R/b Burn
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This is a bit of a tangent but I figured this would be the best place for opnions (its sorta on topic). I currently play UR Delver for modern and came across the 2nd place finish for the SCG Open in LA.
http://sales.starcitygames.com//deckdat ... ckID=65248
I noticed there was quite a bit of modern burn floating in it and I wondered if it could translate over to modern. Swap devils for delvers and rearrange the burn package to accomadate a cantrip package/snapcasters. Thoughts?
On the actual topic of Burn though, has anyone tried Orzhov Charm for Vexing Devil shenanigans?
http://sales.starcitygames.com//deckdat ... ckID=65248
I noticed there was quite a bit of modern burn floating in it and I wondered if it could translate over to modern. Swap devils for delvers and rearrange the burn package to accomadate a cantrip package/snapcasters. Thoughts?
On the actual topic of Burn though, has anyone tried Orzhov Charm for Vexing Devil shenanigans?
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UR Delver is a viable modern archetype. Most of the swaps are fairly self explanatory. I like Young Pyromancer in such decks as well to make all the spells have added value.
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Like this?
[deck]
4 Scalding Tarn
4 Arid Mesa
4 Steam Vents
4 Sulfur Falls
3 Island
1 Mountain
4 Delver of Secrets
4 Goblin Guide
4 Young Pyromancer
4 Lightning Bolt
4 Rift Bolt
4 Lava Spike
4 Searing Blaze
4 Skullcrack
4 Serum Visions
4 Remand[/deck]
[deck]
4 Scalding Tarn
4 Arid Mesa
4 Steam Vents
4 Sulfur Falls
3 Island
1 Mountain
4 Delver of Secrets
4 Goblin Guide
4 Young Pyromancer
4 Lightning Bolt
4 Rift Bolt
4 Lava Spike
4 Searing Blaze
4 Skullcrack
4 Serum Visions
4 Remand[/deck]
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Last Time
[deck=MDU's Rx Burn]LANDS 194 Mountain
4 Scalding Tarn
4 Blackcleave Cliffs
4 Arid Mesa
1 Stomping Ground
2 Blood Crypt
CREATURES 14
4 Vexing Devil
4 Goblin Guide
3 Grim Lavamancer
3 Keldon Marauders
INSTANTS and SORCERIES 27
4 Lava Spike
4 Bump in the Night
4 Lightning Bolt
4 Rift Bolt
3 Searing Blaze
4 Shard Volley
4 Skullcrack
SIDEBOARD 15
1 Searing Blaze
1 Relic of Progenitus
2 Anger of the Gods
3 Flames of the Blood Hand
4 Destructive Revelry
4 Rakdos Charm[/deck]
Modern Elimination Report (
Event 6905711)
Modern Elimination R1 Rx Burn vs Storm Event 6905711
Modern Elimination R2 Rx Burn vs Pod Event 6905711
Modern Elimination R3 Split
Modern Daily Report (Event 6894790)
Modern Daily R1 Rx Burn vs UWr Control Event 6894790
Modern Daily R2 Rx Burn vs Pod Event 6894790
Modern Daily R3 Rx Burn vs Tribal Zoo Event 6894790
[
url=https://www.youtube.com/watch?v=_7LVPUU ... zWSu-QWADg]Modern Daily R4 Rx Burn vs Jund Event 6894790[/url]
I'll try and squeeze in games from post DT until Sunday (once Sunday hits I'll be busy as heck) running that list I post a page or two back.
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After reading Ham's Maths chart again it seem like the optimal number of lands for modern burn is 18 thus I now have room for two more random spells.
The only issue is that I don't know what it should be, here are my top choices:
Spark Elemental an extra bolt on legs (main weakness, its on legs....)
Burst Lightning a shock which can turn into Flame Jav (main weakness its only 2 damage)
Pillar of Flame a shock which keeps things dead (main weakness its only 2 damage and its sorc speed T__T)
Thunderous Wrath the GREATEST and WORST burn in the 1cc position (if its in your opening hand your ****ed, if it isn't your super happy)
Faithless Looting its a card which can be great but its mostly bad - its really good vs combo when you REALLY need to hit certain
cards.
