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Examining Extended Mono-Red Burn

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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!

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