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NOTE: Set by owner when deck was made.
The biggest problem with burn decks is you will run out of cards before you can ever win. Check out cards like Browbeat and Dangerous Wager for extra draws. Also, having a static creature in there is gonna be nice. Either for blocking or a more consistent source to deal damage. Best case scenario for this deck is a hand full of one-drops off the play and that takes you to an empty hand and your opponent (unchallenged) at 2 life by turn 3. There's 30% chance the next card is a mountain. Straight burn relies too much on the draw and it's super easy to screw up their tempo. It's best to work in a backup plan.
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I do agree with rhkrs1. More consistent threats is what even mono red burn needs.Do like Monastery Swiftspear and Kiln Fiend. Ash Zealot is also one of my personal favorites.
If you can play Kiln Fiend turn 2.... Lightning Bolt, Artful Dodge and Assault Strobe make for a pretty fun turn 3. (but we're getting into two-color for that gorgeous combo). (And yes, that's 23 damage turn 3)Mono red, you might use your burn spells as multipliers and cast Fling on Kiln Fiend. It'll let you double down on hitting your opponent for 2's and 3's.
Winning with Assault Strobe is risky. Kiln Fiend does die to removal. Temur Battle Rage is a better option than needing Artful Dodge.Searing Blaze/Searing Blood should do the job of cleaning the path for attacking. That why I don't like the Elementals.Turn 2 Kiln Fiend into Turn 3 Searing Blaze and Lightning Bolt = 13damage without the need of any risky combo...