Posts Tagged ‘mono red burn’

This week in Magic: Side boarding with Naya Burn

GPT Vegas Plainville
 

Welcome back to another edition of “This week in Magic.” Last week we talked about the basics of Naya Burn and some expectations as I took it to a local GPT for Las Vegas. Sadly, I finished the day with a 3-2 record and just missed Top 8 by .5% point. I can’t be too upset considering how badly I felt I played all day. I felt that I played a little too loose and know I could have done better.

 

A prime example comes from my first match where I kept a hand of four lands and three spells. I was on the play, so I was already short action spells. My opponent was playing Esper and a turn one Kozilek and I was pretty much out of spells to cast by turn two. My best hands are anything with two lands and five spells or three lands and four spells. When I get the loose hands of four lands and three spells, I tend to mulligan them because there is not enough going on there. However, that first match had me keeping that exact hand. I knew I needed to play tighter if I wanted to have a chance.

 

My plays throughout the day is something we can save for another time. This week, I promised to tackle the options we have for side boarding. Once again, here is a quick rundown of my Naya Burn list.

 

Main board

4x Goblin Guide

4x Monastery Swiftspear

4x Eidolon of the Great Revel

2x Grim Lavamancer

4x Lightning Bolt

4x Lava Spike

3x Rift Bolt

2x Skullcrack

4x Boros Charm

4x Atarka’s Command

2x Lightning Helix

2x Shard Volley

2x Searing Blaze

 

3x Mountain

4x Scalding Tarn

4x Wooded Foothill

4x Bloodstained Mire

1x Stomping Ground

3x Sacred Foundry

 

Side board:

3x Destructive Revelry

1x Lightning Helix

2x Path to Exile

2x Deflecting Palm

2x Skull Crack

3x Molten Rain

2x Kor Firewalker

 

Versus Twin

-2 Searing Blaze, -2 Lightning Helix, -1 Shard Volley; +2 Path to Exile, +3 Destructive Revelry.

 

I’ve played against many twin matchups and I think this is a bit of a coin toss. Obviously during our first game, there is very little we can really do if our opponent has a Twin turn four. We either have enough burn in our hand to remove their Exarch or Mite, or we don’t. It’s as simple as that. Once we’ve boarded, the match stays a coin flip still. They tend to bring in a Spellskite or Batterskull, but the popular choice is to bring in more cheap counterspells such as Dispell or Spell Pierce.

 

In these situations, I like to bring in Destructive Revelry and Path to Exile. Destructive Revelry is our best defense against Batterskill and can conveniently destroy Spellskites. The one important thing they can destroy, though, are Splintertwins! There is almost no reason for a Twin player not to play Twin on turn four if they have the combo. It’s on us, the burn player to do something or lose.

 

Path to Exile is another great one-mana removal spell for us. More specifically, it’s there to remove the Exarch from play. One may think I’m over boarding a bit here because Destructive Revelry is good enough, but I like to have more options here. Path can also remove the insect token that Batterskull makes.

 

Versus Affinity

-2 Lightning Helix, -1 Shard Volley; +3 Destructive Revelry

 

Before I converted to Naya, this matchup was always in favor of Affinity. Some would argue it was more of a coin flip, but I tend to disagree. Since converting to Naya, we’ve gained more options and a bit more of a reach when it comes to fighting against the robot army.

 

One thing I’ve learned is that our creature package plays a big part in our match. Previous Mono Red builds relied more on their burn spells than anything else to do the damage. With no creatures in play, we allowed Affinity to run rampant all over us. However with almost a third of the deck being creatures, we have more defend ourselves with.

 

For our side board options we have the same choices we had with Twin. I like to bring in all of our copies of Destructive Revelry. If you read what the card does, then there is little explanation needed here, and we can get in two points of damage.

