Quick Burn

by Apex217 on 20 October 2017

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

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Deck Description

Burn spells and cards to enhance them

Deck Tags

  • Mono Red
  • Burn
  • Fast

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,552 times.

Mana Curve

Mana Symbol Occurrence

000490

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Quick Burn

Deck sucks

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Posted 24 October 2017 at 20:03

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You have an odd mix of cards that don't mesh well together. Lava spike suggests a deck that is all early game. Or rather a more traditional red deck wins. But Charmbreaker devils, Fireball, and Balefire are late game cards. They belong in a different strategy.

I would narrow your focus.
Do you want to play red deck wins?
Do you want to mana ramp into x spells?
Do you want to play midrange/control and get to Charmbreaker devil?
Pick one and focus on that strategy.

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Posted 24 October 2017 at 20:37

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it actually works very well. the setup makes it so that if he cant win off of a fast/early game he can still maintain a decent midgame to clean up.

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Posted 24 October 2017 at 23:35

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The only way he will win the early game is with Kiln Fiend and a bunch of X spells casted at 0. His early game burn package is not enough to win the game on a consistent level. He then reaches a very weak mid game with very little interaction to deal with the opponents strategy. Sure he has burn. But it's not likely he can make x spells at -1 efficiency take out creatures of standard efficiency or more. (2 mana for a 2/2 is standard efficiency. 4 mana for 4 burn damage is standard efficiency). While waiting for enough lands too allow charmbreaker devils and his x spells to take over the game. Not only is he down on efficiency, but he has 20 mountains. It's extremely unlikely that he can land consistent land drops and have mana parity. Something he will need if he hopes to use x spells as removal consistently. Burn spells generally need to do more damage than their mana costs to be consistent removal options. Or at least add some other utility. Like the scry 2 off of magma jet. Because it's not likely your opponent will always play vanilla creatures. (Creatures with no abilities).

Best case scenario for the game is if he manages to use x spells at x=2 and 3 to eliminate threats while kiln fiend and guttersnipe do a ton of damage on their own off of triggers. But this plan relies on 1) your opponent having zero interaction and 2) Your x spells to work wonders at 2 and 3 mana. It's not likely to happen. 20 mountains says your pretty much all early game. Even in a super defensive deck it's hard to get 6 lands out from 20.

But, I am not here to be negative. I just want to give some decent advice and be helpful.

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Posted 25 October 2017 at 04:30

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Okay....
1: this deck is 4-0 right now. One of those games was against 3 other people. A mono blue control deck, a tricolor dragon deck (another deck on my profile), and a black/green deathtouch deck (also another deck on my profile). The cards I get are very consistent. In all but 1 game; i had 2 kiln fiends, 1 lightning bolt, a guttersnipe, and 3 lands for my opening hand. This hand is very ideal since it leads to huge burst damage especially in a multiple player game thanks to guttersnipe. But to be honest with you, this is my first burn only deck. I kind of just put as many asshole spells/creatures in as i could that I thought would be a good fit. This brings me to my second point.
2: What would YOU suggest I do to make this deck more viable for an early game win?

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Posted 25 October 2017 at 13:27

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If you want to focus on the early game. I would cut Charmbreaker Devils, x spells, and fork. And replace them with efficient burn spells. Considering that several hundred exist, I wont list all of them. Any burn spell that is stand efficiency or more. And look for options that give you utility. I'll list a couple just in case. Flame Slash, Spite of Mogis, Burst lightning, Magma jet, etc.

You mentioned you also play multiplayer? Which actually makes my suggestion quite bad. As fast burn is probably one of the worst strategies for multiplayer in general. If your going to play more multiplayer I would actually suggest going more mid to late game. A few more lands, maybe some thermo alchemist if you face some small creatures. And x spells are fine. But that makes cards like lava spike really bad. A few suggestions for the multyplayer route. Earthquake, Magmaquake, and similar cards keep the board clear while damaging all players. Bonfire of the damned tends to blowout people and their board. Meteor Blast deals 4 damage to x targets. Which actually become quite efficient and may be what your looking for. My favorite x spell is the incredibly versatile and efficient Comet Storm. But that takes time to become good.

Up to you if you want to focus your deck to one game type. I get the feeling your set up for versatility. So you can play 1v1 or FFA with your friends. Obviously that is great. You do lose something though for each game type when you try and set up for everything. Ultimately you know what you play, who you play against, and what you need to do to beat them.

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Posted 25 October 2017 at 14:53

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ball lightning needs to be in this

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Posted 25 October 2017 at 14:59

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I got you fam

1
Posted 25 October 2017 at 19:14

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