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Decks (Magic The Gathering) => Standard => Topic started by: bravado883 on March 25, 2012, 01:30:49 PM

Title: Burnination
Post by: bravado883 on March 25, 2012, 01:30:49 PM

Burnination

77 cards, 15 sideboard


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?
Title: Re: Burnination
Post by: CajunJynx on March 25, 2012, 02:38:27 PM
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....
Title: Re: Burnination
Post by: CajunJynx on March 25, 2012, 02:59:48 PM
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.
Title: Re: Burnination
Post by: CajunJynx on March 25, 2012, 03:05:43 PM
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.
Title: Re: Burnination
Post by: CajunJynx on March 25, 2012, 03:19:32 PM
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.
Title: Re: Burnination
Post by: CajunJynx on March 25, 2012, 03:27:45 PM
{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.
Title: Re: Burnination
Post by: 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.
Title: Re: Burnination
Post by: 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.
Title: Re: Burnination
Post by: CajunJynx on March 25, 2012, 04:14:49 PM
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.
Title: Re: Burnination
Post by: CajunJynx on March 25, 2012, 04:42:32 PM
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.