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Wizard's Aggro Burn v. 2.0

Standard Burn UR (Izzet)

rupertmarquez


Sideboard


Maybeboard


UPDATED DESCRIPTION: After some testing, and some timely suggestions from other members of this site, I've re-vamped the deck and changed it into a hopefully more competitive version of Wizard's Burn in Standard. The deck has gone through big changes, some more predictable than others, but this is the list that I've found the most success with (at the moment). This doesn't mean that the deck won't suffer further changes, or that suggestions will no longer be taken into consideration. It's quite the opposite, since a great deal of these changes came from suggestions made in regards to the deck. So, as always, I would immensely appreciate suggestions to keep making the deck better, and would be grateful of any upvotes!!

Now, for Wizard's Burn v. 2.0:

We are still keeping the Soul-Scar Mage as a 4-of for obvious reasons: It makes removal better, and is the most aggressive 1-drop this archetype offers. Also, to fill the 1-drop slot creature-wise, we keep the 4 copies of Ghitu Lavarunner to help keep a critical mass of cheap wizards in the deck, and a possible turn 2 Goblin Guide in Standard (that also enables a whole lot of other synergies) is not terrible to start applying pressure. We're also keeping the 4 Spellweaver Eternal mostly because of prowess and to have some wizards along the curve (also, the Afflict ability can come in handy on some scenarios, as it might change how people block our attacks).

The most important change comes as a 3-drop creature which is kind of the lord of wizards in this deck, Adeliz, the Cinder Wind. She wil be a 3-of in the deck only because of her mana cost, since we wouldn't want a 3-drop when we are stuck on 2 lands, but she needed to be included for her potential to close out the game the turn she comes online, or at the most, the turn after. Casting her with two other wizards on the battlefield, and 1 mana open is not utterly difficult to accomplish, and really devastating for the opposition when you cast any kind of non-creature spell.

Another important inclusion to the mainboard is a playset of Riddleform. This card is awesome as a way to trigger prowess while adding another threat to the board. It has flying, so putting blockers in front of it is not that simple of a matter, since some decks just don't have flyers. It doesn't die to Fight with Fire as easily, because it is a creature only when you want it to be. 3 toughness helps it escape the grasp of cards like Shock and Magma Spray, which made me suffer a lot with the past configuration.

A nice 1-of inclusion was Merfolk Trickster. It is a versatile creature that can offer outs to a lot of different, albeit specific, situations. Also, the opponent just doesn't expect a Flash creature out of the "spells" deck. Furthermore, the Merfolk Trickster is a wizard, which can make impossible plays possible at instant speed.

On the side of instants and sorceries, some changes have been made as well. We are still keeping 4 Shock, 4 Opt, 4 Wizard's Lightning and 4 Warlord’s Fury, but now, we cut 1 Lightning Strike and added 2 Crash Through. The addition of cantrips is to give the deck more fuel for the prowess abitlity at 1 mana, while not losing a card in the process. The 4th Lightning Strike was cut in favor of adding the 4 Riddleform, which I think is a good trade, since sources of recurring damage are hard to come by otherwise.

As far as the manabase goes, I cut the 2 Aether Hub in favor of an Island and one of the cantrips. The deck (a 20-land deck!) was flooding out on me more than I would like, so I thought that a cantrip would be better, since it can help find lands should the mana-screw problem arise, while helping the deck win if mana is not a concern.

Now, on to the sideboard...

The biggest change featured in the sideboard was an addition of 3 copies of Enigma Drake. This synergistic beater can help add threats to the deck against the more removal heavy decks. In this deck, the Enigma Drake can get huge pretty fast thanks to the cantrips and the cheap burn spells in the maindeck. The fact that, if unanswered, it can run away with the game is good enough for me (and 4 toughness helps a lot!).

As a nod to Chandra, Torch of Defiance and Glorybringer, we now have 1 copy of Chandra's Defeat to help avoid the situations the 2 aforementioned cards can put this deck in. It also just helps in beating out mono-red aggro in their race to spew out creatures ASAP. It is worthy of note that Chandra's Defeat + Soul-Scar Mage or Merfolk Trickster equals Hazoret the Fervent down.

To also help fight against removal, I added 2 copies of dive down , which are instants (so they don't break the deck too much when boarded in) that can save our important creatures and catch people by surprise. The additional toughness might not be so relevant, but having access to a blue Blossoming Defense is good.

The deck still features 2 copies of Abrade for artifact removal, and additional removal in general. We also have 1 Aether Meltdown against big blockers and 2 copies of Deep Freeze to answer problematic creatures like deck:The Scarab God, Hazoret the Fervent, Lyra Dawnbringer which can wreck our deck otherwise.

Our last 4 spots of the sideboard are dedicated to control and big mana strategies with 2 Negate and 2 Wizard's Retort. The advantage of having hard counters as well as situational ones is that they are a good card against control, INCLUDING their sideboard options, which is pretty sweet.

Well, that's all! Thank you for checking out the deck and hope that you like it!

Suggestions

Updates Add

I've been thinking hard on how the deck can surpass/answer things like Hazoret, the Fervent, The Scarab God (which wrecked me at a local tournament) and Lyra Dawnbringer... and after looking at cards from the format for some time I've found that the best candidates for the job are Deep Freeze, Aether Meltdown and in a more tempo-ey way, Unsummon. I've not been able to play a lot recently, but one of these three creatures seem to be in every important and meta deck right now. I've played against both Hazoret and Scarab God and both smacked me around when they entered the battlefield.

The argument for Aether Meltdown is that it can stop almost permanently a Hazoret or a Lyra for 2 mana AND at instant speed, but it doesn't deal with The Scarab God at all.

In favor of Deep Freeze, we have that it can answer all 3 of these creatures as cleanly as my deck allows it. The downside is that 3 mana sorcey-speed answers is definitely not where this deck wants to be.

Unsummon, although not a permanent answer to any of these creatures, is a 1 mana instant, which fits right in with the theme of the deck. And sometimes, one turn is all that the deck needs to go off and win. The downside is that sometimes variation betrays the deck with its inconsistent draws and Unsummon on a creature for a turn will not be enough to stabilize at all.

All 3 have things going on for them and there are situations where one of the 3 is clearly better than the other 2, but since I only have potentially 3 sideboard spaces to give to any combination of these cards, I'm not sure how to fill them. I'm currently leaning towards 2 Aether Meltdown and 1 Deep Freeze to round the sideboard out, since cards like Fight with Fire and Kari Zev's Expertise are not good enough to deal with these creatures specifically.

I will be waiting for any feedback or other suggestions you guys can provide me, thank you very much!

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Top Ranked
  • Achieved #31 position overall 5 years ago
Date added 5 years
Last updated 5 years
Legality

This deck is not Standard legal.

Rarity (main - side)

12 - 0 Rares

12 - 7 Uncommons

25 - 8 Commons

Cards 60
Avg. CMC 1.63
Folders decks budget, new ones, blues, deck'ai, Standard, Ideas for new decks, Izzet, izzet, Standard, Interesting Standard Decks
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