 

I also think Molten Rain is good option to run here as well. Their man-lands can do some serious damage to us if left unattended. Don’t forget, though, that Molten Rain can only hit their lands. As burn players we really need to be careful not to over board in these situations. If you feel Molten Rain is important, then go ahead and run them. Otherwise, you are still fine just running the Destructive Revelry.

 

Versus Naya Burn

-2 Shard Volley, -2 Lightning Helix; +2 Kor Firewalker, +2 Path to Exile

 

Kor Firewalker has become one of the most solid answers to anything Burn. So I like to assume that my opponent is going to be smart and bring in their copies of Kor Firewalkers. It’s because of this thinking process I like to bring in Path to Exile. The most important reason for this is because it’s our only way of dealing with the Pro Red creature.

 

So why did we take out the cards we took out? Out of the entire deck, I feel that Shard Volley is the weakest link. You can also see this because I’ve taken it out of every match, post-side board. As for the Lightning Helix. It’s actually one of the more “clunkier” spells in the deck. First of all, it’s one of only spells in the deck that requires us to pay two different colors in mana. Second of all, a lot of people get distracted by it’s life gaining abilities. I feel that this can cause people to be less aggressive with the spell. Playing a burn deck, you want to burn out your opponent before they can do it to you. Kor Firewalker on your side more than makes up for the fact you’re losing some life gaining abilities, but, in the end, are gaining stronger ones.

 

Well that’s it for now. Yes, your eyes are correct. We only covered three major opponents in this week’s article. However, if you have any questions regarding any other matchups, then feel free to leave a comment in the section below. Until next week…

 

About the author

Simeon is now the Community Manager for Battleground Games & Hobbies. If you have any questions or inquiries, then you can reach him at Sims@battlegroundgames.com. He is also an avid gamer who loves to play board games and video games. He graduated college with a degree in Political Science, and now serves the public by writing about games. You can check that out here. Don’t forget to “like” him on Facebook as well. It’ll update you on all of his newest content. Best of all, you can follow Simeon on Twitter (@SimeonCortezano) for some real time hilarity. Thanks for reading!

 

 

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This week in Magic: Back to Burn

searing blaze
 

It’s time for another installment of “This Week in Magic.” With the recent bannings in Modern, I’ve been having a tough time coming up with a deck I want to play. For a while, I was playing UR Delver like many other people, and like many, I had a very successful run with it. However, that is no longer the case and it’s almost like times have reverted back to pre-Khans of Tarkir periods with a a few exceptions.

 

First thing on the agenda is to figure out what I’m going to play. I don’t think it’s a terrible choice to go back to playing what I was playing before – Mono Red Burn. In fact, thanks to the recent bannings, it may have gotten better in a way. Before Treasure Cruise was removed from the picture, I had seen many Mono Red Burn lists forcing the card into the decklists. I tried it out myself. At that point, you might as well be playing UR Delver. However, without the Delver package, it had become a whole new beast. I felt it was trying to do too much.

 

Now that we know what we’re playing let’s take a look at a sample decklist.

 

Mono Red Burn
4 Goblin Guide
4 Eidolon of the Great Revel
4 Monastery Swiftspear
3 Grim Lavamancer

 

4 Lightning Bolt
4 Shard Volley
4 Lava Spike
4 Rift Bolt
4 Searing Blaze
4 Skull Crack
3 Flames of the Blood Hand

 

4 Wooded Foothills
4 Bloodstained Mire
9 Mountain
1 Stomping Ground

 

When it comes to Mono Red Burn, I want to burn you as fast as possible. With such a low mana curve, I don’t want to risk any chance of flooding. In this case, I will gladly go with an 18 land package. I feel that the eight fetchlands are self-explanatory. Not triggering the landfall on Searing Blaze is the worse thing that can happen to a Burn player. More importantly it helps fuel the fire for Grim Lavamancer.

 

Helping make sure that there is plenty of wood to burn for your Grim Lavamancer is very important because Affinity is sure to make a surge thanks to the recent bannings. Grim Lavamancer will be one of your keys to being successful on a consistent basis.

