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Love the name lol. I believe it's best to play all the Faithless Looting s; it's the most consistent way to get spells in the gy. 1 or 2 Collective Brutality also seems like a must, probably in place of a Terminate and Risk Factor.

This is just a thought, but personally I'd lessen the amount of black in the deck (keep like 1 land for Angler and Brutality) and play more cantrips like Opt in the black removal spots and Thing in the Ice  Flip instead of Snapcaster. Thing makes up for less removal, more cantrips make for easier Pteramander activations, and it's less painful.

January 21, 2019 12:27 a.m.

Browbeat is in its own category, as it can't be called strictly burn or card advantage, while Light Up the Stage always gives you card advantage and is really good card advantage at that. Their effective cmcs are different as well (3 vs 1). The point is, just because a card is ever so slightly reminiscent of another card doesn't mean you can compare the two. And I firmly stand by the fact that it's a good card.

The inability to play Skewer the Critics on turn 1 is not a suitable justification for why it's worse; it does not matter which turn you play a burn spell by (within reason) as long as it is cheap and deals damage, as your goal is to get your opponent down to 0 as efficiently as possible (generally a cost:dmg ratio of 1:3). In regards to cost efficiency, Skewer the Critics and Rift Bolt are equal, as they both deal 3 damage for 1 mana. After this point, though, Skewer is superior than R. Bolt because it deals damage immediately. This is relevant in many common situations. If, for example, your opponent is at 6 health with a lethal board state and you have a Lightning Bolt in hand and 3 lands in play, a Skewer on top of your library would give you a win whereas a Rift Bolt topdeck would result in your untimely death. Of course, there are situations where you can't activate Spectacle and it's bad, but generally I believe Skewer the Critics to be better. Rift Bolt aside, I just remembered you have Shard Volley s in your deck, and I'm 93% certain that Skewer is better than that. It even dodges Chalice, unlike Shard Volley.

You say you're not afraid of graveyard decks, but have you seen the things Arclight Phoenix decks can do? They are able to easily outrace Burn with a good hand, and Dredge decks all play Creeping Chill now, which looks unassuming but can gain them 12 life in a game against Burn (though mono r doesn't actually have any way to deal with it).

I feel that the additional speed Guide/Swiftspear give you early on is far more important than the slightly (and may I stress the SLIGHTLY) higher probability of drawing direct damage that the two copies of Viashino Pyromancer give you. I'd also like to add that 8 cards do not make up a large percentage of a 60 card deck and that playing those 8 cards won't in any way result in a very high chance of not drawing direct damage when you need it.

January 21, 2019 12:15 a.m.

oh i accidentally posted without previewing the edits

why is that thing so big

January 18, 2019 11:18 p.m.

I don't think Light Up the Stage is as bad as or can really be compared to Browbeat . It's only a one mana investment that always draws you two cards (note that it lets you play those cards until the end of your next turn), which either directly gives you more burn or gets lands out of the way so you can draw more burn, while Browbeat is 3 mana for basically the same thing. If I had to compare the two, I'd say Light Up the Stage is far superior simply because it's cheap, which allows you to play spells after you cast it. That said, I wouldn't play more than like 2 of it for the same reasons I assume you wouldn't (cuz it doesn't do dmg), and even then it would be a tentative inclusion. I'd have to test it myself to see whether it's good or not.

I don't agree about Skewer the Critics . In the end, it's a Lightning Bolt , and Burn always wants as many of those as can possibly fit in the deck. You don't need to be bent on playing it on turn 3 after a 2 mana card, either. It's just as good as a turn 2 or 3 or 4 play after an L.Bolt/R.Bolt/F.Bolt/Spike, which if I may remind you occupy a greater proportion of the deck than Searing Blaze , Keldon Marauders , and Viashino Pyromancer . I'm not saying you should cut Vexing Devil in specific for it btw, I don't think the devil is a bad card. I do think Skewer is good enough to play over Rift Bolt though, and it's definitely better than Viashino Pyromancer .

