Counter Burn - Help

by wumbo39 on 31 May 2014

Main Deck (60 cards)

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Deck Description

I'm trying to make a casual counter burn deck for around $100. So far, this is what I have, and it puts me at about $60 for the cards that I don't have. Any suggestions to make the deck better would be greatly appreciated.

Deck Tags

  • counterburn help

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0260260

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Counter Burn - Help

Consider adding:
4 fire\\Ice
4 isochron scepter
Both of these cards help you keep card advantage, which can be very hard to maintain with a pure counter-burn deck. Because of this, it might be worth running something like windfall as well.

Lightning strike can be replaced with Incinerate, which is strictly better (and still cheap)

It'd probably be better to run Remand, Rune Snag, or Daze instead of Dissolve, that 1 cmc can win you the game.

Trickbind is amazing, worth sideboarding.

In R/U there's always the option of going with plinkers (Tims) too. Things like Razorfin Hunger and Gelectrode can be combined with Curiosity, Basilisk Collar, Freed from the Real, and Pemmin's Aura to be little kill engines on their own. Just something to consider, it would also help out your win-condition situation.

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Posted 01 June 2014 at 20:50

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Thanks for the post. I like the Gelectrode combo options, as well as the isochron scepter, but I 'm not quite sure what I would take out. Maybe Keranos? I just threw him in mainly because I pulled one and have it. I guess I could also take out one of the creature sets as well.

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Posted 02 June 2014 at 01:00

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Depending on what you want, I would start by removing 4 land, 3 spellheart, 1 keranos, and 4 Dissolve for 4x Scepter, 4x fire//ice, and 4x Rune Snag (or remand, but it's a little more $$) regardless of what you want to do with your creatures.

If you want to run Gelectrode, you're probably going to have to start to move a little further from counterburn, which tends to be more of a draw-go strategy. for these changes, i would remove the 2 lightning strike, 2 cyclonic rift, 4 guttersnipe, 4 pyromancer, for 4 razorfin, 4 gelectrode, 2 basilisk collars, and 2 pemmin's (this would be in conjunction with the changes above for the isochron)

alternatively, you could mix and match those changes.

When I made my counterburn-type deck: (http://www.mtgvault.com/vikingincarnate/decks/ur-isochron-guildmage/) I chose Izzet guildmage as my only real creature and paired with training grounds.

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Posted 02 June 2014 at 02:30

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While I originally was going for the counter burn, I do like how the Gelectrode/Razorfin route provides for more flavor to the deck, but it still keeps the general idea. I looked at your guildmage deck and read the comments. Would the Gelectrode route have the same problems in being too annoying/slow?

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Posted 02 June 2014 at 15:57

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No, probably not. Gelectrode + bonus enchantments or equipment would be undoubtedly more fun for all involved. One of the reasons that my deck has the "draw, wait, think, stare, say 'go,' repeat ad infinitum," problem is that I have to wait for training grounds, guildmage, and a damage spell in order to combo out and win. Adding in a little bit of control with a gelectrode will make the game much more enjoyable, as you can plink repeatedly when you cast spells, if you've got curiosity can draw, and so on. One of my roommates played a R-U 'plinker' deck (which is where I got the idea for the gelectrode and other excitement) that focused on indirect damage, and curiosity to feed Forbid as it's main counterspell. That deck was far more interactive than the R-U Guildmage permission deck that I ran.

And here's the plinker deck, rebuilt as best as I can from memory:
http://www.mtgvault.com/vikingincarnate/decks/ru-plinker/

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Posted 02 June 2014 at 17:26

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Awesome, seems like a fun deck, thanks for all your help.

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Posted 02 June 2014 at 21:38

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