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Hi planestalker here. This is my current casual burn deck. Most recent win was against a legacy Tourney Level Show and Tell Hive Mind deck. I'm using this account for only my real decks. All these decks I currently own and all the cards are real, no proxies, and I currently play these decks at local game stores. As I tear apart these decks for new decks I will remove them from this account. I also will try to keep a history of how they played against other decks.
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This deck needs work.. Lots of it. Spells are not solely how you win, its what lets you win by other means... In short: more creatures, less spells.
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Hi RaiderKorn, Please try drawing a few hands before you make a judgement about whether this deck needs more creatures. It has quite a few different ways to do over 20 points damage by turn 3. Even adding creatures like Ball Lightening and Elemental Spark don't really improve this deck. It really doesn't need many creatures due to spells like fireblast, shrapnel blast, and flame rift. Its main weakness is card draw. This could be fixed by addiing Wheel of Fortune, but I wanted the deck to be near Legacy Legal (its not Black Vise is banned) not Vintage legal. Typicial Gold Fish Play (I'm not saying a good player would play this way I'm just trying to demonstrate what this deck is capable of) turn 1 lay mountain goblin guide attack for two damage turn 2 lay mountain bolt opponent for 3 damage or to remove blocker and attack for 2 + goblin gernade for 5 damage total damage now 9 to 10 damage turn 3 lay great furnace shrapnel blast great furnace for 5 damage + bolt for 3 damage to opponent + sacrifce remaining lands Fireblast opponent for 4 damage for total damage of 21 to 22 damage which is more than likely game (of course if Firelast is countered you are in big trouble as you now have no lands in play)
Allow me to elaborate: I'd like to point out that there are 4 creatures in the entire deck. Consider the odds of you drawing one of them on turn one or in your opening hand. Consider, then, that the problem is compounded because you have goblin grenade in there as well. Given that there are 4 creatures in the deck and 4 more cards that can combo with Only those 4 creatures, wouldn't those 4 goblin grenades be better replaced with something like Stromkirk Nobles, which can actually ramp up to be a serious threat later game? Even if you didn't want to invest in those, why not something simple like Kiln fiends? They benefit from your turn 3 removal far more than guides. That moves me on to my next criticism. The deck does not scale up well enough as the game progresses. Your only creature is a 2/2. This deck would basically be beaten by turn 4 with a squadron hawk and a sword of war and peace (to which you have no artifact removal response) by turn 4. especially since the current meta includes creatures like Viridian emissaries and Solemn Simulacrums that provide benefits upon death.. Assuming even that the deck your facing isn't tournament quality, consider that since you're playing legacy there are other alternatives that easily repel your assault. Consider also that the Viridian Emissary is also a common card. Furthermore, your deck is completely crippled by anything pro-red when it doesn't have to be. Consider adding either shrines of burning rage or immolating souleaters or even moltensteel dragons since they are all budget friendly options that go a long way, That and they would scale up far better by turn 4 or 5 since you can simply sacrifice life to fuel your damage output. Lastly, the Goblin Guide's secondary effect can cause your opponent to ramp their mana faster than you. The guide is a double edged sword and its figuratively the only weapon in your arsenal. Is that a good idea? Putting it in turns: T1: Guide T2 Kiln fiend: Attack with Guide (most 1 drops will die to a goblin guide or it will die allowing you to use your kiln fiend effectively next turn. T3: (Any 3 removal spells for any creatures they've played) Kiln fiend is either a 7/2 or a 10/2 on turn 3 T4: 9-12 damage done: Repeat Turn 3 or if fiend is destroyed, play a Moltensteel Dragon T5: Any removal for flying blockers followed by attacking with the dragon and sacrificing life for a win.
Belay the bit about goblin grenade being a bad idea, I forgot about the Rebirths in there. I do think that your draws cannot guarantee combos like Artifacts and Rebirth since they both synergize only with each other and that the black vise is either needed or can be replaced with something like an ornithopter for a slightly more defensive approach (or memnites for an offensive one). I know this since my usual decks are goblins or red burn decks and it is usually not enough to have 8 artifacts for rebirth since you can use the artifacts for themselves as well. My usual combination for rebirth is either T1 memnite into rebirth or T1 Panic Spellbomb T2 Rebirth + {r} for a card draw. Failing that, Signal pests are included as well.