Keldon Megaliths extra land which can deal damage
What would you pick? The reckless red mage in my screams for Thunderous Wrath or Spark Elemental - the careful and cunning black mage wants 1x Keldon Megaliths and Faithless Looting, the controlling mage wants Pillar of Flame or Burst Lightning.
Please pick two cards and state why you believe they will the optimal choice.
The only issue is that I don't know what it should be, here are my top choices:
Spark Elemental an extra bolt on legs (main weakness, its on legs....)
Burst Lightning a shock which can turn into Flame Jav (main weakness its only 2 damage)
Pillar of Flame a shock which keeps things dead (main weakness its only 2 damage and its sorc speed T__T)
Thunderous Wrath the GREATEST and WORST burn in the 1cc position (if its in your opening hand your ****ed, if it isn't your super happy)
Faithless Looting its a card which can be great but its mostly bad - its really good vs combo when you REALLY need to hit certain
cards.
Keldon Megaliths extra land which can deal damage
What would you pick? The reckless red mage in my screams for Thunderous Wrath or Spark Elemental - the careful and cunning black mage wants 1x Keldon Megaliths and Faithless Looting, the controlling mage wants Pillar of Flame or Burst Lightning.
Please pick two cards and state why you believe they will the optimal choice.
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OK, so here is my first draft:
[deck=Zem's Modern Boros Burn]
Creatures
4 Goblin Guide
3 Grim Lavamancer
4 Steppe Lynx
Spells
4 Boros Charm
4 Lava Spike
4 Lightning Bolt
4 Lightning Helix
4 Rift Bolt
3 Searing Blaze
1 Shard Volley
4 Skullcrack
Lands
4 Arid Mesa
4 Marsh Flats
5 Mountain
4 Scalding Tarn
4 Sacred Foundry
Sideboard
3 Anger of the Gods
2 Flames of the Blood Hand
4 Kor Firewalker
2 Rest in Peace
4 Smash to Smithereens
[/deck]
Kor Firewalker is my anti-Zoo/Storm/Mirror tech.
Sig by NerdBoyWonder
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MDU I would suggest trying burst lightning and thunderous wrath. the burst because of its versatility and the thunderous because of late game punch. I have a question though, is leyline of punishment really just that shitty that we cannot run 1 or 2 in the board?
Standard: Red whatever variant is most meta appropriate
Modern: RB burn, infect, Twin, Bots
Legacy: UR delver, belcher
Modern: RB burn, infect, Twin, Bots
Legacy: UR delver, belcher
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Currently testing:
[deck=MDU's Rx Burn]
LANDS 19
3 Mountain
4 Scalding Tarn
4 Blackcleave Cliffs
4 Arid Mesa
2 Copperline Gorge
1 Stomping Ground
1 Blood Crypt
CREATURES 12
4 Vexing Devil
4 Goblin Guide
4 Grim Lavamancer
INSTANTS and SORCERIES 29
4 Lava Spike
4 Bump in the Night
4 Lightning Bolt
4 Rift Bolt
4 Searing Blaze
4 Shard Volley
4 Skullcrack
1 Flames of the Blood Hand
SIDEBOARD 15
2 Back to Nature
2 Sudden Shock
2 Anger of the Gods
2 Flames of the Blood Hand
3 Destructive Revelry
4 Rakdos Charm[/deck]
Currently 1-1 in the DE:
G1: Robots 2-1
G2: Pod 0-2 (its was a very disappointing loss since both of them were due to not drawing lands... (just needed 1 more lands to win both matches))
[deck=MDU's Rx Burn]
LANDS 19
3 Mountain
4 Scalding Tarn
4 Blackcleave Cliffs
4 Arid Mesa
2 Copperline Gorge
1 Stomping Ground
1 Blood Crypt
CREATURES 12
4 Vexing Devil
4 Goblin Guide
4 Grim Lavamancer
INSTANTS and SORCERIES 29
4 Lava Spike
4 Bump in the Night
4 Lightning Bolt
4 Rift Bolt
4 Searing Blaze
4 Shard Volley
4 Skullcrack
1 Flames of the Blood Hand
SIDEBOARD 15
2 Back to Nature
2 Sudden Shock
2 Anger of the Gods
2 Flames of the Blood Hand
3 Destructive Revelry
4 Rakdos Charm[/deck]
Currently 1-1 in the DE:
G1: Robots 2-1
G2: Pod 0-2 (its was a very disappointing loss since both of them were due to not drawing lands... (just needed 1 more lands to win both matches))
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Fixing mana screw/flood is about the only reason I keep Magma Jet in my Modern deck. I would love to have the extra slots to work with otherwise.
