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Author Topic: Power Burn  (Read 4511 times)
b_1e1_n
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« on: January 28, 2004, 08:05:07 am »

This is a power burn, designed to play in even the toughest metagames.

CREATURES
4 Gorrila Shaman
4 Jackal Pup
4 Mogg Fanatic

BURN
4 Lightning Bolt
4 Chain Lightning
4 Incinerate
4 Shock
4 Volcanic Hammer
4 Fireblast
4 Seal of Fire

LAND
15 Mountain
4 Wasteland
1 Strip Mine

SIDEBOARD
I'm not sure what good enchantment destroying red spells to put here.
3 Red Elemental Blast
3 Pyroblast

A few things:
I don't use mox ruby because of fireblast and there's more artifact hate than basic land hate.  I don't use Barbarian rings or Land Grant+Volcanic Island for the same reason.  I don't use black lotus because it's too slow for this deck (usually won't have enough cards to use 3 mana and I'd rather have a burn card).  I don't use ball lightning or Phyrexian war beast because they're too slow.
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Toad
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« Reply #1 on: January 28, 2004, 08:27:04 am »

In the toughest metagames, your opponent can drop a Chalice of the Void with 1 counter on it before you lay your first land. What do you do then? Ball Lightning are maybe too slow for T1, but they are your only chance to deal with an early Chalice. Try to fit in some of these along with [card]Slith Firewalker[/card].

[card]Price of Progress[/card] is good.

And Red can't deal with Enchantments (OK, [card]Misguided Rage[/card]  Rolling Eyes)
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Plainswalker
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« Reply #2 on: January 28, 2004, 08:54:58 am »

- 4 Shock
- 4 Seal of Fire
- 4 Volcanic Hammer

+ 4 Slith Firewalkers
+ 4 Ankh of Mishra
+ 4 Price of Progress

I'm kinda going towards more ankh sligh, but you've got Shaman and wastelands already. Slith will give you that added punch. Ankh and PoP are just better then the burn spells you have now, unless there aren't a lot of duals around you, but you said the toughest of decks so I assume it'd be fine.

Couple of small things:

Main deck artifact hate, something on top of the shamans may be needed, or at least in the sideboard, Rack and Ruin or Shatter (Racks better) If you go with the things above though, it adds more two CC spells into your deck.

Wheel of Fortune and Fork are fun cards that probably aren't better off in here, but you have 4 Fireblast so why the hell not  Very Happy

You probably only need 4 Red Elemental Blast, 8 are useally to much to side in and you useally have other stuff to compliment it. You can try things like blood moon, Null Rod, Tormonts Crypt, vs aggro maybe Pyrokinesis and as I said Rack and Ruin. There are other cards that could work as well, red has a lot of good sideboard stuff right now.

Edit:
Quote
I don't use black lotus because it's too slow for this deck (usually won't have enough cards to use 3 mana and I'd rather have a burn card).


I can't agree at all, lots of deck use lotus and would hate drawing it late (not always, it's an example) The power it gives to you if you draw it early though can not be ignored.
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« Reply #3 on: January 28, 2004, 07:58:38 pm »

Chalice for 1 would stick it in you.
Mox Monkeys are excellent, use 4.
PoP is a potential 10 damage for 2 mana. Most decks play nonbasics.
Ankh is huge against fetches and is somewhat of a pain against Dragon.
Cursed Scroll is also a good card, especially against control because it can easily slip by countermagic.
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b_1e1_n
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« Reply #4 on: January 28, 2004, 08:53:35 pm »

CREATURES
4 Gorrila Shaman
4 Jackal Pup
4 Slith Walker

BURN
4 Lightning Bolt
4 Chain Lightning
4 Incinerate
4 Shock
4 Price of Progress
4 Fireblast
3 Seal of Fire

DRAW
1 Wheel of Fortune

LAND
15 Mountain
4 Wasteland
1 Strip Mine

SIDEBOARD
4 Misguided Rage
4 Red Elemental Blast
4 Smash
3 Pyroblast


Toad, if you're gonna be cocky when you reply to my posts, don't reply to them.  Just because you out-nerd me doesn't give you the right to be a jerk.
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warlocker19
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« Reply #5 on: January 28, 2004, 09:48:38 pm »