 

The biggest change from the list I ran at GP Boston last summer has to be the Monastery Swiftspear. Some would consider her to be better than the Goblin Guide. However, I say we take the best of both worlds and run them together. There is a catch though. When it comes to running the Swiftspear, I feel that it’s important to remember that it’s okay to swing with her as a 1/2. When you start pouring your instant spells into her just to make her bigger, you begin to put yourself at a disadvantage. If you have patience with her, she’ll take you a long way.

 

For the most part, the deck hasn’t really changed. We’ve added a creature to the list and cut down on one burn spell. Khans of Tarkir and Fate Reforged didn’t help us out either way. One thing you may have all been wondering about is why is there a long Stomping Ground? This is for the multiple copies of Destructive Revelry that will most likely go in the side board. Speaking of side board, let’s take a look at the rest of our possible side.

 

2 Blood Moon
2 Relic of Progenitus
2 Combust
2 Torpor Orb
4 Searing Blood
3 Destructive Revelry

 

Thanks to the bannings Junk is set to take the number one spot in Modern. A big reason is due to Siege Rhino. It was one of the biggest reasons why Birthing Pod began to get out of hand. There was a reason Birthing Pod changed it’s name to Rhino Pod.

 

I’m not going to get into too much detail here, but this side board is pretty versatile against different versions of Junk. Blood Moons are pretty good here, but are not completely necessary for the matchup. Keep in mind, though, we are dealing with a deck that is greedy when it comes to it’s mana. While it doesn’t need to, it wants to hit that third color. Combust will be one of our best removal spells against Siege Rhino. As for Torpor Orb, this is another card that is not necessary, but can still help the cause by stopping those Siege Rhino activations.

 

Surprisingly enough, Relic of Progenitus is a solid choice to bring in here. While Burn decks can typically outburn a Tarmogoyf, having a backup plan is still nice. Not to mention Scavenging Ooze could potentially be a problem. Relic can help make sure the graveyards are clear of any creatures. Once an Ooze gets going it can be a little hard to stop.

 

I feel Mono Red is poised to be one of the top decks, again, in Modern. Any deck that has a high chance to play a turn one fetchland, into an untapped shock land, followed by casting Thoughtseize is our best friend. Sadly, not everyone will be playing Junk. If Affinity makes a move for the top, that’s when Mono Red Burn players will have to be concerned. This has always been a coin flip in my experience. Nonetheless, have confidence in your play and you’ll be just fine.

 

Well that’s it for now. I hope you all enjoyed this week’s topic and if there is a specific topic you’d like me to cover, then let me know.

 

About the author

Simeon is now the Community Manager for Battleground Games & Hobbies. If you have any questions or inquiries, then you can reach him at Sims@battlegroundgames.com. He is also an avid gamer who loves to play board games and video games. He graduated college with a degree in Political Science, and now serves the public by writing about games. You can check that out here. Don’t forget to “like” him on Facebook as well. It’ll update you on all of his newest content. Best of all, you can follow Simeon on Twitter (@SimeonCortezano) for some real time hilarity. Thanks for reading!

Join the Battleground Games & Hobbies community forums!

Please don’t forget to check us out on Facebook and follow us on Twitter @battleground_gh!

 

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This week in Magic: Another second place finish

loss of the ring
 

Ever since GP Boston-Worcester, I’ve had the competitive bug. This past weekend were the TCG Modern State Championships. So, I decided to take my burn deck and try my hand at this. To be honest, I went into the tournament not knowing too much besides the format of the tournament. I didn’t even know what I was playing for. I guess, in a way, this is a good thing. Concern yourself with winning first, then figure out what you get after.

 

On to the deck. For reference, here is what I played this past weekend.