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I would probably move the Flames to the side and trim the Shard Volley first unless you have had particularly good luck with either card main. You already have 4 Skullcrack main to stop G1 lifegain
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The idea of running Magma Jet in Modern feels really odd (since Modern is blisteringly fast, compared to pauper and standard) I don't really want to cut Vexing Devil since that lost of damage is rather huge (vs Combo and Control).
I'll really need to think deep on this before the next Modern Daily Event.
I'll really need to think deep on this before the next Modern Daily Event.
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It does seem counterintuitive at times but drawing the wrong number of lands is even slower. I would only run 2-3 though. Leave Devil in and move Flames to side and cut a few Shard Volley for room. You can probably drop to 19 land as well with the scry effects covering you.
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I was thinking about Magma Jet, my prime issue I have with the card is that two lands is usually the number of lands you want to be on - thus the ONLY time Magma Jet is good is if you manage to ship a land, creature (T3+) or odd cards etc Searing Blaze vs Control/Combo.
Sooo time for some math!
What are the odd we'll be able to ship said bad cards?
If we cast it on T3+ when creatures are bad we have (assuming 20 lands and 12 creatures, obv. once we squeeze in Jet we'll have less lands and creatures) at least 30 targets (you need two lands to cast Jet) - thus you have >50% gaining value from Jet we're not factoring in fetch lands and the 10-11 cards you may draw during that period so its messy.
Is that worth it? I think so but I'll love someone capable at math to run the numbers (hint hint ham).
Sooo time for some math!
What are the odd we'll be able to ship said bad cards?
If we cast it on T3+ when creatures are bad we have (assuming 20 lands and 12 creatures, obv. once we squeeze in Jet we'll have less lands and creatures) at least 30 targets (you need two lands to cast Jet) - thus you have >50% gaining value from Jet we're not factoring in fetch lands and the 10-11 cards you may draw during that period so its messy.
Is that worth it? I think so but I'll love someone capable at math to run the numbers (hint hint ham).
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I have a GPT in just under 2 weeks, and the only deck i have is Burn (cause it's the best deck ever )
This is my current list:
[deck]4 Goblin Guide
4 Vexing Devil
3 Grim Lavamancer
4 Lightning Bolt
4 Rift Bolt
4 Bump in the Night
4 Lava Spike
3 Shard Volley
4 Skullcrack
4 Searing Blaze
2 Incinerate / Flames of the Blood Hand
4 Arid Mesa
4 Scalding Tarn
1 Verdant Catacombs
4 Blackcleave Cliffs
2 Blood Crypt
1 Stomping Ground
4 Mountain
Sideboard
4 Rakdos Charm
4 Searing Blood
3 Destructive Revelry
2 Grafdigger's Cage
2 Flames of the Blood Hand[/deck]
I have considered a White splash, and it would look something like this:
[deck]4 Goblin Guide
3 Grim Lavamancer
4 Lightning Bolt
4 Rift Bolt
4 Bump in the Night
4 Lava Spike
3 Shard Volley
4 Skullcrack
4 Searing Blaze
4 Boros Charm
2
Lightning Helix / Flames of the Blood Hand
4 Arid Mesa
4 Scalding Tarn
1 Marsh Flats
4 Blackcleave Cliffs
2 Sacred Foundry
1 Blood Crypt
4 Mountain
Sideboard
4 Rakdos Charm
4 Searing Blood
3 Wear // Tear
2 Grafdigger's Cage
2 Lightning Helix / Flames of the Blood Hand[/deck]
Any comments and suggestions are welcome!
