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BMoor's Magic The Gathering Deck Garage
Mono-Red Burn Deck Fix
October 19, 2007

Which of the five colors is the most frustrating to play against?  A lot of people say blue, because it counters all your spells and you can't play anything.  Others say white, because a lot of people use it to prevent damage, put up walls, and the game ends up dragging out for an hour.  Still others say red, because it can win so darned fast.  People also complain about fast burn decks because they don't appear to demand any real thought from the player-- you just burn, burn, burn.
 
When a certain style of play frustrates you because it outperforms all your decks, you have two options.  You can build a deck that counteracts the offending strategy, or you can adopt the strategy yourself.
Hey,
    I designed this deck for legacy play as a forty-card burn deck. My problem with it isn't the mana base, no spell costs more than three, but It is incapable of less than a four-turn win. I'd like to make it 2-turn and 3-turn win capable.

    Thanks a Lot    ,

            Socks

Land

    10    Mountain

Creatures

    3    Ball Lightning
    4    Raging Goblin

Other Spells

    1    Flame Rift
    1    Glacial Ray
    1    Incinerate
    4    Kindle
    1    Lava Spike
    4    Lightning Bolt
    1    Magma Jet
    1    Pulse of the Forge
    2    Rift Bolt
    1    Seismic Assault
    2    Shock
    1    Sudden Shock
    3    Volcanic Hammer

 
Okay, Socks, let's see if I can get you out of the hamper and into the winner's circle.
 
First of all, you say this is a forty-card deck for legacy play?  Are you talking about the Legacy format, or just that your playgroup adopts the Legacy banned/restricted list to keep people from going nuts with Lotuses?  Because if you go to a Legacy tourney, they're going to expect sixty-card decks.  Let's bring this deck up to sixty.  It's easier for me that way-- I don't have to make the difficult decisions about what to cut.  Sometimes it's obvious.  Sometimes it's not.
 
A side note: a lot of people have trouble cutting cards they like in favor of better cards, or determining which card is better.  They then end up with 74-card decks that perform poorly.  Deciding what to cut is a deckbuilder's hardest action, but the most necessary in most cases.  If you think you can get away with playing more cards for the heck of it, you probably can't.
 
Anyway, back to the deck at hand.  This one's gonna be trouble, I'm afraid.  You want to be able to pull off a 2- or 3-turn kill?  Well, I keep going over the numbers in my head, and it doesn't look good.
 
Here's how the math breaks down.  After three turns (ignoring the two-turn scenario for now), you've had access to a total of six mana (R on turn one, RR on turn two, RRR on turn three).  In that time, the goal is to do 20 damage.  20 damage/6 mana works out to 3.333 damage per mana.  So, for every R you spend, you have to do more than 3 damage.
 
See the problem yet?  Lightning Bolt is the holy grail of burn spells in Magic simply because it can do 3 damage for 1 mana.  It stopped getting reprinted precisely because it was too powerful for its cost.  And for your best-case scenario, even Lightning Bolt is too slow?  What?
 
Okay, so that's unrealistic.  But can it be made to work?  Is there any way?  Well, if there is, then it's my job to find it, and all my math leads to the same result: mana acceleration.
 
The one card that shines here-- or should I say burns brightly?-- is Seething Song.  Adding it to the equation, you now get eight mana in your first three turns.  20 damage/8 mana works out to a more reasonable 2.5 damage per mana.  Shock is still woefully behind the curve, but now Lightning Bolt can take its rightful place ahead of it.  Better yet, if you cast Lightning Bolt and Shock, then you've done 5 damage for 2 mana, which works out to 2.5 damage per mana.  If you add four Seething Song, four Rite of Flame, and four Desperate Ritual, you stand a good chance of lowering your required DPM (damage per mana) to a level the rest of your spells can deliver.  Desperate Ritual spliced onto a Lava Spike is 3 damage for free if we count it like this!
 
