[Idea] Burn
Posted: Thu May 02, 2013 11:14 pm
Hey, Guys. So, I've been messing around with a Boros burn list lately and it's been performing (albeit surprisingly) well. Here's the current deck I've been rocking (for what it's worth):
[deck]Creatures
4 Rakdos Cackler
4 Vexing Devil
4 Ash Zealot
4 Rakdos Shred-freak
4 Spark Trooper
Spells
4 Searing Spear
4 Flames of the Firebrand
4 Skullcrack
3 Thunderbolt
3 Boros Charm
Lands
2 Plains
4 Clifftop Retreat
4 Sacred Foundry
10 Mountains[/deck]
I went to an IQ three weekends ago with the first rendition of the list and went 2-0 (Esper control), 2-0 (American control), 2-0 (Naya Blitz), 1-2 (Naya Midrange), 1-2 (American Control), 1-2 (Aristocrats: Act II, my win and in), and although the 3-3 finish isn't good, the fact that my rough draft deck barely missed top eight was inspiring. Since then, I've modified the deck to its current form and took it to two 5-0 finishes at a competitive
FNM (9-1 and 9-1 in games each time), facing all top-tier decks. The idea is to net 4-6 damage out of the creatures and finish the opponent off with burn. I completely understand why Vexing Devil, Spark Trooper, and Skullcrack are bad, but they seem to work well together under this framework. All of my finishes are very close, often having to make unorthodox plays just to stay in the game. It almost always feels like the reins are slipping, and it makes for exciting Magic. For example,
The maindeck is suited to have spells that are (almost) equally good in all match-ups, and they can easily be substituted for more-appropriate answers in the sideboard. Flames of the Firebrand is amazing against the hyperaggressive decks and at least domes control players for three, whereas the more orthodox Boros Reckoner owns the aggro match-up, but ends up on top of your deck the whole game against control. Similarly, Spark Trooper is a gain 6 life spell against aggro (and can randomly win games/trade boards while doing so), or a double burn spell against a tapped-out control player (Supreme Verdict 2-for-1 most often).
I'd like to see if anyone has interest in this kind of deck and would help me fine-tune it for more-important-than-FNM events coming up. I understand that
creatures are where it's at and some guy placed in a competitive event with a 39 creature-21 land deck (no sideboard) to flaunt this, but I think that strategic implementation of spells (especially weak red ones) is still somewhat viable. I'm currently in the think-tank about going into black for curve-fillers (i.e., Deathrite Shaman and Bump in the Night at 1 CMC to fill in turns one and three). If I were to go tri-color, here'd be my take.
[deck]Creatures
2 Deathrite Shaman
4 Vexing Devil
4 Spike Jester
4 Spark Trooper
Spells
4 Bump in the Night
4 Searing Spear
4 Thunderbolt
4 Skullcrack
4 Boros Charm
4 Flames of the Firebrand
Lands (15 black, 14 white, 15 red)
4 Blood Crypt
4 Dragonskull Summit
4 Sacred Foundry
3 Clifftop Retreat
4 Godless Shrine
3 Isolated Chapel[/deck]
[deck]Creatures
4 Rakdos Cackler
4 Vexing Devil
4 Ash Zealot
4 Rakdos Shred-freak
4 Spark Trooper
Spells
4 Searing Spear
4 Flames of the Firebrand
4 Skullcrack
3 Thunderbolt
3 Boros Charm
Lands
2 Plains
4 Clifftop Retreat
4 Sacred Foundry
10 Mountains[/deck]
I went to an IQ three weekends ago with the first rendition of the list and went 2-0 (Esper control), 2-0 (American control), 2-0 (Naya Blitz), 1-2 (Naya Midrange), 1-2 (American Control), 1-2 (Aristocrats: Act II, my win and in), and although the 3-3 finish isn't good, the fact that my rough draft deck barely missed top eight was inspiring. Since then, I've modified the deck to its current form and took it to two 5-0 finishes at a competitive
FNM (9-1 and 9-1 in games each time), facing all top-tier decks. The idea is to net 4-6 damage out of the creatures and finish the opponent off with burn. I completely understand why Vexing Devil, Spark Trooper, and Skullcrack are bad, but they seem to work well together under this framework. All of my finishes are very close, often having to make unorthodox plays just to stay in the game. It almost always feels like the reins are slipping, and it makes for exciting Magic. For example,
I'd like to see if anyone has interest in this kind of deck and would help me fine-tune it for more-important-than-FNM events coming up. I understand that
creatures are where it's at and some guy placed in a competitive event with a 39 creature-21 land deck (no sideboard) to flaunt this, but I think that strategic implementation of spells (especially weak red ones) is still somewhat viable. I'm currently in the think-tank about going into black for curve-fillers (i.e., Deathrite Shaman and Bump in the Night at 1 CMC to fill in turns one and three). If I were to go tri-color, here'd be my take.
[deck]Creatures
2 Deathrite Shaman
4 Vexing Devil
4 Spike Jester
4 Spark Trooper
Spells
4 Bump in the Night
4 Searing Spear
4 Thunderbolt
4 Skullcrack
4 Boros Charm
4 Flames of the Firebrand
Lands (15 black, 14 white, 15 red)
4 Blood Crypt
4 Dragonskull Summit
4 Sacred Foundry
3 Clifftop Retreat
4 Godless Shrine
3 Isolated Chapel[/deck]