This is my current list:
[deck]4 Goblin Guide
4 Vexing Devil
3 Grim Lavamancer
4 Lightning Bolt
4 Rift Bolt
4 Bump in the Night
4 Lava Spike
3 Shard Volley
4 Skullcrack
4 Searing Blaze
2 Incinerate / Flames of the Blood Hand
4 Arid Mesa
4 Scalding Tarn
1 Verdant Catacombs
4 Blackcleave Cliffs
2 Blood Crypt
1 Stomping Ground
4 Mountain
Sideboard
4 Rakdos Charm
4 Searing Blood
3 Destructive Revelry
2 Grafdigger's Cage
2 Flames of the Blood Hand[/deck]
I have considered a White splash, and it would look something like this:
[deck]4 Goblin Guide
3 Grim Lavamancer
4 Lightning Bolt
4 Rift Bolt
4 Bump in the Night
4 Lava Spike
3 Shard Volley
4 Skullcrack
4 Searing Blaze
4 Boros Charm
2
Lightning Helix / Flames of the Blood Hand
4 Arid Mesa
4 Scalding Tarn
1 Marsh Flats
4 Blackcleave Cliffs
2 Sacred Foundry
1 Blood Crypt
4 Mountain
Sideboard
4 Rakdos Charm
4 Searing Blood
3 Wear // Tear
2 Grafdigger's Cage
2 Lightning Helix / Flames of the Blood Hand[/deck]
Any comments and suggestions are welcome!
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If you are running RBW, [card]Hide // Seek[/card] is probably better than Wear/Tear. It is a clean answer to Wurmcoil Engine and can take out combo pieces against other decks. Take Helix over Bloodhand since you already have 4 Skullcrack and getting back a few points of life from your fetches and shocks will be more important with 3 colors. I don't think you need 8 "searing" effects. Searing Blaze should be enough since there are a lot of x/3 creatures that Blood cannot kill. I have been testing 3 Satyr Firedancer in that slot to fight creature decks with little removal like Merfolk, Affinity and GW. You also might want 1-2 Torpor Orb as well since it works well against Twin and Pod.
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G0D_L1k3's Burn
[deck=G0D_L1k3's Burn]Lands 19
4 Arid Mesa
4 Blackcleave Cliffs
2 Blood Crypt
5 Mountain
3 Scalding Tarn
1 Stomping Ground
Creatures 13
4 Eidolon of the Great Revel
4 Goblin Guide
1 Grim Lavamancer
4 Vexing Devil
other spells 28
4 Bump in the Night
3 Flames of the Blood Hand
4 Lava Spike
4 Lightning Bolt
4 Rift Bolt
3 Searing Blaze
2 Shard Volley
4 Skullcrack
Sideboard 15
3 Bloodchief Ascension
3 Destructive Revelry
3 Dragon's Claw
2 Molten Rain
2 Rakdos Charm
2 Shattering Spree[/deck]
3 Bloodchief Ascension <---
3 [card]Dragon's Claw[/card] <---
Such maddness
p.s. this is for the online meta game, G0D_L1k3 is a top 10 player which dabs into the 1900+ rating every now and again.
[deck=G0D_L1k3's Burn]Lands 19
4 Arid Mesa
4 Blackcleave Cliffs
2 Blood Crypt
5 Mountain
3 Scalding Tarn
1 Stomping Ground
Creatures 13
4 Eidolon of the Great Revel
4 Goblin Guide
1 Grim Lavamancer
4 Vexing Devil
other spells 28
4 Bump in the Night
3 Flames of the Blood Hand
4 Lava Spike
4 Lightning Bolt
4 Rift Bolt
3 Searing Blaze
2 Shard Volley
4 Skullcrack
Sideboard 15
3 Bloodchief Ascension
3 Destructive Revelry
3 Dragon's Claw
2 Molten Rain
2 Rakdos Charm
2 Shattering Spree[/deck]
3 Bloodchief Ascension <---
3 [card]Dragon's Claw[/card] <---
Such maddness
p.s. this is for the online meta game, G0D_L1k3 is a top 10 player which dabs into the 1900+ rating every now and again.
