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mmm you could do better such as dropping the shocks for lightning bolts, the Zektar Shrine Expedtions for Goblin Guides, the Magma Phonex's for Hells thunder and 2 mountains for the burn land in Zendikar and perhaps drop one Pyromancers ascension and a burst lightning for 2 Ball Lightnings other that, nice try.
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lol i added shock by mistake it was supposed to be lightning bolt
i dont want to put anything from shards of alara because its about to go out im trying to make the deck standard
You absolutely need to run the goblin guides. Believe me when I tell you that the slight disadvantage of them maybe putting a land into their hand is way offset by the fact that you get to see what they're drawing. Personally, I would drop the phoenix. It costs too much. I agree with Zeny about the Hell's thunder. I would drop the zektar shrines for Quest for pure flame. I was iffy about that enchantment (QFPF) until I ran it in my deck. It performs really well with goblin guides. Turn 1, Goblin guide, swing for 2. Turn 2, 2nd goblin guide (preferrably) and a QFPF. 2nd turn you've hit them for 6 and have 2 out of 4 charges on the enchantment. I usually set mine off on turn 4 for lethal or near it. I don't know if you've had good experience with Pyro. A., but I tried running it and it slowed my deck down A LOT. I took them out entirely and have done considerably better. In summary: Nix the Phoenix, Pyromancer Ascensions, side board atleast two banefires, throw in the quest for pure flame, and goblin guides. Best of Luck!
ok cool barely use pyro but thx
I would drop punishing fire. the 2 cost for 2 just isn't worth it. Even with the buyback option. Drop two appeals for two more shrines. Try and get a hold of 4 arid mesa's and 4 scalding tarns. I know they are rather spendy, but they do two wonderful things: 1, they help the shrine go off on turn 3. I've had two shrines go off on turn 4 and spent RRR for ball lightning and swung for 22... with 2 7/1 tramples, a ball lightning, and a guide. Not sure I would go with 4 Banefires. It's a good finisher, but expensive burn in the beginning. I think 3 earthquakes would go in nicely. So drop 2 appeals and 1 banefire for 3 earthquakes. I'd drop all the punishing fires for hell's thunder. A lot of decks see you tap 3 and expect ball lightning and have thei disfigure or bolt ready, but a 4/4 flying, haste is harder to deal with. Plus the unearth is a good finisher late game. Sideboard in some unstable footing (for fog decks), 3 dragon's claw (for mirror match), act of treason (for baneslayer)... and the rest will be mostly up to you. Although shatter is good for eldrazi green. Hope this helps.
Forgot to mention the second thing the mesa and tarns do... they filter out land so you draw into less of it late game which is very, very important for burn decks. My hand is usually empty by turn 5 or 6 and top-decking land is awful if they aren't dead yet.
looks legit. ive found the quest for pure flames to be really annoying though. i would try replacing those with something. maybe valakut for fun or some more stable creatures. heck maybe even wall fo fire for some defense. i dont know. +1 though
ooo. hells thunder is a good card as well. i would replace your quests for those. just commenting again cuz i saw the other comments.