Book Burning

Book Burning

Sorcery

Any player may have Book Burning deal 6 damage to him or her. If no one does, put the top six cards of target player's library into his or her graveyard.

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Set Rarity
Judgment (JUD) Common

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Legality

Format Legality
Canadian Highlander Legal
Vintage Legal
1v1 Commander Legal
Pauper EDH Legal
Penny Dreadful Legal
Noble Legal
Casual Legal
Leviathan Legal
Tiny Leaders Legal
Oathbreaker Legal
Highlander Legal
Pauper Legal
Magic Duels Legal
2019-10-04 Legal
Legacy Legal
Duel Commander Legal
Commander / EDH Legal
Unformat Legal

Book Burning Discussion

Rhadamanthus on Book Burning, what do they ...

9 months ago

That first line break in the card's text and the less than ideal phrasing caused a lot of confusion back when it was first printed, and I'm not surprised to hear they're still confusing people today. The current Oracle text is re-worded to be a bit clearer:

"Any player may have Book Burning deal 6 damage to him or her. If no one does, put the top six cards of target player's library into his or her graveyard."

It just asks if anyone wants to be dealt 6 damage by the Book Burning spell on the stack, and if no one does then the targeted player will get milled for 6.

Caerwyn on Book Burning, what do they ...

9 months ago

You are misreading the card--the Book Burning referenced in the card's rules text is itself.

So, just to walk through how it works:

  1. Player A casts Book Burning .

  2. Book Burning resolves, so you are going to do what the card says to do.

  3. Player A and B (and C, D, E, F, etc. if multiplayer, with each player having the choice in order) can choose to have the resolving copy of Book Burning deal 6 damage to them. I'm guessing Player A will rarely want to take 6 damage from their own spell, but the rules text does allow that.

  4. If no player takes the 6 damage, then the target player puts the top 6 cards of their library into their graveyard.

  5. If one player takes the 6 damage, then there is no additional effect.

Spell_Slam on Wildland Fire

10 months ago

Cool idea for a deck! I think you could try to build around your commander even more.

In your mana base, a very easy inclusion would be all the cycling lands. Desert of the Fervent , Desert of the Indomitable, Tranquil Thicket , Slippery Karst and Smoldering Crater are great for Gruul decks to have anyways because of the lack of card draw and they work super well with your commander.

All the Dredge stuff would be great in the deck. You already have Brownscale, but you could use Shenanigans (there's always a target), Moldervine Cloak and Greater Mossdog all give you consistent action in the late game that will also power up your damage.

There are tons of self-mill cards that are worth running for card advantage. Lead the Stampede , Beast Hunt , Benefaction of Rhonas , Commune with the Gods , Kruphix's Insight , Scout the Borders all work at varying degrees of efficiency. If you ran a few more enchantments (which wouldn't be hard to do), this could actually be a great way to stock your graveyard and give you tons of action throughout the game.

With that in mind, almost every Flashback card is probably worth running. Same goes with Retrace and Jump-Start. These will give you so many options over the course of the game and be an extension to your hand.

Book Burning Targeting yourself is a pretty good way to stock the graveyard quickly, unless an opponent wants to take 6, which is also nice.

Chainflinger is decent in PDH and would fit nicely in a deck like yours.

Firebolt is very good in general and gets even better if you're milling it into your graveyard.

Fortitude can make a big creature a bigger problem and feed your graveyard lands.

Mother Bear seems like a good fit, like most cards that generate value in the graveyard.

Elven Cache is a great card to have in green PDH. It doesn't cost you a draw like Reclaim does, which justifies the mana cost, in my opinion.

Is Renewal to janky? Cantripping and fixing your mana might not be worth 3 mana, but it does move your gameplan forward somewhat.

A lot of the cards in your maybeboard are cards I think you should actually play. Excavating Anurid is quite strong. A 5/5 vigilance that cantrips at almost no downside for you is really good. Igneous Elemental is comparable to Flametongue Kavu in many scenarios. All your burn and removal that requires sacrificing creatures or lands is also good for your game plan. Quicksand has no downside in your mana base.

In general, I think having more creature-based ramp might be better than sorcery or artifact ones, unless they sac lands. Rampant Growth, Land Grant, Search for Tomorrow, Renegade Map and Armillary Sphere seem like they would be stronger as mana dorks. Zhur-Taa Druid and Silhana Starfletcher are both cards that do a lot of work in PDH, plus all the typical 1-mana ramp creatures in Green.

Otherwise, I think Diligent Farmhand and Muscle Burst is cute, but not very effective overall.

Relic of Progenitus is powerful, but very risky for you. Something like Night Soil could be a stronger choice, or just plain old Tormod's Crypt .

Chain Lightning and Lightning Bolt are oddly enough not impactful enough to play in PDH, in my opinion. I would vastly prefer Staggershock over either one for the better damage output or card advantage potential. These could be easy subsitutes for some of your maybeboard spells.

A lot of your creatures are aggressive, but not enough to really be pertinent in a game with 30-40 life (depending on how you play). Borderland Marauder, Burning-Tree Emissary, Moldgraf Scavenger, Zectar Shrine Expedition and to a certain extent even Scythe Tiger could be better as more resilient, synergistic or more powerful threats that scale better with all the ramping you're doing. Something like Sprout Swarm is a classic game-winning card that is good across the entirety of the game and works well with sac effects you're running.

Last thing: I think you should run more lands. I get that you're trying to be low to the ground and aggressive, but running a low land count hurts you in a lot of ways. It makes less opening hands keepable, it restricts the breadth of finishers you can use, it lowers the efficiency of your commander and cards like Winding Way and can even result in you running out of basics to fetch in the mid-to-late game. I think 38-40 lands would be a more appropriate number.

Again, great idea for a deck and I'm looking forward to hearing more about how you do with it. Is it more for 1-on-1 play or multiplayer?

Technique_Student on It feels like burning

1 year ago

I forgot Flame Rift and Book Burning . I use Blur of Blades a lot and find it very useful. if you like STRONG BURN then go with Guttersnipe and Embermaw Hellion and any spell like Magma Jet , if you want small burn then go with Shock . for faster plays Bloodlust Inciter . Collateral Damage or Artillerize or Thud just Heat Shimmer . ( Mass Mutiny for fun.) good spells such as Reckless Abandon and Reversal of Fortune are just fun to play.

Chasmolinker on Erratic victory

2 years ago

Fair point. I saw the artwork for erratic explosion and for some reason Book Burning popped in my head.

Chasmolinker on Erratic victory

2 years ago

Does anyone play Book Burning in Pauper? I have only dabbled in the format but I used to run this card back in the day and loved it.

Naksu on Nova V2

2 years ago

Book Burning does exactly that, but without any way to abuse the milled cards, it's just a waste of 2 mana. I'm not sure if RDW has any grave interactions even.

octopimp on Nova V2

2 years ago

I haven't played this yet, so I'm not sure, but you're likely correct.

Lava Spike is pretty good, it's just a bit expensive. Actually it would double the price of this deck for a playset. I don't play pauper often enough to warrant that kind of expenditure.

As for Book Burning, unless I'm reading it wrong, your opponent either takes six damage or mills six.

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