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Examining Extended Mono-Red Burn

Hello dear reader, and wel­come to my first arti­cle for Man­a­Na­tion. My name is Rus­sell and I’ve been play­ing Magic since 10th edi­tion, after dab­bling in high school many years ago. I caught our gra­cious host Trick’s eye on my blog, Gwafa’s Bazaar, where I’ve been inves­ti­gat­ing and explain­ing the finan­cial side of the game. I am more of a com­men­ta­tor than a deck build­ing genius or a skilled jedi on the bub­ble of Pro Tour qual­i­fi­ca­tion, but I have my occa­sional flashes of insight. Today I’d like to offer you a look at a pop­u­lar bud­get deck for extended that the fis­cally pru­dent gamer can use to great effect in the cur­rent PTQ sea­son both online and off.

Mono-Red Burn is an arche­type that gets a lot of stick. Some play­ers turn their nose up at such a brain­less deck: Isn’t it a new­bie mis­take to Light­ning Bolt your oppo­nent on turn 1? Burn is offen­sive to the palate of such play­ers, who are more used to din­ing on tasty morsels of card advan­tage and the card-based joy that is a good Coun­ter­spell war. Burn is the McDon­alds’ happy meal to Control’s filet mignon fire grilled steak – it’s quick, it’s not pretty, but it’s cheap and it gets the job done. That low price-tag is what makes it of inter­est to me, so before we get into a dis­cus­sion of build­ing or play­ing the deck let’s see just how cheap some recently suc­cess­ful builds are.

Crazy­cow (3rd Place)
Extended PTQ #828160 on 01/02/2010
Charles Gen­dron Dupont
Pro Tour Austin: Extended 10/18/2009
3 Blinkmoth Nexus (3x 8 = 24)
1 Dark­steel Citadel (0.25)
4 Great Fur­nace (4x 0.25 = 1)
9 Moun­tain (nil)
4 Tee­ter­ing Peaks (4x 0.05 = 0.2)
21 lands (25.45)
3 Blinkmoth Nexus (3x $7 = $21)
2 Dark­steel Citadel (2x $0.75 = $1.50)
4 Great Fur­nace (4x $1 = $4)
10 Moun­tain (nil)
3 Tee­ter­ing Peaks (3x $0.50 = $1.50)
22 lands ($28.00)
4 Gob­lin Guide (4x 2 = 8)
4 Hellspark Ele­men­tal (4x 0.75 = 3)
4 Kel­don Maraud­ers (4x 0.12 = 0.48)
4 Mogg Fanatic (4x 0.35 = 1.4)
16 crea­tures (13.88)
4 Gob­lin Guide (4x $5 = $20)
4 Hellspark Ele­men­tal (4x $1.50 = $6)
4 Kel­don Maraud­ers (4 for $0.50 = $0.50)
4 Spark Ele­men­tal (4x $0.50 = $2)
16 crea­tures ($28.50)
4 Flames of the Blood Hand (4x 0.75 = 3)
4 Lava Spike (4x 0.12 = 0.48)
4 Light­ning Bolt (4x 0.2 = 0.8)
3 Magma Jet (3x 1.5 = 4.5)
4 Rift Bolt (4x 0.12 = 0.48)
4 Shrap­nel Blast (4x 0.4 = 1.6)
23 other spells (10.86)
3 Incin­er­ate (3x $0.75 = $2.25)
4 Light­ning Bolt (4x $2 = $8)
3 Shrap­nel Blast (3x $2 = $6)
4 Lava Spike (4x $1.50 = $6)
4 Molten Rain (4x $0.25 = $1)
4 Rift Bolt (4x $1 = $4)
22 other spells ( $27.25)
3 Blood Moon (3x 7 = 21)
3 Ever­last­ing Tor­ment (3x 1.5 = 4.5)
2 Ghost Quar­ter (2x 0.4 = 0.8)
3 Relic of Prog­en­i­tus (3x 0.05 = 0.15)
4 Smash to Smithereens (4x 0.03 = 0.12)
15 side­board cards (26.57)
3 Rav­en­ous Trap (4 for $0.80 = $0.80)
4 Smash to Smithereens (4 for $0.50 = $0.50)
4 Blood Moon (4x $3.50 = $14)
2 Relic of Prog­en­i­tus (2x $0.35 = $0.70)
2 Tormod’s Crypt (2x $2.50 = $5)
15 side­board cards ($21)
Total: 76.76 tick­ets
Prices from cardhoarder
Total: $104.75
Prices from CoolStuffInc.com
Rounded to near­est $0.25

