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This is the 75 cards that I play when I play Burn.
4 Flame Rift is a must, do not remove this card.
8 creatures to maximize the card advantage you get from blanking your opponents' removal spells. 4 Eidolon is a must, and Pyrostatic Pillars in the board are important for this reason as well.
3 Price of Progress is fine. This card can be boarded out as many games involve the opponents playing out basics so as not to get Priced. There are times where you play against BUG or MUD or Lands or Maverick and the cost of a deck like those getting basics is far too high for these decks to effectively play around it. When it's good it's usually worth at least 4 damage, but against a lot of the really bad match ups it's marginal at best and can be a real brick in the mirror as well.
You need to play the Searing effects in the main deck. They can be boarded out when they are not good, but you can almost always find a target. This deck is playing Searing Blood because it is better. This is our only removal spell and we must have an answer to opposing creatures and decks like elfs or DnT. Grim Lavamancer is in the sideboard to help supplement this plan.
Always play 4 Red Elemental Blast. This is the Brainstorm format and it is completely fine to trade a card for this. It also counters any other cantrip. This is very effective against combo, which is a real bad match up and is our only way to deal with Counterbalance.
Speaking of Counterbalance, the Volcanic Fallouts are really excellent against this card. It's specifically for the decks that play a bunch of creatures, but it's absolutely great to have a spell that cannot be countered. This card was in the main deck for a very long time, when GSZ was more popular, but is now a must in the sideboard.
3 Smash to Smithereens are a must. You need to have an answer to Chalice of the Void and Spheres and it is just generally an excellent form of card advantage.
3 Sulfuric Vortex are a must in the main. You do not want to lose because of Deathrite Shaman, Stoneforge and equipment or a Swords to Plowshares at the wrong time. This card is incredibly important for closing games out and for creating lethal stacks in response to the upkeep triggers.
Finally 19 Mountains is correct. For a very, very long time the deck had 20 Mountains, and maybe one fewer Vortex, but this number is completely correct. There are no need for fetchlands because they open us up to Stifle and Wasteland and have a lot of splash damage. There is not a reason to run anything besides a Basic Mountain in this deck so you can leave you Tarns, Ghitu Encampments, Barbarian Rings, Keldon Megaliths, Wastelands and just about any other nonbasic land you can think about at home.
Thanks for reading - flame on!
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