I would go with recless charge over shock.  I think it is potentially more damage and can give you mid-late game burn when you flash it back.
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atog
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« Reply #6 on: January 28, 2004, 09:57:02 pm »

You are playing with so much burn removing 3 seals and adding 3 isochron scepters seems strong (don't get me started on POP on a stick). It creates a quick clock for control to remove. Also is seems to me you need more threats that stay on the board like more creatures and stuff like anhks. The scpters wopuld be a start, but addin slith firewalkers would also help, you could remove some of the sorcery speed burn (since it doesn't go good with scpeter)
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Suckamouf37
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« Reply #7 on: January 28, 2004, 10:06:54 pm »

I played a similar deck for a while last fall.  No disruption at all, just burn.

"Balls to the Walls"
4 Ball Lightning
4 Slith Firewalker
4 Grim Lavamancer

4 Lightning Bolt
4 Chain Lightning
4 Incinerate
4 Fireblast
4 Price of Progress
3 Seal of Fire

4 Browbeat
1 Wheel of Fortune

8 Mountain
4 Bloodstained Mire
4 Wooded Foothils
4 Barbarian Ring

While the disruption your deck offers is probably an improvement over my deck, I really would recommend you try and fit in a few Browbeats.  Nobody sees them coming and sometimes you'll even get 3 cards.  IsoSticks would probably be some good too, especially with POPs like atog said.
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Plainswalker
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« Reply #8 on: January 28, 2004, 10:37:42 pm »

::rubs eyes:: alright, I swear sometimes everyone has there own agenda and don't even read the rest of the friggen thread.

@ B_1e1_n:
The decks getting there, but it still has to much burn. I don't agree with scepter in here as others do, I think it can be tailored to a burn deck, but unless it's built correctly it shouldn't just be thrown in. Don't be mad at Toad either, i didn't think he was being a jerk, he was being a wise ass about Misguided Rage though, and yet you added it to the sideboard so I bet he's laughing over that one.

You don't seem to like the idea of 16 creatures, I do, thats just a preference, it seems to be the right balance. We'll see what others say...but to what others have been saying

@warlock19:

True, but with only 12 creatures it seems weak, same with scepter, if you draw reckless with no creatures, or scepter with no burn you've just lost a lot of tempo sligh can't afford to lose.

@atog:

He's already done some of the changes and some of the other things have already been suggested. I do agree with less burn.

@ Suckamouf37

You just posted your own list, did you have a point? Sorry I'm starting to get annoyed of late is all. Browbeat is 3 CC and slows you down way to much. Especially since you also have Ball lightings.
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« Reply #9 on: January 28, 2004, 11:13:09 pm »

b_1e1_n: Your deck looks frighteningly like mine, the Ankh Sligh thats been getting so much attention (well long posts). To save you from having to go through all my mistakes and/or to spare you from reading all 7-8 pages of my thread (started in the crap forums), ill dispense as much info as i can here. reading my thread if you have the time will probably make stuff i say more sense, so id suggest you read it nevertheless.

Dont play Wheel. I learned the hard way, Thanks Rane...

If you do not intend on using Ankh, then i would probably hit you upside the head, but since that isnt possible, i guess ill just not argue Very Happy
Ankh rules with munkys and Wastes as Theyve said earlier. Plus it works pretty much with every other card in your deck. by the time you pummel them down with burn theyll have started to attack your weak defenses. in short, Ankh is both an attack and defense. once you burn them, even to ten, theyre in what i like to call the "Ankh Zone". Ankh just shuts down fetch and kills every deck out there...as every deck needs lands to do anything. Usually your Wastes are the aid, youve got an LD and a shock in one card!!! when your opponent is in the Ankh Zone, they will be less likely to want to play land unless its absolutely necessary. Its no skin off your back if they dont play, cause youll just end up drawing into more LD or burn, and furthering their suffering. when at last they do play a land out of desperation, a nice pup to them and then a swift Blast can spell g-o-o-d g-a-m-e in the most delightful ways. i picked up Ankh Sligh recently, and it will be a long time before i drop it.. ROCK ON MUNKYS!!!!! (those funky munkys)

hope my "primer" helps, teehee, Peace Cool
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b_1e1_n
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« Reply #10 on: January 29, 2004, 08:01:30 am »

Dont play Wheel. I learned the hard way, Thanks Rane...

