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By: Arctic_Ghost, Arctic_Ghost
Sep 11 2017 12:00pm
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By now I am sure we are all familiar with what the Burn archetype is. You play as many burn spells as possible, such as Lightning Bolt, Fireblast and Lava Spike. You then point them at your opponents face and try to take your opponent from 20 to 0 as quickly as possible.

Unlike Red Deck Wins where you use more creatures and few burn spells, this archetype is the opposite as it uses more burn spells and few creatures. Burn got a new creature to work with in the form of Firebrand Archer to make all of your burn spells do an extra damage, turning every Lava Spike into a Fireblast worth of damage. You also get Magma Jet to help you smooth out your draws with the help of Scrying. Let's go ahead and break the deck down piece by piece to see what we are working with.

Burn
- 75 Cards Total
Creature
4 Thermo-Alchemist
4 Firebrand Archer
8 cards

Instant
4 Lightning Bolt
2 Magma Jet
2 Needle Drop
3 Searing Blaze
4 Fireblast
15 cards
Sorcery
4 Rift Bolt
4 Lava Spike
4 Chain Lightning
2 Flame Rift
14 cards

Enchantment
4 Curse of the Pierced Heart
4 cards
Land
18 Mountain
1 Forgotten Cave
19 cards
 


Sideboard
4 Martyr of Ashes
4 Smash to Smithereens
1 Flaring Pain
3 Pyroblast
3 Molten Rain
15 cards

 

Thermo-Alchemist – One of the best cards in the deck. Not only is it a good blocker with 3 toughness, but it also adds extra points of damage to every burn spell you use, which allows you to win the game faster. 

Firebrand Archer – This creature isn't the best since it dies to everything under the sun and it will have problems attacking, but it does add extra points of damage to all of your burn spells, which will help you win the game faster and give your opponent the least amount of time to play the game.

 

I would like to add that I am not a big fan of Keldon Marauders these days in the Pauper format, it is just 2 mana for 2 damage. With all the cheap removal and good creatures you can cast early, it is very easy to handle Keldon Marauders and turn it into a very weak Shock to your opponents head.

 

Lightning Bolt and Chain Lightning – These serve 2 purposes in this deck. While they can both go to your opponents head, they are also removal spells for when you need to survive just a little bit longer and draw a couple more burn spells.

 

Lava Spike – Just a great 1 mana spell that deals 3 easy damage to your opponents face.

 

Rift Bolt – Although it costs 3 to cast, it can be Suspended for only 1 and save you mana in the long run, allowing you to cast as many spells in a turn as possible.

 

Needle Drop – It isn't the best spell, but it does deal 1 damage and replaces itself by drawing a card. Remember that every point counts.

 

Magma Jet – This card's main purpose is to put lands to the bottom of your library or to set up your next draw phase. So far it has been good to me, but I can see others not playing it because it only deals 2 damage.

 

Searing Blaze – This is your main removal spell, While it kills a creature it also deals damage to your opponent's head. I find this card a little under powered in this format because you don't have fetchlands, but it still gets the job done. Do keep in mind as well, since Searing Blaze has 2 targets, even if you kill the creature in response, your opponent will still take the damage.

 

Flame Rift – I like this spell because it deals 4 damage to the opponent and that is pretty huge when trying to count to 20 quickly. Do be careful though because it also deals damage to you.

 

Fireblast – This is your big finisher spell and you never usually want to cast it unless you are winning the game. It does feel bad to draw multiples early, but Fireblast is so crucial to your game plan, you need to maximize your chance of seeing one per game.

 

Curse of the Pierced Heart – This is one of the best cards in your deck because it is a triggered ability that deals damage to your opponent. 1 damage might not seem like much, but remember that every point counts and the little pokes of damage add up over time. This is also a great way to fight against an opponent with not so many lands, but they are using Circle of Protection: Red because now they have to use extra mana to stop the 1 damage coming through when they are low on life.

 

The manabase is nothing special. I personally don't like so many copies of Forgotten Cave because there will be times where you will have Fireblast and can't sac it or the fact that it comes into play tapped could cost you the match because you couldn't curve out correctly.

 

The Sideboard

4 Martyr of Ashes – Against archetypes such as Stompy, Elves, and White Weenie, this is a great way to wrath the board and buy you enough time to burn your opponent out and win the game.

 

4 Smash to Smithereens – A great tool against Affinity and Urza Tron to keep them off of being able to cast spells that require colored mana. What makes it great is that it also deals 3 damage to their face.

 

3 Pyroblast – A good way to help push through key spells against any blue mage you come across.

 

3 Molten Rain – This is for the Urza Tron matchup. I am personally not a big fan of this card and will be looking to change it. I don't feel as if land destruction does enough in this format and I would rather have spells that allow me to be faster against an archetype such as Tron.

 

1 Flaring Pain – This is your way of getting through a Circle of Protection: Red or anything that prevents red damage from coming through.

 

The Videos

 

Verdict and Conclusion

I love the new addition of Firebrand Archer. When combined with  Thermo-Alchemist it allows you to burn out your opponent even faster. When Lightning Bolt deals 4 damage to your opponent or have a Fireblast deals a big amount of 5, it allows you to close out games very quickly. I also love the addition of Magma Jet as the Scrying helped me out a ton by putting dead land draws to the bottom of my deck. I have been using it mostly as a removal spell and feel that it is a fine choice to include in your burn list.

 

Despite how the matches went, I do think Burn is a very good entry level deck into Pauper. When playing this archetype, variance can be the death of you very easily and you just come to accept it. You mitigate the variance by learning how to sequence your spells correctly and with how you build your deck and sideboard plan, so my advice would be to test a lot. Would I recommend this deck? Yes I would and I think you will have a decent win rate in the leagues with it.

 

Would you like to compete in a free Pauper tournament with some great prizes? Head on over to Gatherling.com on Tuesday nights at 8pm EDT and play in our weekly Pauper Classic Tuesday's event! Join the chat #PCT to chat with us and feel free to find most of the competitors on Discord!

 

Thanks for reading and watching. See you guys next time.