Alright, so a simple argument against your argument against Goblin Guide and Monastery Swiftspear is the fact that literally everybody plays them rather than Vexing Devil , Viashino Pyromancer , and Keldon Marauders . Like, if you were to look up mono red burn decks online, you'd see that most all of them have playsets of Swiftspear and Goblin Guide, which suggests that they are better cards than what you're playing atm. Heck, even competitive Legacy decks play all 4 Swiftspear and Goblin Guide (in fact, I have yet to see one that doesn't play them). Cards like Keldon Marauders / Viashino Pyromancer only really appear in budget burn decks from what I've seen.

Here are some of my personal reasons for preferring Guide and Swiftspear:

  1. Goblin Guide and Monastery Swiftspear are 1 mana creatures, unlike Keldon Marauders and Viashino Pyromancer . Since their damage output is roughly equivalent when scaled up, this makes them better than both of those in my books.
  2. Both Guide and Swiftspear have haste, which means they are immediately useful no matter when you draw them.
  3. Guide and Swiftspear both have 2 toughness, which means most anything that your opponent can play on turn 1 won't be able to block them and kill them, unless they're playing above-curve creatures in terms of power (in which case you'd probably be playing the mirror match and they'd just attack you instead).
  4. They both essentially have 2 attack, which means most things that could block them early in the game will be killed, sometimes resulting in favorable 2-for-1's with Swiftspear. In addition, many decks that play creatures early on would rather keep them so they can carry out their own gameplan--for example, a Merfolk deck isn't going to trade off their Lord of Atlantis to kill your Goblin Guide , as their best shot at winning the match is by racing you.
  5. Monastery Swiftspear oftentimes goes unblocked because of the reason above and because of the threat of playing multiple spells at instant speed to create a favorable trade; that being so, it essentially says this: "Every burn spell you cast deals 1 additional damage." As you can imagine, that turns into a lot of extra damage. Add on to that the fact that it has haste, meaning it is immediately useful if drawn on turn 2-3 or later, makes it quite good.
  6. One of the two things that form the foundation of Burn decks is efficiency (the other is consistency); to combine the points above, Goblin Guide and Monastery Swiftspear are 1 mana, 2 power creatures that often get in for at least 2 damage; in comparison, Keldon Marauders and Viashino Pyromancer are 2 mana creatures that do the same. Let me run you through a little demonstration:

You're on the play and it's Turn 1. You play a Goblin Guide and attack for 2.

Turn 2, you attack for 2 and cast two Lightning Bolt s. Your opponent is at 10 life and you have spent 3 mana and played 3 cards to get them there.


You're on the play and it's Turn 1. You cast a Lightning Bolt and pass.

Turn 2, you play a Keldon Marauders or Viashino Pyromancer . You've spent 3 mana and played 2 cards, dealing a total of 4-5 damage.

So yeah. I'm not saying you should change your deck's creature base or anything, cuz it kinda defeats the point of posting a deck if it's just gonna be a copy of something online, but that's what I think. Btw, you said in your post that them being 1 cmc was a problem, and I don't really understand why. Lowering the curve is generally just better in every way when it comes to Burn imo; care to explain?

In regards to Slagstorm , you don't really need to be blocking things in the first place. Your opponent should be dead or close to it by the time they get to casting 6 toughness things (which is turn 3 at the soonest for most ramp decks). Also, it does deal damage to the opponent, though it's a 'choose one' card so you can't do both at the same time. To be honest, though, I don't think you need any sweepers at all in your deck, besides maybe Anger of the Gods since Dredge and Arclight Phoenix decks are all over the place. It's not like there are any go-wide creature decks that are faster than burn in modern, and as you said, killing your own creatures is kinda bad.

While we're on the topic, I noticed you needed some Tron/Scapeshift and graveyard hate in your sideboard. Molten Rain is great for Tron, and Tormod's Crypt and Relic of Progenitus are options for grave hate. Cards to deal with graveyards are especially important nowadays since gy decks have gotten a lot more popular recently, so I really suggest you play something for them.

Sorry for the long post, I spent too much time on this.

January 18, 2019 11:16 p.m.