 

Mono Red Burn:
4x Goblin Guide
4x Eidolon of the Great Revel
4x Hellspark Elemental
4x Lightning Bolt
4x Lava Spike
4x Shard Volley
4x Searing Blaze
4x Skull Crack
4x Rift Bolt
4x Flames of the Blood Hand
15x Mountain
1x Arix Mesa
4x Scaling Tarn

 

Side board:
3x Combust
3x Shattering Spree
3x Searing Blood
2x Relic of Progenitus
2x Anger of the Gods
2x Molten Rain

 

There was a pretty good showing for a Sunday tournament: 52 players. As you can see, I haven’t made any major changes to the deck as far as the core spells go. However, I was able to get my hands on some fetchlands. I was actually concerned about how it would affect my game. It definitely felt different playing with them. Obviously it made my Searing Blazes amazing, but it’s hard to explain exactly how going from a budget deck to playing with fetchlands made me feel.

 

I didn’t start the day well, I lost my first match to Tarmo-Twin. This time, the deck had the newly added Huntmaster. I felt the match was close, but he seemed to always have the edge. The Huntmaster adds a whole new dynamic to the deck and the match. You would never think much of it, but the act of gaining life (any amount) against a burn player hurts so much.

 

Starting the day with one loss meant that I had to win out. It was a six round tournament with a cut to Top 8. My next match didn’t start well either. I was up against Scapeshift. This is a match that tends to favor me, but two early Remands and a Cryptic Command kept enough at bay that he has able to combo off. Also, remember how I had mentioned playing with fetchlands was a different feeling. Well, what was a great matchup for me, became a decent matchup. Dealing myself, albeit, only a couple points of damage is enough for Scapeshift to combo off a little bit earlier on me.

 

I quickly got game two, but I was a little on tilt because of my round one loss. Even my opponent noticed how cautious I was playing. Game three was where things really changed for me – not only in the match, but for the day as well. I had to take a mulligan and went down to six cards. My opponent had decided to keep a seven-card hand. However, my opponent (who was on the play) drew a card on his first turn. This is always an awkward situation, but in a higher competitive tournament, i had to call the judge over, even though I knew it was an obvious mistake. My opponent wasn’t happy as well; his unhappiness with not with me, but with how he could have allowed himself to draw a card, especially during game three.

 

The judge came over and the situation was explained. I’m never sure what the rulings are going to be here, but I was hoping he would at least get to play the last game. I don’t remember what the official ruling was here, but I know my opponent had to take two cards, at random, from his hand and shuffle them back into his deck. I ended up winning this match, and I had a very good feeling as to why. My opponent, after the match, confirmed that feeling. The two cards that he had shuffled back into his deck were two forests. During our game, I saw how much he was digging into his deck, knowing he was looking for a forest. Luckily for me I was able to burn him out. A win is a win.

 

I ended up winning out leading into the sixth round. A bit of gambling on my part, and I was able to draw into the Top 8 in sixth place.

 

The Top 8 favored me if things played out the way I wanted them to. There were three decks I was unsure about, and my quarterfinal opponent was one of them. His first turn play meant I was playing the mirror. Funny thing is, I have never played the mirror before. The closest I have come to playing the mirror was at a GPT leading up to GP Boston-Worcester. That wasn’t Mono Red Burn, though. It was RWB Burn.

 

Our match went to game three and that was a tight game that I got thanks to 75% luck. My opponent kept a one land hand (something that a Burn player can afford to do thanks to so many one-drops in the deck). By turn two, his groan had made it obvious and I sat up straight, poised to win. However, I was sitting on two Searing Blazes that had yet to see a target. Thanks to some fetchlands, I had brought myself down to a respectable burn range for only two lands. My opponent wasn’t doing too well either. I just needed one more burn spell. I was starting to flood, though. While, they were not the greatest threat against burn, I still played my Hellspark Elementals. My only fear at the time was them getting bolted or something else. I hadn’t even considered them getting targeted by Searing Blood.

 

The first time I played the Hellspark, it got killed via a Searing Blood dealing 3 to me. My opponent drew a card and passed. I followed that up by unearthing my Hellspark. That was met with another Searing Blood dealing 3 more to me. At this point, my life total was now at 5. I was sweating. I was going to lose this game. It was going to be heartbreaking. At the same time, I was excited to see such a great comeback from another burn player.

