Nice and fun deck as always with Mono red burn
However there is some disrupting issue in your deck with
experimental frenzy. It has to be played as a kinf of stand-alone draw card.
Flame of keld and frenzy are not good together. You do not want to discard your hand because of flame of keld when you are under
Experimental Frenzy.
I do not say you can't play them together but with a cumulated 7 copies of those 2 cards, you will probably often end not playing some flame of keld in the midgame or topdecking another
Experimental frenzy when under a frenzy. You'll loose a turn
Also if you topdeck risk faktor under Frenzy, not very good either but still interesting though.
Pirate's Pillage is an interesting alternative or/mix to
experimental frenzy.
Pirate's Pillage kind of comes in play when you start to have only 2 or 3 remaining cards in hand and can give you the extra mana boost to cast a jayla ballard on turn 5 if you miss your land drop. Then you can Keld into empty hand to get two more cards, or use risk faktor.
The biggest advantage of
Experimental frenzy is that it does the job alone so it takes less slots in your deck, than the whole Flame of keld +
pirate's pillage + risk faktor suite.
IMO: 2 options:
1/ 2-3
experimental frenzy + 2-3 risk faktor . Prefer
Banefire to
Fight with fire.
2/ 3-4
Pirate's pillage + 3-4 risk faktor + 3-4 flame of keld. Prefer
fight with fire, and cheaper burn spell.
Radiating lightning is also very good with
the flame of keld I spoke of
Jaya Ballard earlier, I will explain why. I would rather choose
Jaya Ballard over
Sarkhan, Fireblood for 3 reasons:
- the card filtering is better.
- the extra mana means you can cast a
banefire or kicked
fight with fire from turn 6 or 7 for a 9+ damage depending on how many
electrostatic field / gutternsnipe you have on the board
- In the late game you can cast your spells from the graveyard, which kind of a I win the game in this kind of deck
However, the best might be to sideboard/mix them depending on the matchup.
Also, I approve the addition of
banefire but I would play at least 4 copies of
banefire /
fight with fire). In fact, I strongly suggest the addition of
Fight with fire if you play flame of keld, because it does combo multiple times with the 3rd chapter of
the flame of keld. Each time you divided the damage of it, it add +2 damage :
"If damage dealt by a source you control is being divided or assigned among multiple permanents an opponent controls or among an opponent and one or more permanents they control simultaneously, divide the original amount before adding 2. For example, if you attack with a 5/5 red creature with trample and your opponent blocks with a 2/2 creature, you can assign 2 damage to the blocker and 3 damage to the defending player. These amounts are then modified to 4 and 5, respectively. "
Remember, if you play
Jaya Ballard and you can just cast them for a few mana and play them later at their full potential from your graveyard.
So, why mix the two of them ?
Banefire cannot be countered not damage prevented so it's the go killer card against blue control !
I would also add, in the sideboard, some copies of cards like
Star of extinction or
Chandra, Bold Pyromancer, just in case you have some bad matchup with big creatures you do not succeed to remove from the board, especially hexproof creatures like
Carnage Tyrant.
So, now you have some tactical choices to do.
Mutiny is also a cheap removal spell .
Hope, my two cents advices will help.