For a com­pet­i­tive deck tak­ing no bud­get con­straints into con­sid­er­a­tion, $100 is impres­sively inex­pen­sive. I had bet­ter out­line my the­ory on “bud­get” deck­build­ing in a com­pet­i­tive sense briefly – if you are try­ing to win a pro tour qual­i­fier, there is no point going in with a ham­strung build of your deck. Though you might be able to get by with Arcane Sanc­tum instead of Glacial Fortress in your UW deck doing so is one more obsta­cle in your path, and win­ning 7 or 8 rounds of swiss in a row fol­lowed by a top 8 is hard enough with­out extra obsta­cles. You are pay­ing $25 or so, depend­ing on loca­tion, to enter this event – if you are going in with an infe­rior ver­sion of your deck due to cost you should con­sider whether that $25 would be bet­ter spent on the cards needed to per­fect your 75.

That is not to say you have to play the most expen­sive cards to suc­ceed, just the best ones for your deck. This arti­cle is an attempt to show that you can play the best cards for a par­tic­u­lar deck type with­out break­ing the bank. Deck selec­tion is the key here rather than ‘bud­getiz­ing’ a more expen­sive deck; a $100 burn deck will per­form bet­ter than a $200 bud­get Zoo deck with an unre­li­able man­abase and no ‘Goyfs.

Card Choices

These two decks are very sim­i­lar — despite being spaced over 2 months apart, there is not much in the way of inno­va­tion in either the lands or the crea­tures. They were both suc­cess­ful though, so we can assume they are doing some­thing right. The game plan of such a deck is very sim­ple – deal as much dam­age as pos­si­ble as directly as pos­si­ble to the oppo­nent until they fall over. This is not dif­fi­cult to do with red spells, espe­cially when your oppo­nent is help­ing you out by tak­ing dam­age from their own fetch lands and shock lands and low­er­ing your tar­get from 20 to per­haps 15. Let’s take a quick look at the cards selected.

Crea­tures

Gob­lin Guide – The lat­est fruit of Wiz­ards efforts to push crea­tures to the fore­front of the game, the draw­back on this card becomes more and more irrel­e­vant the ear­lier your deck can kill the oppo­nent. There is no real dan­ger of draw­ing your oppo­nent out of man­ascrew if you plan to kill them on the third turn. That makes this lit­tle gob­lin essen­tially Ball Light­ning for R, in that he deals 6 dam­age by turn 3. Def­i­nitely worth the investment.

Spark Ele­men­tal – Essen­tially a Lava Spike that requires an attack phase, I can see the argu­ment for drop­ping this old standby espe­cially con­sid­er­ing his mod­ern competition.

Mogg Fanatic – There aren’t many 1 tough­ness crea­tures going around extended tables these days and this lit­tle gob­lin is largely cho­sen as an anti–dredge card that isn’t dead else­where – sac­ri­fic­ing him will remove all your Dredge opponent’s Bridge From Belows from his grave­yard, slow­ing him down considerably.

Kel­don Maraud­ers – Has the poten­tial to do 5 dam­age, and is guar­an­teed to do 2 even if removed. If you’ve ever played with this guy you’ll know just how strong he is in aggres­sive decks.

Hellspark Ele­men­tal – A reusable Spark Ele­men­tal, this new ver­sion is a pretty big upgrade and gives you some cru­cial reach when you run out of spells in hand. My ini­tial analy­sis of the deck tells me I don’t want to drop this card.

Spells

Light­ning Bolt, Lava Spike, Rift Bolt – These are essen­tially the same spell and form the core of the deck, which has lead to it being nick­named the Lava Spike deck or the Light­ning Bolt deck in the past. I’d need a com­pelling rea­son to touch any of these.

Incin­er­ate – When you really, really want to play more than 12 Lava Spikes. I would like to find a bet­ter burn spell than this, given the company.

