Magic Origins Brews, pt. 7 – Ruw Burn

Not sure how you feel about this card, but after the obvious ones (“do they really need to redo the power 9”), my throughts were “this is going to be the source of so many judge calls” and “wow, burn”.

daysundoing

The basic idea: Throw everything you have to their face and once you are out of ammo, get a new hand. I’m not sure there’s enough stuff in Standard for such a deck, but that doesn’t mean we can’t try it. I’ve never played burn, so its pretty hard for me to ascertain the amount of burn spells needed in such a deck. However, we do have Philosophy of Fire, which does help.

Philosophy of Fire is the basic idea that if a card is worth 2 life and your opponent has 20 life, you should be able to take them down with ten cards.

One should probably note that the target in Standard right now shouldn’t be 20 damage. It should be something like 25 as [card]Siege Rhino[/card]s, [card]Seeker of the Way[/card]s and gain-lands rule. Maybe that means we should be splashing black for [card]Erebos, God of the Dead[/card] or even the new [card]Tainted Remedy[/card]. So, taking the Philosophy of Fire too literally might not be a good idea. This deck is going to be more grindy than that.

[deck]
[creatures]
4 Thunderbreak Regent
4 Goblin Rabblemaster
[/creatures]
[spells]
4 Jeskai Charm
4 Lightning Strike
4 Stoke the Flames
4 Crater’s Claws
4 Magma Jet
3 Day’s Ungoing
2 Treasure Cruise
3 Dig Through Time
[/spells]
[lands]
4 Mystic Monastery
4 Temple of Triumph
4 Temple of Enlightenment
4 Temple of Epiphany
5 Mountain
3 Island
[/lands]
[/deck]

1 thought on “Magic Origins Brews, pt. 7 – Ruw Burn

  1. [card]Exquisite Firecraft[/card] might be a good addition. You could cut white totally to add it, or you could take out [card]Crater’s Claws[/card].

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