So, in order for this to work, you'll need as many 3-for-1 burn spells as you can get.  Trouble is, they're hard to come by.  But they are indeed available.  You've already got Lightning Bolt and Lava Spike (you need four Spikes, BTW), so to that we'll add two more Rift Bolt.  Any others?  Of course there are-- Wizards of the Coast can't give us Lightning Bolt back, but they keep making new cards that speak to our desire to have it back.  There's Spark Elemental, which crashes through for 3.  Brute Force can give an attacking creature +3/+3, which is all the more reason to add Spark Elemental-- to improve the chances you'll have a creature to attack with and turn this into another Lightning Bolt.  You could also add Jackal Pup-- it doesn't do any damage the turn you play it, but if it lives to attack twice it's 4 damage for one mana.  This is precisely why we're keeping Raging Goblin-- by turn three, it's dealt three damage.  Chain Lightning also does a serviceable Bolt impression, if you don't mind the possibility of taking 3 back.  But if you do take 3 back, and have RR anyway, you could make it 6 damage for RRR.  But why would you want to?
 
Isn't six damage for three mana not enough?  Come to think of it, that's how much Ball Lightning does!  Why is it worth using when it averages out to Shock instead of Bolt?  Because, Ball Lightning is equivalent to three Shocks in one card.
 
That's the other half of the equation.  Let's go back to our Seething Scenario:
 
Turn One: Mountain, Bolt*.  (Total Damage = 3)
Turn Two: Mountain, Bolt X2.  (Total Damage = 9)
Turn Three: Mountain, Seething Song, Bolt X5.  (Total Damage = 24)
 
In this scenario, a "Bolt" is shorthand for a card that will, for one mana, do at least three damage by the end of Turn Three.  By this definition, Raging Goblin is a Bolt if it comes down on Turn One.  Where's the problem?  You've played 12 cards total, including Mountains.  After three turns, you've only drawn ten cards!  And that's if you played second and didn't have to mulligan!  A deck that was comprised of nothing but Songs and Bolts still couldn't win on turn three, because it would run out of cards!  The most you could hope for is to have drawn, by turn three, exactly three mountains, one Seething Song, and six Bolts, and that works out to only 18 damage!
 
That's why Ball Lightning is so powerful-- by a red deck's way of counting, it's three cards.  Flame Rift also acts like two Shocks, since we really don't care how much we take-- this deck will almost always deal 20 to an opponent faster than the opponent can dish out 16, so the backlash from Flame Rift is inconsequential.
 
This is why you'll also need some heavy hitters.  Fiery Conclusion would've been perfect if it could hit players, since your Elementals will be dying after a turn anyway.  I think Shrapnel Blast would be perfect, but you'd need artifacts to sacrifice and I can't think of any that meet your DPM requirements.  If you were to switch out 4 Mountains for Great Furnace, could you run 4 Shrapnel Blast?  Probably not-- you'd get stuck with them in hand and no artifacts to sacrifice too often.  You could try Reckless Abandon, to use second main phase with your Elementals.  Or Goblin Grenade would be excellent, but you'd need a Raging Goblin out that had outlived its usefulness.  If you could find room for Mogg Fanatic (two attacks plus sacrificing = 3 DPM by Turn Three), then he and Raging Goblin would be support enough for a few Goblin Grenades.  But that might be pushing it.
 
Now, it's getting to the point where you need to drop cards to make room for all this.  Remember, you'll want around 1/3 of your deck to lands, so 10 won't be enough (but you could possibly get away with 18 in a deck with so many one-drops).  To make the cut, just calculate the DPM of all you cards, and cut everything below 2.  Volcanic Hammer?  Incinerate?  They're each 1.5's, so they can go.  Kindle?  Well, the last Kindle is a 2.5, but the first one is a 1!  And since you need to draw and play a 1, a 1.5 to get to the 2 and the 2.5, Kindle is out.  Seismic Assault?  That's zero until you draw lands you don't need!  And at such a low land count, it isn't worth it.  Pulse of the Forge will never come back to your hand because if your opponent can take four by turn three, and still have a higher life total than you, you've already lost.  Therefore, its DPM is an abysmal 0.75.  I'll let you do the math for the rest.
 
Hopefully this will help you, Socks.  I know I've dumbed down the math quite a bit by not factoring in your opponent's actions or the probability of drawing the right proportion of lands to Bolts to Songs, but I've approximated it enough to point you in the right direction.
 
Hopefully all my readers have learned something too.  But if this is making anyone's brain burn, all I can suggest is a style of deck that requires less calculations.  Like a blue deck maybe?
 
Good luck!
 
~BMoor

 
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