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My primary burn deck - I feel that it needs some advice on how to become more consisten/better... In the mirrormatch it's pretty okay, but I often lose (almost every time) to aggro. Any suggestions for improvements will be welcomed! Currently I'm considering: -2 Turn//burn, -1 divination and +3 Quest for pure flameI don't know if this will help make it faster, but i think so...I know fetchlands would help, but I'm trying to keep this cheap, which is also why I'm not adding Pyromancer Ascension instead of Quest for pure flame
Pretty straight forward! Use blue cards for planning/drawing. Idealy your opening hand will have 2 lands (one of each color), a guttersnipe or pyromancer and some burn spells aswell. Don't get greedy (meaning - saving your spells for "when you have pyromancer and guttersniper on the table at the same time"... It's much better to just play your turn, and do what damage you can. A play-guide/instruction for Magic-christmas-wonderland:T1: Play mtn. Turn. If opponent doesn't play a creature, target him with a lightning bolt if you have one.T2: Play another mtn. Respond to any creature opponent may have played by zapping it, preferably using a sorcery, saving your instants. If no creatures are on the opt's. side, you may choose to play a pyromancer if you have it. T3: Play young pyromancer if you haven't done so yet. Hopefully you've added another mana to your pool, if not it's all right. Either you have pyromancer down, and no mana, pyro down one mana up, or no pyromancer and two or three mana up. Consider your options in respons to what your opponent is doing. Let him play a creature without zapping it, and save your spells. If you have a Guttersniper, consider if this is your best move really is playing it, leaving you with no mana and pretty vulnerable. Consider waiting for opt. to attack, you have priority - play a spell - get the token from pyro, declare blockers and chump it with the token.T4: This should - I hope - be your very last land drop. If searing blaze is in your hand, play it - do not save it, hoping for benefitting more from it. Turn.Respond to what your opponent do - never let be sure when to attack, when you create tokens, and when you don't. Block with your tokens, and after you gain priority, sac one for your collateral - the token will still block, and collateral's drawback is not really a drawback, dealing 3 damage to your opponent, and creating another token...
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Feels like something is missing.... Oh, that's right, counter spells
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add x4 delver of secrets, spell pierce, mana leak. running collateral damage and stoke isn't all that great in modern, switch em out for electrolyze and forked bolts. divination and taigams scheming can be replaced with anticipate and think twice or gitaxian probe. these will still keep it budget but will make you more competitive
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