23 {Mountain}
23 lands
2 {Chandra's Phoenix} 4 {Furnace Scamp} 2 {Stormblood Berserker} 4 {Goblin Arsonist} 4 {Goblin Fireslinger}
16 creatures
1 {Chandra, the Firebrand} 3 {Galvanic Blast} 4 {Goblin Grenade} 1 {Curse of Bloodletting} 3 {Incinerate} 2 {Brimstone Volley} 4 {Shrine of Burning Rage} 2 {Red Sun's Zenith} 3 {Arc Trail}
23 other spells
Sideboard
3 {Ratchet Bomb} 4 {Burn the Impure} 4 {Whipflare} 4 {Combust}
15 sideboard cards
Notes: Red smash?
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Ah, burn, my specialty!
Take out the {artilerize}, add two more {goblin grenades}, mainboard {arc trail}, 4x {combust} in your sideboard, standby for further advice....
Remove the {elixir of immortality} all together. {Galvatron} is a really neat card but you may be better served with {hellrider} or {Chandra, firebrand} as your expensive creature, figure that out in play testing.
If you are going to run {furnace scamp}'s, run 4. A scamp, two one drop goblins, two mountains, and two grenades make for an almost assure a win if that is your opening hand.
Not sure how well {galvanic blast} is going to help you as you would need almost all your shrines out to get the four, I would keep it in over shock though because hey, could happen.
{burn the impure} is great if there is a lot of infect in your meta, but with token and control {torpor orbs} would make a better choice, nothing like dropping an orb then watching a now neutered snapcaster hit the battlefield. I would throw in some {pit fiend}s or something for artifact hate.
I personally like {infernal plunge}ing my {goblin arsonist} after they attack for {Brimstone Volley} but my local players wises up and started {mana leak}ing the plunge. Hitting for seven on turn two and casting another one drop makes for pretty priceless looks.
{Inkmoth nexus}, switch it out for mountains if you have them. Great flying chump blockers and -1/-1 counters can bring a big hitter into easy burn range.
{Inkmoth nexus}, switch it out for mountains if you have them. Great flying chump blockers and -1/-1 counters can bring a big hitter into easy burn range.
Quote from: CajunJynx on March 25, 2012, 03:49:43 PM
{Inkmoth nexus}, switch it out for mountains if you have them. Great flying chump blockers and -1/-1 counters can bring a big hitter into easy burn range.
While it isn't mandatory, the nexus is a "why wouldn't you use it" card. Makes sense in a huge variety of decks.
Last suggestions, trim to 60 card main and 15 sideboard, the smaller the deck the more often key cards come out. You may want to drop the curse, I say that only because of mana cost. Hell, if it was cheaper on the mana curve, I would run four. Had them in one iteration of my burn deck, but when the infernal plunges left, it did too. Without some form of ramp, it remains a situational, if very potent card at best. Keep in mind people will sb in {witchbane orb} after round one if they use it. And the berserker is one of the best two drops red has in standard.