Why would I possibly not play wheel?

Anyone have creature reccomendations?

Also as for Toad, I do appreciate the help but if you have to be a jerk about it I'd honestly rather not hear it.
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DEA
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« Reply #11 on: January 29, 2004, 08:21:58 am »

i dunno, the only one coming across as a cocky jerk is you
get that chip off your shoulder first, then talk
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« Reply #12 on: January 29, 2004, 09:03:46 am »

The reason not to play wheel depends on where your playing right now really. With a lot of madness and Big O about, wheel is just not as powerful for you as it is them.

If you have a control heavy metagame, then wheel would not be a bad addition. Also, like Fearnor said, I haven't yet, but take a look at the Ankh sligh thing going, there should be some bits you can pick up from there.

Dea don't just straight up flame, no reason to yet. If I said something stupid in one thread, I would hope it didn't follow me around everywhere else I go after.
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« Reply #13 on: January 29, 2004, 11:31:15 am »

Quote
Also as for Toad, I do appreciate the help but if you have to be a jerk about it I'd honestly rather not hear it.


.... w    t    f    ?


Back to list: I think seal of fire / fireblast is overdoing it. I would put in fetchalnds (yes i know this is mono-R, no need for fetchlands, but is ther?) because Sligh or any mono-R lacks a serious draw engine to fuel itself (besides wheel, and its bad because it fills your opponents hand).

Fetches (if you put 6-8) are good. When you have used up most of your burn in your hand, you need to topdeck threats. That is ok, provided that you keep beating, but you do not want to top deck lands when 3-4 are good enough already. Here is where fetches come in. They remove 8 mountains (yes, put in all 8!), thin your lands so you dont' topdeck, and shuffle your deck to boot.
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atog
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« Reply #14 on: January 29, 2004, 12:26:54 pm »

Quote from: Suckamouf37
No disruption at all, just burn.


I really think for a sligh deck to do well you really need to be playing 5 strip effects. Browbeat is cool but most players will just take the damage so i htink the slot is better filled with another threat.
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Fëanor
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« Reply #15 on: January 29, 2004, 05:39:11 pm »

b_1e1_n Wrote:

Quote
This is a power burn, designed to play in even the toughest metagames.


um, ok true I jumped the gun a little on choosing wheel out. But after what you said, the first line of your post, I figured you were going for a $4k environment. But it all makes sense if you read my post. We almost got shut down for arguing too much about the issue, so I dont want to start something here Wink

And just like everyone else was saying, cool it on Toad. Not only is he a TMD biggie, but he's a damn good player. If he gives you advice you dont like, keep the comments to yourself.

IMHO, youve got way too much burn. To tell you the truth, i used to kick extended ass with a wonderful burn deck much like yours, but the problem was, it had no threat, just turn after turn of burn. Ankh is THE best threat against top type one decks. if you see a lot of WW, play spellbombs in place of the sealsfor added silver knight pummelage.

So in conclusion to the former part, could you possibly state your current meta? One deck can't win in all metagames, its just not possible, or not that i know of...so giving us an idea as to what you stand up against would be invaluable to our suggestions.

Peace Cool
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b_1e1_n
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« Reply #16 on: January 29, 2004, 06:49:11 pm »

My metagame consists of a lot of keeper, a lot of discard, some stax, basically every other player has the P9 and then some and likes to use it.
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b_1e1_n
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« Reply #17 on: January 30, 2004, 08:09:11 am »

CREATURES
4 Gorrila Shaman
4 Jackal Pup
4 Slith Walker

BURN
4 Lightning Bolt
4 Chain Lightning
4 Incinerate
4 Price of Progress
4 Fireblast
3 Ankh of Mishra

DRAW
1 Wheel of Fortune

OTHER
4 Blood Moon

LAND
15 Mountain
4 Wasteland
1 Strip Mine

SIDEBOARD
4 Misguided Rage
4 Red Elemental Blast
4 Smash
3 Pyroblast
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Plainswalker
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« Reply #18 on: January 30, 2004, 08:39:46 am »

Very nice, looks much better now. I don't know if 4 blood moons are totally needed, but they are powerful. I think the only thing left is the sideboard (o and I wanna add fork to the main deck but no ones gonna go with me on that  Cool )

If your going to run a 3CC Artifact removal spell then your better off with Rack and Ruin instead of Smash. You don't get the card, but since you hit two things it is more powerful and card advantage in a way.