Shrap­nel Blast – The only rea­son to play the arti­fact lands in the deck but this spell is very desir­able – 5 dam­age is a huge chunk of your opponent’s life. I think this pack­age is what pushes the deck up to com­pet­i­tive sta­tus which makes it unfor­tu­nate that it requires the expen­sive Blinkmoth Nexus.

Magma Jet – Scry­ing is great in a deck like this, topdecked lands are almost worth­less most of the time and skim­ming them off the top before you draw them keeps you draw­ing gas for the fire. This is cer­tainly worth con­sid­er­ing though it’s not an auto­matic choice.

Molten Rain – Great for deal­ing with trou­ble­some lands while keep­ing the dam­age flow­ing. Can slow down Dark Depths, Zoo and Scapeshift decks amongst oth­ers, giv­ing you time to fin­ish them off. The value of this card will depend on your expected metagame.

Flames of the Blood Hand – Sim­i­larly, this card could be great or only so-so depend­ing on the metagame. Crazy­cow was obvi­ously con­cerned about life­gain between these and the Ever­last­ing Tor­ment in the side­board. Your mileage may vary.

Blood Moon – This is the only side­board card I want to men­tion — Blood Moon does a sim­i­lar job to Molten Rain against a lot of extended decks, slow­ing them down long enough for you to run them over with burn. It is expen­sive com­pared to the rest of the deck – both in terms of dol­lars and mana — but the effect is very dif­fi­cult to answer in a timely fash­ion for most of your competition.

Lands

Moun­tain – An excep­tion­ally pow­er­ful card across mul­ti­ple for­mats, it gives you a red mana every turn which can be used to cast your spells.

Great Fur­nace – Nearly a strict upgrade in this deck, it’s a moun­tain you can sac­ri­fice to Shrap­nel Blast. Dark­steel Citadel is just Fur­nace num­ber 5 (and pos­si­bly 6).

Tee­ter­ing Peaks – Same as above, but if you have an attack­ing crea­ture – which you usu­ally do – it gives you a vir­tu­ally free 2 dam­age. Com­ing into play tapped is some­thing of a draw­back, but given that you were just going to use an untapped land to spend a card and deal burn your foe for 3 it is not so bad.

Blinkmoth Nexus – A land for the early game, an eva­sive crea­ture & shrap­nel fod­der in the late game, this is a very handy card to have in your deck. Def­i­nitely earns its com­par­a­tively high wage.

Bolt You, Blast You, Game?

My, is it turn 3 already? That’s all we have time for this week, and we haven’t even touched on how to play the deck; nor how to make best use of the long gaps between rounds while those Thopter mir­rors grind their way to an inde­ci­sive con­clu­sion. I hope you’ve enjoyed this dis­cus­sion of a pop­u­lar, pow­er­ful and inex­pen­sive deck that is fre­quently underestimated.

Please leave a com­ment let­ting me know your thoughts on the arche­type and espe­cially on the arti­cle – what you liked, what you didn’t like, what you want to see from me in the com­ing weeks. You can catch up with me in the mean­time on twit­ter and on my blog and check out some of the other great arti­cles on this very site. Thanks for reading!

Russell is a history student, avid gamer and MTG blogger from Perth, Western Australia who takes every chance he can get to sling some magical cards. Here he shares his occasional insights into the competitive and financial realms of Magic: the Gathering.

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Comments

  1. Say­ing you don’t have a con­clu­sion does not make up for not hav­ing a conclusion.

    Aside from your jux­ta­po­si­tion of the two lists in your intro­duc­tion, there’s no con­trast and com­par­i­son between the lists.

    What are the pros and cons of each? You men­tion a ‘fear of life­gain’ for torment/flames, what was the metagame like there? (Also, why not dis­cuss other alter­na­tives like Stigma Lasher.)

    redsai | January 6, 2010, 9:50 am | #
  2. @redsai — thanks for the feed­back, I’ll keep it in mind for next week’s article :)

    Russell Tassicker | January 6, 2010, 10:19 am | #
  3. Why are there dif­fer­ent prices for the same card?