Have you looked at any of the new cards from Ravnica Allegiance? Skewer the Critics and Light Up the Stage look like the two best ones for burn decks. Skewer the Critics in particular is better than Vexing Devil and Viashino Pyromancer . To tag on to what others have said above, they're suggesting you play some fetches for deck thinning (this isn't really all that relevant honestly) and so you can always have a landfall trigger for Searing Blaze . I don't think you need them when you're only running 2, though. Slagstorm is another option for a sb sweeper, it hits for 1 more than Volcanic Fallout which is a pretty big deal when you're a burn deck, and if you need to play sweepers you're probably not playing against an opponent who has counterspells.

Also, is there a reason you're not playing the traditional red burn creatures, like Monastery Swiftspear and Goblin Guide ?

January 17, 2019 9:40 p.m.

Said on All 3, Really? ......


I'd play it in the Joraga Treespeaker spots, it's the weakest card in the deck and they both function as ramp so the division of labor (so to speak) wouldn't be changed at all.

January 17, 2019 2 a.m.

Said on All 3, Really? ......


I really don't get your justification for not playing Utopia Sprawl . So what if it's used in a Stompy deck? That doesn't make it any less good as a ramp spell. In other words, just because a card makes you think of a certain type of deck doesn't mean it only works in that type of deck. Like, Lightning Bolt is Burn's best card, but it's also used as a removal spell in UR and Jeskai Control decks, which are on the opposite side of the spectrum.

Plus, with Utopia Sprawl, you can pull off the turn 5 Spawnsire win you wrote about in your description on turn 4 without having to play Harmonize to draw the rest of the cards you need.

Turn 1: Land, Arbor Elf

Turn 2: Land, Utopia Sprawl on untapped land, tap/untap/tap land to get 4 mana, Vernal Bloom

Turn 3: Land, you now have access to 10 mana (the land with Utopia Sprawl on it taps for 6 w/ Arbor Elf, the other two lands tap for 2 each) and 3 cards in hand assuming you went first. From here, there are a couple ways to get to 30 mana:

Turn 4: Draw a card (it'd have to be a Spawnsire or an Early Harvest if u had Spawnsire in hand) and then Spawnsire ftw!

If you went second the extra card would give you a lot more options for getting to 30 mana on turn 4, and I'm sure I missed a few routes up above.

But other than allowing the turn 4 win, Utopia Sprawl also just speeds everything else up a lot with Arbor Elf, letting you play 4 mana worth of ramp on turn 2 or a Prime Time on turn 3 (you don't even need any extra ramp to do that), and unlike Joraga Treespeaker , it is also untapped by Early Harvest . It might be worth testing some more untap land effects like Voyaging Satyr and Magus of the Candelabra (Magus especially seems neat; it's kind of like an extra Early Harvest).

Also, here's a Spawnsire of Ulamog deck I saw a while back (almost a couple years ago I think): (Note that it used both Utopia Sprawl and Fertile Ground to great effect). Idk if it helps at all, but it's nice to look at a different take on the same deck to get some ideas. There are also some G Devotion lists that make a ton of mana with Nykthos, Shrine to Nyx + Garruk Wildspeaker .

January 16, 2019 9:52 p.m.

Said on Oh boi, here ......


Past in Flames is a card you really need. I'd play it in the Chancellor spots.

January 13, 2019 7:55 p.m.

Said on ONE PUNCH Angel...


I think it would be better to play Hallowed Burial over Fumigate because it can get rid of Phoenixes and doesn't power up those 4cmc Drakes; some Anger of the Gods in place of Firespout / Radiant Flames to deal with recursive creatures is a must as well.

January 13, 2019 2:42 p.m.

Said on Kuldotha Whacked!...


Darksteel Citadel lets you play Rebirth without needing to sacrifice one of your creatures, which can add an extra 1-2 dmg next turn. Also once Ravnica Allegiance comes out Light Up the Stage could give the deck some extra mileage.

January 13, 2019 2:24 p.m.

There's also Serra Avenger . If you went into the advanced gatherer search and typed "only" and "cast" in as keywords in the rules text box, you could probably find all similar cards.

January 11, 2019 3:56 p.m.

Said on Decks for new ......


You're welcome. I just remembered that Tithe Taker was spoiled for Ravnica Allegiance, once the set releases and the price (hopefully) dies down a bit it would be a good replacement Thalia for the Humans deck. You'd probably play it over Consul's Lieutenant.

January 11, 2019 11:28 a.m.