Last edited by magicdownunder on Fri Jun 13, 2014 1:55 am, edited 1 time in total.
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I LIKE this list With this and the RDW list Modern is very appealing!
Thanks to NerdBoyWonder for the awesome sig
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Did you get chance to ask him Zem?I'll ask him tonight, he's on if my testing buddies on occasion irl (Matt Rogers, NZ #2).
Thanks to NerdBoyWonder for the awesome sig
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CheaperCan someone suggest why Bloodchief Ascension is better then Shrine of Burning Rage please? Thanks.
No activation cost
Don't have to tap to use (Splinter Twin shenanigans?)
Fetchlands hurt them (more)
Good against Pod/Finks?
Storm/Cantrip/Bauble hate?
Scapeshift hate? (Valakut triggers will go on the stack before all these triggers for land hitting graveyard?)
Life gain in a race situation
Casting it will confuse your opponent and cause them to tilt?
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I wonder if an 18/18/24 split of lands/Creatures/Spells would work... hmmmm:
[deck]Lands 18
4 Mountain
4 Scalding Tarn
4 Blackcleave Cliffs
4 Arid Mesa
1 Stomping Ground
1 Blood Crypt
Creatures 18
4 Eidolon of the Great Revel
4 Goblin Guide
4 Vexing Devil
3 Grim Lavamancer
3 Keldon Marauders
Spells 24
4 Lava Spike
4 Bump in the Night
4 Lightning Bolt
4 Rift Bolt
4 Skullcrack
4 Searing Blaze[/deck]
It lets you stand a chance vs Leylines and it provides you bodies too block with (which matter sometimes....).
[deck]Lands 18
4 Mountain
4 Scalding Tarn
4 Blackcleave Cliffs
4 Arid Mesa
1 Stomping Ground
1 Blood Crypt
Creatures 18
4 Eidolon of the Great Revel
4 Goblin Guide
4 Vexing Devil
3 Grim Lavamancer
3 Keldon Marauders
Spells 24
4 Lava Spike
4 Bump in the Night
4 Lightning Bolt
4 Rift Bolt
4 Skullcrack
4 Searing Blaze[/deck]
It lets you stand a chance vs Leylines and it provides you bodies too block with (which matter sometimes....).
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I havn't really done any real testing, but I played against Pod and crushed it 2-0 with a monoR version running 20/18/22 (it was fun).
I think the RBx version with 18/18/24 might actually be good with some tampering, though replacing Searing Blaze for Searing Blood seem like the correct call.
Would this deck still count as burn or is it RDW if you have over 12 creatures?
I think the RBx version with 18/18/24 might actually be good with some tampering, though replacing Searing Blaze for Searing Blood seem like the correct call.
Would this deck still count as burn or is it RDW if you have over 12 creatures?
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- Contact:
[deck=MDU's RBx Burn]Lands 19
5 Mountain
4 Scalding Tarn
4 Blackcleave Cliffs
4 Arid Mesa
1 Stomping Ground
1 Blood Crypt
Creatures 18
4 Eidolon of the Great Revel
4 Goblin Guide
4 Vexing Devil
3 Grim Lavamancer
3 Keldon Marauders
Spells 23
4 Lava Spike
4 Bump in the Night
4 Lightning Bolt
4 Rift Bolt
4 Skullcrack
3 Searing Blood
SIdeboard 15
1 Searing Blood
1 Searing Blaze
1 Keldon Marauders
2 Flames of the Blood Hand
2 Anger of the Gods
4 Rakdos Charm
4 Destructive Revelry[/deck]
5 Mountain
4 Scalding Tarn
4 Blackcleave Cliffs
4 Arid Mesa
1 Stomping Ground
1 Blood Crypt
Creatures 18
4 Eidolon of the Great Revel
4 Goblin Guide
4 Vexing Devil
3 Grim Lavamancer
3 Keldon Marauders
Spells 23
4 Lava Spike
4 Bump in the Night
4 Lightning Bolt
4 Rift Bolt
4 Skullcrack
3 Searing Blood
SIdeboard 15
1 Searing Blood
1 Searing Blaze
1 Keldon Marauders
2 Flames of the Blood Hand
2 Anger of the Gods
4 Rakdos Charm
4 Destructive Revelry[/deck]
- Khaospawn
- Khaospawn's beautiful and unique title
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(View: POSTS_VIEWTOPIC /POSTS_VIEWTOPIC_INTO) - Joined: Tue Mar 12, 2013 4:55 pm
- Location: Largo, Florida
I'd consider that Burn.