    Joe | January 6, 2010, 8:54 pm | #
  4. @Joe, the deck on the left is taken from a Magic Online event and the prices are in tick­ets (the MTGO cur­rency). The deck on the right is from a paper event, and the prices are in US dollars.

    Russell Tassicker | January 6, 2010, 9:31 pm | #
  5. Magma Jet is an auto-include; the scry is sim­ply too valu­able unless you are focus­ing on a T3 kill (which you shouldn’t be, see below).

    It is worth men­tion­ing that while Tee­ter­ing Peaks seems like a strange choice (being a CIPT land, and all), peo­ple have been run­ning Ghitu Encamp­ment and Kel­don Mega­liths in burn decks for years. If you’re run­ning crea­tures, Tee­ter­ing Peaks is arguably more use­ful than Encamp­ment since the lat­ter rarely attacks more than once anyway.

    Agree that Spark Ele­men­tal should be the first to go. Shard Vol­ley is a sim­i­lar bolt-with-drawback but sac­ri­fic­ing a land is a lot less con­di­tional as opposed to “oppo­nent is not play­ing crea­tures and doesn’t have otherwise-blanked removal”. If Shard Vol­ley didn’t make the cut then Spark Ele­men­tal cer­tainly shouldn’t.

    A T3 gold­fish is not some­thing you should base your game­plan around, hence the rea­son for includ­ing Magma Jet. A T3 gold­fish requires a very par­tic­u­lar start­ing hand and draws, not to men­tion an unan­swered Gob­lin Guide. For exam­ple:
    T1: moun­tain, GG -> oppo­nent on 18
    T2: moun­tain, two bolts, GG swings -> oppo­nent on 10
    T3: moun­tain, three bolts or a bolt+shrapnelblast, GG swings for the win
    After all, if Burn had a con­sis­tent T3 gold­fish, it would get played over Hex­mage Depths.

    This arti­cle could have used some brief matchup descrip­tions, and some con­tent out­side of “here are two deck­lists and this is what the cards do” (it’s a burn deck, after all). What about the cards that didn’t make it, such as Shard Vol­ley, Mega­lols, Encamp­ment, Flame­break, etc? What are your options should you go with­out creatures?

    I didn’t know you had a blog, by the way, it’s a good read.

    Cat-Gonk | January 6, 2010, 9:46 pm | #
  6. Really good artice there Russ, hope to read more in the future!

    Mike | January 6, 2010, 11:07 pm | #
  7. I’ve been play­ing a sim­i­lar burn deck online for a while now, and I can only com­ment on what I’ve found so far.

    Spark Ele­men­tal — Quite often a con­sis­tent 3 dam­age as the oppo­nent just won’t block if they have a one drop. I will often lead with this over Gob­lin Guide, since it’s one more dam­age and you don’t acci­den­tally fix open­ing mana screw for your opponent.

    Shard Vol­ley — I see this more of a fin­isher card than an opener card, and as such I tend to rank it lower. Burn plays with a very low land count, so this card is held in hand much longer than any other of your burn spells. I tend to favor Spark Ele­men­tal over this, since I don’t like hold­ing onto cards or hav­ing to drop to two or fewer lands. If placed in an “all spell” Burn vari­ant it is likely much better.

    Magma Jet — Pretty much a nec­es­sary evil for a fast, slightly under­pow­ered deck like Burn. Pay­ing 2 for 2 dam­age is pretty bland, but being able to cast this on turn 3 to sift out sub­par crea­tures and lands is very handy.

    Mogg Fanatic — I’ve just found him to be way too slow to be effi­cient. For all the other 1cc options out there, he’s kind of weak. I would only con­sider him if Dredge and Burn is in abun­dance, which hasn’t been the case lately.

    Shrap­nel Blast — Love the card, hate the math. This card often ends up being dead weight early in the game, which as a Burn player can often mean death. Great for fin­ish­ing or topdeck­ing, but my per­sonal pref­er­ence is towards greater con­sis­tency. I tend to run Ball Light­ning and no arti­facts instead. If you have lots of Zoo, Bant or Doran in your metagame I’d con­sider Shrap­nel Blast or Flame Javelin as an alter­na­tive. (I also would pre­fer Shrap­nel Blast in the “all spells” vari­ant of Burn.)