 

On his turn he cast a Skull Crack and passed the turn with mana open. I was clueless. This was either the worst slow-roll or he didn’t have anything. I just needed a burn spell, forget creature, I just wanted something I could point at him and deal him damage. I flipped the top card and revealed a Skull Crack of my own. My opponent extended the hand and replied, “Well at least one burn deck will move on.”

 

The other decks I knew about were a Junk deck, a Jund deck, two Twin decks, and still another deck I didn’t know about. The semi-finals came and things were really favoring me because both Twin deck were eliminated – one of them being my opponent from round one that I had lost to.

 

My semi-final opponent was against Adam Snook, a well known player in the local tournament scene and was playing Junk. We knew what each other was playing and he was not looking forward to it. I got game one as expected, but I tried not to let myself get ahead of things. Game two was a humbling point as I flooded out and he smashed me with hand removal, Goyfs and a Treetop Village. While I appreciate the humbling moment, I was still able to crush game three and move onto the finals.

 

How I derped the finals

Here is what you’ve all been waiting for. My finals opponent had beaten Affinity in his matchup, meaning I was facing him and his Jund Deck. If you ask me, everything was coming up Simeon at this point.

milhouse
 

Our game one did not start out how I wanted it to. He won the dice roll and won the match. I got a little flooded, but there are just some things you can’t help. This was one of them. Our second game went how I thought it would, I was on the play and I just burned my opponent out.

 

I kept a seven-card hand, and my opponent had to take a mulligan. He kept six. He opened with an Inquisition, and took one of my many burn spells. I opened with a fetchland into Lava Spike. His turn two had him shocking himself to 15 life to play a Tarmogoyf. He played a fetchland, fetched for a land, swung with his Gofy bringing me to 16, and passed the turn. I had, in my hand, a Lava Spike, two Shard Volleys, and a Molten Rain. I played my third land.

 

Now, any smart person would have played their Molten Rain and set their opponent back a land. In a deck that plays three colors, this can be a big game changer, but I am not a smart person. I, instead, elect to Lava Spike him bringing him to 11 life. I paid for not blowing up his land. He played Liliana of the Veil on his next turn and ticked her up. I chose to discard the Molten Rain I failed to play. He swung with Goyf and brought me down to 10. That was a six point hit thanks to grabbing an Eidolon from an early discard spell.

 

I drew a land on my next turn and now only had two Shard Volleys in hand. I had to pass the turn. My opponent drew and activated Liliana again, then swung with Goyf bringing me down to 4 life. I had responded to Liliana by using both of my Shard Volleys. This brought him to 2 life and I had two lands left.

 

Looking back, I realized how bad of a situation I was in. At the time though, I had put a lot of faith in my deck. but I failed to realize how many of my burn spells I didn’t want to draw – Searing Blaze, Searing Blood, Flames of the Blood Hand. I gathered my lands up and my opponent said to me, “You should windmill slam it.” Referring to the top card of my deck. Everyone who had stuck around (even Josh ‘cause he didn’t have a choice) began to lean into the table. I reached for the top card of my deck. I braced myself. I was looking for a Bolt, another Volley, a Spike, or even a Skull Crack. It was at that moment I could hear the trumpets in the background as they played the infamous “Womp Womp.” I had flipped over a Mountain.

 

About the author

Simeon is now the Community Manager for Battleground Games & Hobbies. If you have any questions or inquiries, then you can reach him at Sims@battlegroundgames.com. He is also an avid gamer who loves to play board games and video games. He graduated college with a degree in Political Science, and now serves the public by writing about games. You can check that out here. Don’t forget to “like” him on Facebook as well. It’ll update you on all of his newest content. Best of all, you can follow Simeon on Twitter (@SimeonCortezano) for some real time hilarity. Thanks for reading!

 

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