Ashes to Ashes, Dust to Dust | Modern Burn

Modern Kage-no-Raito

SCORE: 20 | 72 COMMENTS | 5271 VIEWS | IN 2 FOLDERS


First Modern Tournament —Jan. 31, 2015

Took this build to it's first modern tournament. I went 2-3 in rounds. Sadly, the deck didn't do as well as I had hoped. There were more midrange, control, tempo, and combo decks than I had thought. I expected mainly aggro decks but apparently, as reflected at the LGS I played, people moved toward the midrange Lingering Souls deck and Jeskai Tempo/Control due to the banning of Pod and the disappearance of the best midrange deck of the format. My sideboard was built mainly to handle aggro decks mainly infect, affinity, and burn. There were only two infect decks and two affinity decks at the tournament.

Round 1 vs G/B/W/U Lingering Souls: I played one of the many Lingering Souls deck at the tournament. Both games, I kept bad hands when I should have mulligan. The first game, too much mana. The second, stuck with one land. Facing, Siege Rhinos back to back didn't help.

Round 2 Bye due to the round 1 lost.

Round 3 vs G/B Midrange: I won handily in 2 games with Searing Blaze dealing with turn 2 Gof's.

Round 4 vs Mono-G Infect: This deck was fast. Even faster than burn. He ran several hexproof spells to protect his guys. Inkmoth Nexus was his all-star. Game 1, I killed his Noble Hierarch which prevent the 1 poison counter he needed to win. The next turn, I pulled his life down from 12 to 0. Game 2, I was hoping to play Eidolon of the Great Revel to burn him as he pumped and protected his creatures, but I had to mull my hand away due to having only 1 land. I kept a good hand next, but luck was on his side. The two times I swung with Goblin Guide, the trigger hit Inkmoths both times. Game 3, he won with only 1 life left. Two turns earlier, he redirected a bolt from himself to his Spellkite by shocking himself. That one point difference won him the game. If only I had Grim Lavamancer out earlier or if she had haste...

Round 4 vs Jeskai Control/Tempo: Lifegain was my worst enemy this game. Counter spells kept me at bay until he could stabilize. I always seemed to draw Skullcrack right after he played Spinx revelation or Lightning Helix. Game 3 I saw more creatures than burn which worked well against him until he removed them. I needed one player burn to win, but he redirected a Rift Bolt from himself to the Spellskite he played, letting him survive with 2 before he stabilized and killed me.

So I realize I really needed something to deal with Spellskite. I had Destructive Revelry but I only saw Spellskites game 3.

GlistenerAgent says... #1

Dangerous Wager and Reforge the Soul are not worth it in this deck. I'd rather play Bump in the Night or max out on other burn spells. Actually, here are the changes I would make:

-2 Dangerous Wager, -2 Shard Volley, -1 Reforge the Soul

+4 Bump in the Night, +1 Searing Blaze

Your metagame suggests that you will usually have a creature to hit with Blaze, and Bump is just another 3 for 1.

January 27, 2015 6:02 p.m.

Kage-no-Raito says... #2

I used to run it as Mardu with Bump in the Night but for some reason I had mana problems. What would you suggest for the manabase if I were to go back to Mardu? Would 2 Battlefield Forge and 2 Sulfurous Springs work well along with 2 of each shock? Though paining myself could be bad against aggro and mirror.

Oh also, after adding 4 Bumps, would Shard Volley not be worth bolts 17 and 18?

January 27, 2015 6:21 p.m.

GlistenerAgent says... #3

You're already playing a Blood Crypt, so the splash shouldn't be so hard. My manabase would be something like:

2 Blood Crypt, 2 Sacred Foundry, 1 Stomping Ground, 4 Mountain, 10 red fetchlands

Painlands are generally a worse choice than shocks + fetches.

As for Shard Volley, I'd never play the card. It should only be there if you have nothing else to play, and you do have other things to play. Searing Blaze is a better card.

January 27, 2015 6:24 p.m.

Kage-no-Raito says... #4

Sadly, I can't get two more fetches...that's dropping $60 on two cards if I try to get Arid Mesas. How about 1 of each painland or 1 of each checkland?

Searing Blaze is better...I'm just thinking that with 19 lands, I won't always hit that landfall trigger when I draw Blaze past turn 3.

January 27, 2015 6:42 p.m.

GlistenerAgent says... #5

The fetchlands make Searing Blaze better. Checklands should be fine, though.

January 27, 2015 6:56 p.m.

GlistenerAgent says... #6

To clarify: You can keep excess lands uncracked in case you draw Blaze. It's much like Groundswell in Infect.

January 27, 2015 6:57 p.m.