Said on Transmogrifier...


Lodestone Golem could be worth playing in the deck. With all the 0 mana artifacts, Whir of Invention seems like it has a place here; it can search for Master Transmuter and you could fit in an Ensnaring Bridge to fetch out when you need it. Have you ever considered Platinum Emperion? It's great when you're behind and about to die and you can give it shroud with Lightning Greaves to make yourself nearly unkillable. I'd say it's better than Filigree Angel in most cases since it's harder to remove with burn.

Spire of Industry is probably better than City of Brass most of the time, by the way.

January 11, 2019 1:50 a.m.

Said on Decks for new ......


Alright, I finished a few decks over the last couple hours or so.

Humans: $15 Humans (Elite Inquisitors are for some spicy Vampire/Werewolf/Zombie hate)

Vampires: $15 Madness Vampires (Stromkirk Noble in place of Vampire Lacerator/Indulgent Aristocrat can be cool against the humans deck)

Here's a bonus Kor equipment deck I made for fun a while ago but never posted on tappedout: $15 Kor Equipment

I tried to make a decent zombies deck that fit within the budget but it's such a popular tribe that all the semi-good cards are over $1 each, which made it nigh impossible to make something good. If you're fine with pauper decks though, here's a zombie deck I made in that format: Suicide is occasionally the answer. It's like 10 bucks without the sideboard and can hold up pretty well against other non-competitive modern decks (and is really fun in multiplayer with Shepherd of Rot heheh).

If you don't mind using non-pauper legal cards, I suggest you make these edits:

The last two add $8ish to the price tag but with them the deck becomes more competitive and easier to play. That said, managing your life total is pretty fun if you enjoy a challenge, and chaining together Maggot Carriers with Ghoulcaller's Chant to hit the opponent for the last few points of damage is pretty satisfying. Do what you want with it.

January 10, 2019 11:27 p.m.

Said on Decks for new ......


Aw but I was able to find it for like $13... :(

Okay, sure. I'll probably get something made by tomorrow night.

January 10, 2019 12:30 a.m.

Said on Decks for new ......


You could also use some more of the "iconic" tribal decks there, people always love those. You have goblins and dragons which is good, but there's also Zombies, Vampires, maybe Merfolk (might be too expensive), U Faeries, Elves, Spirits (would have to use the less popular cards tho), and Slivers are the ones I can think of off the top of my head. It's probably pretty easy to find a few budget lists online but I can make some too if you'd like.

January 9, 2019 9:35 p.m.

Said on Decks for new ......


Oh, you're missing an affinity list. here: $15 Affinity

January 9, 2019 9:04 p.m.

Said on Decks for new ......


I noticed you don't have any Reanimator decks, so here's mine: $15 Flayer

Some mechanics might be a bit confusing for a beginner, but it could a good introduction to reanimator/graveyard decks once your friends start to know what they're doing.

January 8, 2019 10:13 p.m.

Said on Vampires On Top...


It looks pretty good, though I'd like to see some Kalastria Highborn in the sb. Aggro tribal decks like vampires and merfolk work much better with a lower curve imo, besides the occasional really strong cards like Vampire Nocturnus and Master of Waves that warrant some spots in the deck.

January 8, 2019 7:15 p.m.

Said on Vampires On Top...


Oh nooo keep the Bloodghasts in the main, they cost close to $20 for a reason. Personally I'd play the Gatekeepers in the sideboard or leave one Gatekeeper in so you can fetch it with Forerunner of the Legion. Removal is nice and all, but Bloodghast is one of the best cards in the deck.

January 7, 2019 9:09 p.m.




Arcane Training Grounds Combo

Modern hungry000


Faerie Rogue Tribal

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Flayer of the Hatebound Reanimator

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There Will Come Soft Rains ($30 Affinity)

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The Myth of the Horrors

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Suicide is occasionally the answer

Pauper hungry000



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ForceBraid Evolution

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Finished Decks 54
Prototype Decks 14
Drafts 0
Playing since Aether Revolt
Avg. deck rating 9.00
T/O Rank 81
Helper Rank 291
Favorite formats Modern
Good Card Suggestions 6
Last activity 2 days
Joined 1 year