A casual mutliplayer group burn deck.
This deck started because I thought Atarka's Command seemed like pretty good value town. Frankly, multiplayer burn hasn't historically been a particularly great strategy - burn wants cheap direct damage spells and even when this deck was first put together, there weren't any that hit each opponent for less than 3MV aside from Atarka's Command (which is largely why I saw it as value town). Nonetheless, this little brew has racked up it's fair share of wins since it first assembled. At the end of the night, when we agree to play "one more" and I'm not in the mood for a long, drawn out battle, this is the deck I go for because even if it doesn't win, it all but guarantees the game isn't going to last long. Now, with Boltwave from the recent Foundations set, we have what is probably the best group burn spell ever printed, and I think it's pushed this deck out of hail-mary status and into damn-near-viable territory. So without further ado, here's the plan:
In an ideal hand, we get 4xBoltwaves, a couple lands, and an Atarka's Command or Flame Rift. A hand like that will win the game pretty fast, or at least knock opponents down so far they'll kill each other off in a turn or two after they get rid of us. But if the game does go on a bit longer, this deck packs a little surprise in the form of Hostility. With that bad mamajama in play, against two opponents, a Flame Rift turns into 8x 3/1 Elemental Shaman with Haste, resulting in a possible 24 combat damage in addition to the 6 Hostility throws down on its own. If opponents are very unlucky, an Impact Tremors
will deal them each 8 damage before the Elemental Shaman even swing.
To supplement the primary and secondary strategies, we have a few utilities on hand - good ol' Harmoize refills our hand when we run low on burn spells. The perennial classic Fog helps make up for the lack of blocker. And we have Firebrand Archer to lay down a little extra damage and chump block a bit. We also have Chandra, Acolyte of Flame that grants us a couple "rebounds" the same turn she drops, effectively increasing the total number of group burn spells at our disposal while also serving as a distraction target for removal and creature attacks. While this deck doesn't care to deal with opponents' creatures much, End the Festivities knocks out most opponents' weenies, which can often not only slow them down, but even shut down combos that have 1/1 linchpins while also pinging opponents for 1. Finally, to round it out we have Lightning Bolt to handle spot removal (can't let opponents have any 'Birds, ya know) and possibly even finishing off opponents on the brink.