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This deck is a work in progress, and suggestions are appreciated. I'm currently not using some cards due to price (such as Manamorphose), but plan to add them eventually. Also, I'm not familiar with most cards past 2014, so if I'm missing something that I should totally include, I'd appreciate it.Sideboard could use some help too.Tried this in tournament. Lost all four rounds, only won a single game. Was extremely close many times though.
This deck has very few lands and some deck thinning thanks to Street Wraith. I would recommend keeping any hand with one Mountain or more as long as you have a few 1-mana cards. If you have any Street Wraiths in hand, this also increases the viability of a one-land hand. Keeping with four or more lands in hand may be risky.On turn one, your first priority is casting Vexing Devil. If you cast him later, your opponent may have a way to deal with him, and thus he won't take the 4 damage. If you don't have Vexing Devil, next priority is Lava Spike or Rift Bolt. Then Lightning Bolt, since it's the most versatile. Grim Lavamancer should probably be saved for later, when you have some cards in your graveyard.You'll notice that the mana curve looks a little weird - not very many two drops. This is partly because Rift Bolt isn't usually a 3-drop, but it's also because turn 2 can often be used to cast two 1-mana spells. But if possible, go with Hellspark Elemental. If your opponent is open right now, he might not be forever, so go for it now.On turn 3, first priority is Ball Lightning if you have one and can get it through. If you don't have one but can unearth/cast a Hellspark and get it through, do this to maximize your card efficiency (they might not be useful later). Outside of creatures, Browbeat is the highest priority. Since Flame Javeline and Flames of the Blood Hand are more versatile, they should be saved for last if possible. Now would also be an appropriate time to cast Grim Lavamancer if you haven't already (and have nothing better to do).By turn 4, you should be low on spells, but may have a Reverberate on hand. If so, you can use it to double the effect of the next instant/sorcery you draw. If you make use of a suspended Rift Bolt, Reverberate could be used by turn 3.By now, your opponent should be dead or almost dead. Finish him off with whatever you can (Grim Lavamancer, whatever you draw, etc).In short, use creatures first if you can get them through. Then cast instants/sorceries from least to most versatile.
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I would add monastery swiftspear if I was making an update burn deck also change flames of the blood with skullcrack I would add eidolon of the great revel street wraith and finally I would add magma jet for a couple of browbeats.
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An opponent recommended Skullcrack too, and I already have some. I'll consider Magma Jet and Swiftspear. Eidelon looks a little dangerous, but maybe I'll sideboard it for decks that cast a lot of spells.
Oh, and I already have Street Wraiths
I might be blind, but I don't see any particular reasons for running 4 Street wraiths since the only upside for that mana cost is that you can cycle it for 2 life when necessary. I'd replace those 4 with 2 Guttersnipes and 2 Eidolons of the great revel, like suggested above...
The Street Wraiths are just for deck thinning, and are never actually cast. I'm essentially running a 56-card deck at the cost of a little life. It also gives some fuel to Grim Lavamancer. Does Guttersnipe see any serious play? Even back when I used him in Standard, I think he was too slow.
y, basically like othjer dudes have said, street wraith not that relevant in burn, i'd also would add swiftspear and goblin guide, and remove ur creatures that sacrifice at the end of turn, sure, theyre basically like playing a burn spell there, but they can be blocked and ur opponent will probably not have many other targets for their removal so they gonna use theyr removal on that, whereas burn spells cant be killed with removeal spell, onliy counterspel:) also a reason why i dont like vexing devil, if they dont take the 4 damage they will guaranteed just use removal spell like bolt or fatal push on it instantly, whereas a burn spell coulda guaranteed that damage
Covered it all
Ball Lightning has probably been one of the most effective cards in this deck, at least in my meta. In testing, my opponents tend to be tapped out from whatever they casted on turn 2 or 3, but of course it is occasionally rendered useless. I'll consider replacing Hellspark. This deck is semi-budget, so I'm going to avoid Goblin Guide for now.