All though I don't know if you need it, 4 REB's and 3 Pyro might be okay. I think I would only run that many though if there were a lot of Hulk around since they're much better then burn in that match up.

Misguided Rage has got to go, unless there a whole lot of Circle of Protection Red's around then you could always try...well I actually forget what it is, but there's a 4 CC spell that destroy's all white permenents. Again, same with the blast, unless there is a whole lot of one deck then don't add these. Other inclusions might be Null Rod for combo and stax/mud and Tormont's Crypt in the side vs Dragon and Mud as well.

Edit: Anarchy is the 4 CC spell, probably not a good idea though, but it's always good to hear about different cards for later.
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« Reply #19 on: January 30, 2004, 10:22:39 am »

nice looking list, now that its been polished a little.

keeping wheel in will be a great saviour for a finisher. in fact id just as much go with PW and say throw the fork in. you play REB sideboard so what couldnt fork do??

unless your meta absolutely needs it, id take out some blood moons too. plus its just one of those non kill cards. if you draw this and your opponent is at 18, it will stall maybe but it wont speed up the game at all. Not to mention if you keep topdecking Wastes, why would you want to play it? Wink

Rack + Ruin SB is a must. Welder is my enemy...
only use seven BEBs if you need them. if you play less tog and more keeper, Scald? hm.....

i dont know why youre playing only three ankh, its never a dead draw (well it is if it gets countered, but then again anything is Rolling Eyes )

Peace Cool
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« Reply #20 on: January 30, 2004, 12:31:19 pm »

You can edit your own posts. So maybe consider to edit your first post and add the current decklist and then update every time when you change something. Just leave the origianl decklist also there intact so that anybody following the thread knows what you are talkng about.
Only a suggestion, but it works in the card creation forum, it could do well here, too.
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« Reply #21 on: January 30, 2004, 01:00:26 pm »

If you are worried about Chalices (which do ruin Red-based aggro decks), then SB Meltdowns are your friend. This deck already has a good mix of 1cc and 2cc threats, so Chalice is not so devestating. Rack and Ruin is of course an excellent option as well against artifact-heavy decks, but its not always easy to ramp yourself up to 3 mana (or more if Sphere is out) quickly enough for it to count most. I'd also give some consideration to Goblin Vandal, which can easily ruin wMUD's day unless they are fortunate to lock you down with Tangle Wire.

Some other considerations:

4 Fireblasts are likely too much. This is a finisher that you'll probably get to cast only once in a game. You don't want to see multiples in your hand unless you are finding yourself in long games with more than 3 mountains out. 3 is about the right number so that you see at least one each game with enough frequency.

Blood Moons are an interesting idea, but there are two problems - the casting cost, and the fact that most decks prepare for Moons. You are playing a 20 land deck with no card drawing. 5 of those lands are disruption which you are likely to use immediately. This makes the Moon more of a mid-game threat, which is not good - most multi-color decks run basic lands and you're giving them ample opportunity to fetch out those basics. If you are planning to go with Moons, Wheel, and 4 Blasts, consider going with Sol Ring, Petal, or even Mana Crypt for acceleration. I'd personally cut them in favor of another cheaper hate card - Null Rod. Rods are mana denial and artifact hate rolled up into one; they are effective vs stuff like Slavery, Landstill, full-powered Keeper and Hulk, not to mention wMUD and Stax and to some extent Mask-based decks. Blood Moon, by comparison, only makes a dent in Keeper/Hulk, and some Dragon builds. If you're lucky that is. You already have the vicious PoPs to handle decks that pack plenty of non-basics; don't push your luck and overprepare by adding even more non-basic hate.

Wheel of Fortune: Such cards are best reserved for combo and lock-decks. If you run them anywhere else, especially in drastically mana-light decks you are relying on luck for this card to be good for you and not your opponent. I don't like to use cards based on luck.
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