Subject: Everburn Date: Wed, 08 Apr 1998 09:22:04 PDT From: "Aaron Souders" To: fkusumot@ix.netcom.com Well, I'm probably the last person in the known universe that would be expected to post a red deck, considering my notorious reputation for hating red decks, but I've been testing this little gem, and it works out quite well in the format, even with all the anti-red cards people so gruesomely pack in their decks and boards... With that in mind, what is the major problem with Sligh? It runs out of gas, even with cursed scroll. People in this format can indeed find sixty-three ways to blow up the damn thing, then you are back at square one. No burn, no nothing, just a bunch of damn land, while your opponent sacrifices another Bottle Gnomes or calls upon the wisdom of Gerrard. It would be nice to think that you could add other colors to burn, giving it more of an edge with cards like Forsaken Wastes or Gloom, but I truly believe it's a waste of resources, and often ends up just being a hinderance to the deck developing. Another thing, I have found out that creatures are pretty much a waste of time in red burn decks. I'll still play Fantastics and Lightning, but I think that pups, orcs, and lancers just clutter up your ultimate goal. So here's an answer to the aforementioned notions: Everburn: 18 X Mountains 4 X Wastelands (22 is a little high for red burn, but it will become apparent why) 4 X Mogg Fantastics 4 X Ball Lightning 4 X Shock 4 X Kindle 4 X Incinerate 4 X Hammer of Bogardon (*) 3 X Fireblast (Four is just too much, as you are often holding several with four land, with cards that could be much more productive.) 2 X Detonate 1 X Sudden Impact (*) 4 X Cursed Scroll 4 X Scalding Tongs Sideboard: 4 X Straw Golem (*) 4 X Pyroblast 2 X Sirrocho (*) 2 X Rathi Dragon (primary board against stompy and etc.) 2 X Shatter 1 X Sudden Impact Some Key Notes: -The four Hammers of Bogardon, along with the four Straw Golems, are borrowed ideas from the folks down at the Crew, primarily Max and Ronnie, who I think have a lot of talent when it comes to playing red. The Hammers give the deck even more late game, combined with the scrolls and tongs, and lets you break through the occasional wisdom that is so often haunting to burn. The Straw is amazingly good, and lets you get a fast beatdown in, probably anywhere from 6-10 points, before they get rid of it somehow (you're generally boarding this in against non-creature decks anyway). -Sudden Impact, although intensely scrubby at first look, is an excellent counter for burn to play against Gerrard's Wisdom. With all the mulch decks that are out there, along with heavy whispers deck, impact can sometimes net 6-7 points of damage. It doesn't do a damn thing vs. fast decks, but generally fast decks can't take this much heat anyway. -Sirrocho: Whether or not it is this way in your area, in the Midwest, Mr. Derek Rank brought over a deck from the boys at Tongo that is just dominating the scene, and is a deck that anyone playtesting in the Midwest has to be concerned about. It's primary content; Steels, a buttload of counters, whispers, & impulse (affectionately named draw-go, because that's all you ever seem to say with the f'n deck). With popular Midwest decks running 14-18 counters, Sirrocho becomes genuinely abusive, and I might even add more to the board. Well, that's all for now, my little crackers. Stay tuned for more decks that I'm bored enough to post. Aaron "Shazam!" Souders -Atlanta Pro Tour Juniors Champion -DCI Certified Level III Judge -Certifiable Master of Ser-VICE! "Block! Shoot You! Fantastic!!" -Matt Barnett, Gettin' Jiggy Wit' It- ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com