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WR Burn [Modern] (Modern) [Revision 8]

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Viewing revision 8. There is a more recent version of this deck.

Do you like playing Magic but wish your games would end a lot sooner and with less thinking?

Do you stay awake at night wondering when your deck will be rotated by the latest powercreeped Masters set?

Does the sheer amount of Magic cards keep you up at night? How can you remember them all? How do you prepare for every opponent?

Do you wish you could play a deck that plays itself but also feel superior when it/you beats decks hundreds/thousands of dollars more expensive?

Burn is a classic, tried-and-true archetype that has been around since Alpha and always manages to find itself a contender in pretty much every format. From modern burn to legacy burn to pauper burn it's burn all the way down. Now you might be thinking 'what about Standard'" Sometimes burn exists in Standard and those are glorious Standards indeed but generally what you get is a bastardized version containing some small burn and quasi-burn (that only hits creatures) and a few small/big hitters. And as any true burn player will tell you--burn goes to your face. Don't let anyone tell you otherwise.

Anyhow, this is the best modern deck you will ever find for three reasons: one) because it's cheap (except for the stupid lands which is just a problem for every deck); two) it's easy to play because it's burn and burn is easy to play BUT IMPOSSIBLE TO MASTER (don't let those damn blue mages tell you otherwise); and three) because it never rotates even when there's new expansions. Lightning Bolt has been the gold standard for burn since Alpha and in 25+ years that hasn't changed. And considering WotC doesn't even like printing it into Standard anymore it's not likely to get powercreeped or crept. Seriously, take a look at this list--we get a new toy every couple years at most. Which may sound boring but when we're talking about several-hundred dollar decks it's good to be able to use your cards for more than a couple months.

So this is where I tell you how to play and what all the cards are for:

Lands > All you really need are like 13 mountains and 7 plains or something. But you know, if you want consistency or whatever you can spend the money to get shocklands and fetches and the horizon lands. Obviously, these lands will continue to be the gold standard for Magic decks forever so it's not the worst idea to buy some. I hate fetches but it's how the game is played.

Instants > Don't kill creatures unless you are using Searing Blaze or the creature is going to gain life somehow. Like, Lyra, she's a real pain because she has lifelink and a big ass. Actually, if you see Lyra it's probably best to just concede. But Soul Warden, that needs a bolt. Otherwise, burn goes face. Burn does not go creatures because killing creatures does not win you the game. What killing creatures does is make it so you don't lose but you aren't playing burn just to not lose. You're playing to win. And if you're playing burn you don't care what your life total is as long as your opponent's is one point lower.

Searing Blaze: Good for creature removal, don't waste it on a turn without a land drop. Remove it if you have no targets for it.

Boros Charm: So many options but all you will ever do is go 4 to face. Don't overthink it. Face is the place.

Sorceries > These are like instants but not as good because they are slower but they're still pretty good.

Rift Bolt: Remember that it is cast during your NEXT turn so make sure your prowess triggers work correctly. Also means you don't get hit by Eidolon right away.. if that's ever relevant.

Lava Spike: The poor man's Lightning Bolt is still a Lightning Bolt. You were going to go face anyhow so it's okay.

Creatures > Burn decks are usually light on creatures and when they have some they are cheap and act like Lightning Bolts on legs (which is how we justify them).

Goblin Guide: After all these years, still the best one-drop. Acts as a shock turn 1 and can usually get in 2 more next turn. Then is a lovely chump blocker. Also, let's you know what cards your opponent is drawing. Ignore the part about it drawing your opponent lands because they will be dead before it becomes relevant. They probably kept 2-3 lands and the game will be over by turn 3-4 so what can they do with extra lands? Die with them in their hand.

Eidolon: I know it hurts you (probably more than it will hurt your opponent) but it hurts your opponent and can attack/block. Chump with it when you need to get rid of it.

Sideboard > So this is probably just about the perfect sideboard that has ever been created. But if you really feel like winning less you can always change it up.

Banefire: Always wins against slow blue decks cause as they do their boring shit, you just keep playing land after land and fireball them for like 10 damage.

Path to Exile: Face it, sometimes you run into a Lyra and you just have to get rid of it or the whole deck falls apart. I hate lifegain so much.

COP: Red: I know it's not nice to bring these in against a fellow burn deck but in all is fair in love and Magic. And even just one COP will destroy burn decks.

Skullcrack: What did I say about gaining life? Burn decks hate it. Use this to make sure they don't gain life and also hurt them at the same time. That's some utility!

Wear/Tear: Get rid of those enchantments and artifacts. It may seem bad but remember that you can play both sides at the same time and 2 for 1 your opponent. Maybe it won't happen all the time but when it does.. when it does!

Deflecting Palm: This is just a blowout card mainly. You side it in when your opponent is doing some crazy shenanigans and then slam it down and watch them concede and cry and say how much burn decks suck. Which they don't do not.

That's it. Now go out there and play this deck and win tournaments unless your opponent has like, all lifegain or something. If you encounter something like Soul Sisters or whatever, just concede and move on. That's my pep talk.

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This deck appears to be legal in Modern.

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These are the all the revisions of this deck. Click on a revision to view the deck as it looked back then.
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Revision 19 January 10, 2023 dclukens
Revision 18 January 4, 2023 dclukens
Revision 17 October 11, 2022 dclukens
Revision 16 September 23, 2022 dclukens
Revision 15 September 17, 2022 dclukens
Revision 14 September 16, 2022 dclukens
Revision 13 September 16, 2022 dclukens
Revision 12 September 14, 2022 dclukens
Revision 11 September 12, 2022 dclukens
Revision 10 September 8, 2022 dclukens
Revision 9 September 8, 2022 dclukens
» Revision 8 September 13, 2021 dclukens
Revision 7 September 6, 2021 dclukens
Revision 6 September 6, 2021 dclukens
Revision 5 September 6, 2021 dclukens
Revision 2 July 2, 2021 dclukens
Revision 1 March 11, 2020 dclukens
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