Hi RaiderKorn, Thanks for commenting. I appreciate all the effort you have made. I'm not sure if a causal deck is worth all that effort. Some of your earily points as you have already noted were off the mark . There are more than 4 creatures in the deck. Some of your points have some validity. For example "your draws cannot guarantee combos like Artifacts and Rebirth", but the odds are in my favor see explainaton below. Some suggestions I not even sure if it is possible to make the suggested improvements without radically altering the deck. For example how to handle Viridian Emissary, I don't know Disintegrate, Demon Fire, Magma Spray, Red Sun's Zenith are all possibilities. I guess I could add a few in sideboard but honestly I don't worry to overly much about ramp decks they typically start to go off around turn 4 or 5 and I hopefully will have the opponent dead by direct damage by then. Yes, you're right I can not guarantee combos, but as long as I mulligan for 2 land the deck seems to work pretty consistantly. Because of the odds of finding a combo or a fireblast is over 50% of the time. See explaination below. The deck is not completely crippled against protect red it does have Black Vise, but I think you have a point more artifact damage might be useful. Adding a few Cursed scrolls or Shrines of Burning Rage is a possibility, though I am doubtful that Shrines will improve the speed of this deck. Please trying playing the deck with the draw sample hand link. Test the deck. Most of your suggestions are about trying to make this deck into some thing its not meant to be a creature attack deck. This deck is all about killing by direct damage. There is very valid reason this deck has so few creatures and that these creatures are not meant to last long. I'm am trying to gain virtual card advantage by limiting the opponent's useful creature kill cards. Every creature kill card they can't use in their hand is kind of card advantage to me. Why should I care about blocking or attacking if 2 red mana can convert into 10 poiints damage with Goblin Gernade or 4 red mana can convert into 10 points damage with Shrapnel Blast? Because this deck is all about direct damage to opponent I really don't care about an opponent's protection red creatures if I can kill the opponent by turn 3 or 4 with direct damage (only a few creature decks can kill by turn 3 or 4) and this deck does typically makes enough blockers and burn to remove or slow most early creature threats. Now combo decks are hard to handle a Show and Telled Emrakul, the Aeons Torn is hard to stop in mainboard, but with a side board of basically 12 blue hate cards this deck does fine in the second game against many blue combo decks. If you look at my cards all my instants an sorceries and compare damage to mana cost it works out to and average of 2.36 damage (118 damage/50) per mana spent. So if I spend on average 6 mana per 3 turns on instants and sorceries I should do on average 14.16 damage by turn 3. Add some Black vise damage (3-4 damage) or a Goblin Guide or Kulthada Rebirth attack damage (2 points) and the deck can consistantly do around 16-17 points damage by turn 3 and if I get lucky and I draw a Fireblast or a needed combo piece by turn 3 (greater that 60.7% chance see explaination below) that normally is game over if opponent goldfishes and doesn't counter any of my spells. (4) 0 mana 4 damage (4) 1 mana 5 damage (8) 1 mana 3 damage (4) 2 mana 5 damage (4) 2 mana 4 damage (4) 2 mana 3 damage (2) 3 mana 5 damage draw a Fireblast over 3 turns. 4/60 + 4/59 + 4/58 = 20.3 % chance 2 card combo (Goblin Gernade + Goblin Guide, Goblin Gernade + Kulthada Rebirth, Shrapnel Blast + Black Vise + Shrapnel Blast + Great Furnace) about 10.1 % chance per combo = 40.4% chance of getting a combo thus total chance to get game ender card about 60.7% chance by turn 3 If my calculations are wrong please feel free to correct me I'm not a math major. To summarize, Your point about adding artifact damage is noted. I'll consider adding something, but it's hard to find anything as good as Black Vise for a low mana deck and that wlll not slow the deck down. Adding more creatures is unlikely unless it has haste, can't be countered, and is hexproof and can swing for more than three points damage. Thus adding Spark elemental is a slight possibility, but I'm not sure if its worth the loss of virtual card advantage this deck enjoys over decks that are heavy with instant creature removal. Again thanks for the challenge of your comments. Hope I've adequately addressed your concerns about the deck.