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When a MTG player drops a mixtape (Primer)

Legacy Aggro Burn Competitive Mono-Red Primer Red Deck Wins

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Sideboard


Maybeboard


Welcome to my Burn deck!

This is my Legacy Burn deck. I have been tuning and playing this list for the last several years with varying results. Burn does have its advantages and disadvantages, and it will definitely put in work in the right meta. If you want to learn more about the deck, read my primer below!

Doesn't Grim Lavamancer look like he's finna drop the hottest mixtape of 2019?


You should play burn if you like:

-An inexpensive Legacy deck. You can build versions of this deck for around $200 now that Goblin Guide has been reprinted. That's around the cost of a top tier standard deck, and this deck doesn't even rotate!

-A deck that is simple and straightforward to pilot and sideboard.

-Short match times. You can potentially win as early as turn 3, and I've spent upwards of 30+ minutes after matches scouting the rest of the room and seeing what everyone else is playing.

-Holding a unique position in the meta. This deck has a unique place in the metagame due to cards such as Eidolon of the Great Revel and Price of Progress . If your meta has lots of fair decks and you're a fan of preemptively attacking the metagame instead of just playing a pet deck all the time, this list might be for you.

-Turning powerful cards against your opponent. Cards like Fetchlands, Non-basic lands, Thoughtseize , Gitaxian Probe , and some others can help our gameplan just as much as it helps your opponent's at times. At GP Louisville I would tell my opponent they were doing the lord's work every time they cracked a fetchland or paid phyrexian mana and it was pretty humorous and entertaining for both my opponent and the players sitting next to me.

-Perfect color consistency. Being a mono-colored deck, you will never find yourself not having the correct colors to cast your spells. Since your manabase is all basic lands, you also become immune to Wasteland .


You shouldn't play burn if you don't like:

-Near-linear strategy. I don't consider piloting the deck to be 100% linear like many others perceive it to be, but there are definitely more complex decks to play in Legacy. Different strokes for different folks I guess!

-Not running Force of Will in your deck.

We do have some anti-combo tools especially after game 1, but if you don't like losing to turn 1 combo, and these blue cards are a must for you but you like the general gameplan of Burn, check out U/R delver instead!

-Having unwinnable matchups. There's a few decks that Burn simply cannot beat and while all but one are very fringe, if running into an unbeatable matchup bothers you, you should look elsewhere. Keep in mind most Legacy decks do have a few hard to beat or unwinnable matchups. This deck can also fold to the right hate cards.

-Not having any form of library manipulation or card draw. Burn can lose to itself through mana flooding when you have a low hand size, which is made worse by not having a draw or manipulation engine. If you play burn, you have to accept that sometimes you're just going to lose to bad luck. If you like running Brainstorm , see my suggestion above on looking at U/R delver.

-Playing control decks.

Why the hell are you even looking at this deck Mr. Control Player? You should have known this deck isn't for you before you scrolled down and started reading.




The idea behind Burn is to kill your opponent as quickly as possible with efficient damage spells. The cards run in burn represent consistency (when multiple cards lead to the same effect) and efficiency by squeezing the most possible damage out for the least possible mana, with 3 damage for 1 mana being the gold standard in this deck. In this section, I'll not only discuss the cards I personally run, but also discuss other cards that can be played in the deck as well. This is just my personal list after all, it's not the end-all-be-all authority on Legacy burn decks.


The Core (AKA one-mana spells)

These cards are mandatory 4-ofs, no exceptions or substitutions.

The core of the deck is virtually 16 copies of Lightning Bolt . Between Bolt, Chain Lightning , Rift Bolt , and Lava Spike , you have a ton of spells that deal 3 damage for one mana. These cards are non-negotiable due to their 3-damage-for-one-mana efficiency, their ability to hit players, and their usefulness while in topdeck mode.


2+ CMC support spells

The cards shown here are more flexible than the 1-drop spells. You can adjust the numbers in this configuration or even take out cards based on your meta or personal preferences.

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There is a very good argument to run a fetchless build and play Searing Blood instead, since most creatures that die to both are 2 toughness or less, and there's absolutely no problem with that, especially if you're on a budget. Personally I prefer blaze because it doesn't require the creature to die before it deals damage, so you can bounce damage off of bigger creatures if you need to. I've won games through playing Blaze on my opponent's Tarmogoyf or 20/20 Dark Depths token in the past, and while that's pretty anecdotal, I feel this card is much more flexible than Searing Blood in that regard.

Price of Progress is a pretty bipolar card. It's an absolute lynchpin in certain matchups if it resolves (most notably against Grixis Delver, Shardless BUG, and Lands), but potentially useless in other matchups (most notably the Burn mirror). Still, the vast majority of decks run a number of nonbasic lands, including mono-colored decks, and while you probably won't get to deal 6+ damage most of the time, dealing 4 damage for 2 mana, or even dealing 2 damage and gaining a prowess trigger for 2 mana is still not too bad, which is why we like drawing this bad boy pretty often.

I like to view Price as a hate card that gives the burn deck a unique position in the meta. We force opponents to play around it, either by making them dilute their mana base through fetching basics, or by forcing them to keep up Wasteland to destroy their own lands in response to Price. If our opponent doesn't have too much on board, I'm fine with them blowing up their own lands.

We generally don't like running 3CMC cards in this deck ( Rift Bolt doesn't count) due to our low land count and our general need for speed. Therefore, in order for a 3CMC spell to occupy a slot or 2 in our deck, it needs to be a game changer, and Sulfuric Vortex definitely is one. I'd approximate that I win 85% of games I get to resolve this spell. Blocking lifegain while having a recurring Shock every turn on a single card is huge.