In my opinion, Vexing Devil and Marauders function as a Burn spell the majority of the time. Marauders is like a 2 mana shock that can double as a 'Fog,' removal spell (via blocking), or additional 3 damage depending on the boardstate. And VD is, well, VD.
Eidolon is just fantastic anyway. I haven't messed around with Burn since finding Heal's Rdw list, but if I did, my creature suite would include Eidolon. Full sets of Guide, Devil, and Eidolon would be a must, along with a minimum of 3 Lavamancers, I think.
Overall, MDU, I think your list looks very good.
In my opinion, Vexing Devil and Marauders function as a Burn spell the majority of the time. Marauders is like a 2 mana shock that can double as a 'Fog,' removal spell (via blocking), or additional 3 damage depending on the boardstate. And VD is, well, VD.
Eidolon is just fantastic anyway. I haven't messed around with Burn since finding Heal's Rdw list, but if I did, my creature suite would include Eidolon. Full sets of Guide, Devil, and Eidolon would be a must, along with a minimum of 3 Lavamancers, I think.
Overall, MDU, I think your list looks very good.
In a pinch, Khaos' beard can help turn this around.
I rarely skip a Khaospawn wall of text because I know there is always piss at the end of the rainbow.
- magicdownunder
- Tire Aficionado
- Posts: 3234
(View: POSTS_VIEWTOPIC /POSTS_VIEWTOPIC_INTO) - Joined: Tue Oct 22, 2013 1:55 pm
- Location: NSW, Australia
- Contact:
I decided I'll test out Modern today - I'm really concerned about Eidolon of the Great Revel screwing me over in the aggro MU so until I feel comfortable I'm going run Mono Red Burn:
[deck=MDU's Trial by Fire 28-06-2014]Lands 20
12 Mountain
4 Scalding Tarn
4 Arid Mesa
Creatures 19
4 Eidolon of the Great Revel
4 Goblin Guide
4 Vexing Devil
4 Keldon Marauders
3 Grim Lavamancer
Spells 21
4 Lava Spike
4 Lightning Bolt
4 Rift Bolt
4 Skullcrack
3 Searing Blood
2 Flames of the Blood Hand
SIdeboard 15
1 Grim Lavamancer
1 Shattering Spree
2 Relic of Progenitus
2 Combust
2 Searing Blaze
2 Flames of the Blood Hand
2 Anger of the Gods
3 Smash to Smithereens[/deck]
(RBg is most likely better due too the lower curve but I'll find out soon enough)
[deck=MDU's Trial by Fire 28-06-2014]Lands 20
12 Mountain
4 Scalding Tarn
4 Arid Mesa
Creatures 19
4 Eidolon of the Great Revel
4 Goblin Guide
4 Vexing Devil
4 Keldon Marauders
3 Grim Lavamancer
Spells 21
4 Lava Spike
4 Lightning Bolt
4 Rift Bolt
4 Skullcrack
3 Searing Blood
2 Flames of the Blood Hand
SIdeboard 15
1 Grim Lavamancer
1 Shattering Spree
2 Relic of Progenitus
2 Combust
2 Searing Blaze
2 Flames of the Blood Hand
2 Anger of the Gods
3 Smash to Smithereens[/deck]
(RBg is most likely better due too the lower curve but I'll find out soon enough)
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