you, but if you take it don't play four; two seems appropriate.

Now for cards to add...

~ Up Flame Rift to four copies; 4 damage for two mana is a deal to capitalize on.

~ Price of Progress can be absolutely devastating in Legacy, since most lands are unbasic. You can usually hit for 4 to 8 damage at only two mana, an amazing deal.

~ Sulfuric Vortex isn't one of my favorites, but fills Everlasting Torment 's slot nicely by doing much of the same thing but also 2 damage per turn, and at the same cost. Unless you need the extra ability of the latter in your local meta, I'd recommend the Vortex instead.

~ Up the Goblin Guide s to four. The earlier to draw it the better, so having anything less than four hurts your odds and makes it a worse draw.

~ Rift Bolt is another 3 damage for one mana, and topdecks later don't need to suspend it.

~ Searing Blaze makes a nice sideboard option against creature-heavy decks, though being unreliable is a risky choice.

~ A lot of burn decks like to run Grim Lavamancer - It is vulnerable to removable, but turns every 2 spells into another 2 damage; turning your spent fuel of ~6 cards into another 6 damage is a great deal, and it keeps your deck running even after you begin topdecking (and by then your opponent should be almost dead anyway)

~ Hellspark Elemental is occasionally used.

~ I've known people to run Browbeat , which basically gives you more juice in at the cost of a turn. It's circumstantial and a little slower; up to you on this one, given whatever your local meta is.

~ If you're going to stick with what you have and prefer to be on the slower side, consider Hammer of Bogardan

In correspondence with the suggested changes, your land count doesn't need to be as high - most of your cards work off of two mana or less, and considering all the one-drops I'd prefer a one-mana hand over a three-mana hand.

November 30, 2013 11:15 a.m.

I second Gatherix's comment. I run 19 lands in Crimson and Ash and it does quite well. I also run a few Barbarian Ring for some extra damage late game. It does have some anti-synergy with Fireblast and Grim Lavamancer , plus can ding you for a few life points alongside Price of Progress , but a Shock in a land slot is quite useful.

November 30, 2013 1:53 p.m.

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$107.63 $154.89 $310.77
Date added 1 year
Last updated 10 months
Legal formats Commander / EDH, Legacy, Vintage
Cards 60
Avg. CMC 2.58
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Top rank #1 on 2012-10-18

Last update 10 months ago

+1 Grafdigger's Cage side
+1 Leyline of the Void side
+1 Nihil Spellbomb acquire
-1 Nihil Spellbomb side
-1 Relic of Progenitus side

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