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Burn with Wild Nacatl
An idea that I've been theoretically toying around recently is just to add Wild Nacatl to a stock Burn list. Here's what I should have played:
You can play this powerful 1-drop at almost no cost, with 12 fetches that you already used to get a Stomping Ground and a Sacred Foundry as soon as possible anyway. Copperline Gorge was added over 2 Mountains as a way to make sure to not get too many awkward basic-Mountain-heavy hands unable to cast the Cat.
Having twelve 1-drops also increases the chance of turn-one creature, turn-two double creatures, turn-three Atarka's Command for effectively lethal when unchecked.
There is unfortunately a downside in having that many creatures: the late-game topdeck factor, which is better when your deck is filled with direct damage spells rather than creatures that can be blocked or killed. This downside is not to be ignored, but I believe overall you are making your main deck better.
Having a green creature also gives you a better chance at beating cards like Kor Firewalker, Dragon's Claw, and Burrenton Forge-Tender.
The split between Lightning Helix and Searing Blaze depends on what you are expecting, having 4 Searing Blaze would make the list cleaner, however there are a few decks in the metagame that have close to no targets for the removal. Helix at least goes to the face and has the ability to gain you some extra turns as much as Searing Blaze would sometimes.
The sideboard is very straightforward, nothing new here—Deflecting Palm is spicy, great against Infect and the mirror.
Until next time, have fun playing this Zoo-esque Burn list!
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