Alternatively, Everlasting Torment could be an acceptable substitution for the vortex as your 3CMC game changer if you're worried about damage prevention effects shutting your deck down, but I believe those kinds of hate cards are fairly rare, and frankly I'd rather have the additional damage output that Vortex provides.

While Fireblast is a 6CMC card, we will almost never actually pay any mana to cast this card. 4 damage for free is always a nice finisher to end the game. Most lists run a full playset, but I personally opt to run 2 copies as I don't like having multiple copies of this card in my opening hand, nor do I like drawing more than 2 copies per game. You're not going to reasonably cast more than 2 per game anyway, and if you can, you're mana flooding so badly that you're going to lose the game anyway. Just a tip, if you're going to sacrifice untapped lands to cast this card, be sure to float the mana beforehand so you don't get ruined by a Daze or Spell Pierce .


Creatures

Because sometimes the best burn spells in the game just so happen to be creatures!

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Generally not even a creature as efficient as Tarmogoyf is good enough to be played in the deck. The efficiency of creatures is best realized in the early game. For example, a turn 1 Goblin Guide that is also unblocked on turn 2 represents 4 damage for 1 mana. In the same vein,

Another benefit of these creatures (and why we don't just simply run a creature-less spell deck) is the fact that damage is repeatable over the course of multiple turns. This generates huge virtual card advantage for us, as we do not have to spend cards to get extra damage out of our creatures.

Goblin Guide is easily the most efficient mono-red creature, having a 2/2 body for one mana combined with haste. The drawback is also rather irrelevant and can even benefit us at times, since it can tell us what card our opponents are about to draw next. I've personally been able to bait out a Force of Will and resolve a more important burn spell because of Guide's drawback.

While I believe it to be the second most efficient red creature in the game, Monastery Swiftspear does have the potential to output more damage than Guide at times with a big enough hand due to its prowess ability. If you open with Swiftspear on turn 1, then cast 2 burn spells on turn 2 and attack, Swiftspear has dealt 4 damage for 1 mana over the course of 2 turns. The 1/2 body does get a little awkward late-game, however, especially when you have no cards in hand.

While this card does not have haste, it can still deal damage to your opponent immediately, and does serve a very important purpose in the deck. If you've looked at a number of Legacy decklists like I have, you'll notice the vast majority of cards that get played in Legacy are 3cmc or less. Eidolon of the Great Revel is your absolute best turn 2 play especially if you're going first, as your opponent will have to either waste a counterspell, take damage to advance their board, or take 2 damage to remove Eidolon. I'm personally okay with Eidolon being removed immediately, as even though my creature essentially turned into an ineffecient 2 mana shock, my opponent had to use a card and mana that he/she now can't use on another creature I have on board. Also, if it's removed early in the game, my opponent most likely had to waste his/her turn removing it instead of advancing their board state.

This card is also very effective against combo decks like Storm and High Tide, as it prevents your opponents from comboing off without killing themselves. This card is what keeps burn competitive, even in the face of faster combo decks.

Grim Lavamancer happens to be an exception to the immediate damage rule due to its great late-game potential of essentially re-using cards from your graveyard and turning them into Shock s. If it lasts long enough to shake off the summoning sickness, the late-game value it has is tremendous. Because it's a late-game card and because drawing more than 2 of it becomes kind of clunky, however, I personally only run 2 in my deck.


Sideboard Cards

My general approach to sideboard construction with this deck is to run 4-6 different cards that either have broad applications in multiple different matchups, or hose decks that we have unfavorable matchups against. Since we are not running any tutors or library manipulation, I also generally like running no less than 2 copies of any given card, and I prefer running 3-4 copies. I'm not a big fan of singletons or a bunch of 2-ofs in the board since nothing sucks more than losing games 2 and 3 because you didn't draw your sideboard cards. With that said, not only am I going to discuss the cards I personally run in my deck, but I'll also discuss other completely valid sideboard inclusions in this section as well.

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General Gameplan

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Suggestions

Updates Add

I'm really excited for the launch of Modern Horizons this month, as it spells very good news for this deck! Why? The printing of the canopy lands, namely Sunbaked Canyon and Fiery Islet, give burn a way to draw extra cards in the late game while maintaining the spell to land ratio in the deck. These lands should hopefully go a long way to shore up one of Burn's biggest weaknesses as a deck. As soon as I acquire a playset, I'll try my best to get back into Legacy and grind more games.

Even though we have access to 8 of these cards in the main deck, I'm only going to playtest with 4 copies for now because of the lifeloss (yes, it does add up even though we should be a deck that doesn't really care about losing life here or there), and also because we can't sacrifice these lands to Fireblast. It's important to keep in mind, these lands are meant to be played on turn 4 and beyond when you're running low on your hand size and you might be starting to flood out, so make sure you adjust your early game plays accordingly as well. I will try to adjust the quantity according to my playtest results, but for now I'll just start off with a playset of Sunbaked canyon since not only is it the cheaper of the 2 lands, but also white affords players more options should they to splash for a few choice sideboard cards.

Good luck to all, and I hope to hear back from other people trying out the new lands as well.

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93% Casual

Competitive

Revision 30 See all

(4 years ago)

Top Ranked
  • Achieved #23 position overall 6 years ago
Date added 9 years
Last updated 4 years
Exclude colors WUBG
Legality

This deck is Legacy legal.

Rarity (main - side)

0 - 3 Mythic Rares

14 - 4 Rares

24 - 8 Uncommons

6 - 0 Commons

Cards 60
Avg. CMC 2.05
Folders Legacy Decks, Red Decks, Favorites, Legacy, cool decks, burn, Red, interesting decks, Red , Burn Compilation
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