    Molten Rain — I played with both this and Cry­oclasm for a while just to see whether it was worth it. Basi­cally Gob­lin Guide often coun­ters any 1-land destruc­tion card you play, so the tempo gain is often not enough to slow them down. I have found Blood Moon to be much bet­ter at buy­ing you needed time to kill the opponent.

    Flames of the Blood Hand — Doing 4 dam­age is great, and stop­ping a life gain is a fun trick, but it’s never enough. Life gain wrecks Burn pretty bad, and the per­son usu­ally will have mul­ti­ple sources of it avail­able. Kitchen Finks are ram­pant, and many peo­ple have been sid­ing in (or main­deck­ing) Pulse of the Fields.

    Ever­last­ing Tor­ment — Lets you deal with Kitchen Finks, Forge-Tenders (if they block), life gain (includ­ing vamps and thopters), and CoP: Red. I’ve found it the best anti-life gain side­board option. It buys you time, which you’ll need for topdeck­ing more burn to over­come the early life gains that slipped through.

    Rav­en­ous Trap — Only really used for Dredge hate. A smart oppo­nent will Duress or Thought­seize you first, which makes it less use­ful. My pref­er­ence is Tormod’s Crypt or Relic of Prog­en­i­tus since you can get it out of your hand on turn 1.

    Enervata | January 7, 2010, 5:17 pm | #
  8. @CatGonk & Ener­vata — Thanks for the input guys, very edu­ca­tional :) Have you noticed the online metagame shift­ing to account for Burn at all, Enervata?

    @Mike — Cheers, thanks for reading :)

    Russell Tassicker | January 7, 2010, 7:29 pm | #
  9. Based on my per­sonal expe­ri­ence over the past two-ish weeks:

    - Doran keeps mak­ing appear­ances in decks I play. (Hoses your tram­plers.)
    – Kitchen Finks are becom­ing main­decked stan­dard.
    – Pulse of the Fields is find­ing a place in side­boards and is push­ing out bor­der­line main­deck cards in white decks.
    – Forge-Tenders are sided in quite reg­u­larly now. (Although I think this is a poor SB choice.)
    – I am start­ing to see CoP: Red make an appear­ance. (Pre­vi­ously I’d never see it.)
    – Blood Moon is still very good in this envi­ron­ment. Nearly every deck I face plays an abun­dance of non-basics. (I don’t like Magus of the Moon since it’s very frag­ile.)
    – I have yet to see a sin­gle Banes­layer hit the table against me. (But I play a very aggres­sive vari­ant.)
    – Combo decks are hav­ing a dis­tinct resur­gence. The two that seem to be doing well against Burn are Dark Depths and the Hive Mind combo. (Dark Depths has neces­si­tated Threaten to be placed back in my SB.)
    – Affin­ity is show­ing up more and more. I think this is a frag­ile deck choice, but can man­han­dle an unpre­pared Burn player. (Shat­ter­ing Spree is in my SB for Thopter and Affin­ity now.)
    – Dis­card based decks have started show­ing up. (I even saw Nyxathid once.) Dis­card hoses Burn, but I don’t think it’s strong enough to make for a good over­all deck choice.

    These metagame shifts have essen­tially made the Geo­pede vari­ant of Red Deck Wins too slow to be com­peta­tive any­more. I recently opted to a vari­ant of William Spaniel’s Burn deck: http://bit.ly/7LyZSe I have liked the results so far.

    Unfor­tu­nately I feel that red hate will be main­decked quite reg­u­larly over the next few weeks, so all but the most skilled play­ers will likely get their butts handed to them. If red is as preva­lent as I am feel­ing it is, I’d expect combo decks to make strong show­ings at upcom­ing PTQ’s.

    If this trend of hat­ing red con­tin­ues, I expect red to shift to crea­ture­less vari­ants to stay com­pet­i­tive. I also expect red decks to shift their mana curves down­ward to be speed­ier, often using sub­par cards.

    If I had the money to spend, I’d be play­ing a combo deck in the com­ing weeks. (Dark Depths being the front run­ner.) But I don’t so I’m just hon­ing my Burn game.

    Enervata | January 8, 2010, 5:27 pm | #

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