


And thanks to the extra damage from Kessig Flamebreather and Thermo-Alchemist, they can pour on a ton of damage once we get things set up. Sure, they are a bit underpowered or overcosted compared to Modern burn spells, but they are as good as burn gets in Standard. Honestly, there isn't much to say about most of these cards. $ 0.00 $ 0.00 $ 0.00 $ 0.00 $ 0.00 $ 0.00 $ 0.00 $ 0.00Īs far as our burn spells, we're playing all of the most efficient burn in Standard that can hit the opponent's face. While Chandra can be a bit weak against decks with big creatures (like Mono-Green, where it's hard to stick a Chandra without it immediately dying to a big attacker), if we can keep Chandra, Dressed to Kill on the battlefield for a few turns, it's one of the most powerful cards in our deck and does exactly what a burn deck wants. Finally, the ultimate basically wins the game by super-charging all of our burn spells, and it's not that unlikely that we can pull it off, especially against control, considering it costs just three mana to get Chandra, Dressed to Kill on the battlefield. And considering that most of our cards are burn spells, it often offers even more damage than the first +1. With just 20 non-MDFC lands in our deck, we're 66.7% to draw a card when we activate it. The second +1 takes advantage of the fact that every non-land card in our main deck is red. Its first +1 offers repeatable direct damage, and a bit of extra mana is never a bad thing. The other big new Crimson Vow addition to the deck is Chandra, Dressed to Kill, which does everything our deck wants. If we ever end up with two or three of these creatures on the battlefield at the same time, we can often win the game with one big combo-burn turn where we empty our hand of burn spells and potentially 20 our opponent! We want one of these cards in our opening hand pretty much every game (which is much more likely now that we have Kessig Flamebreather alongside Thermo-Alchemist), and drawing multiples is great. With a Kessig Flamebreather or Thermo-Alchemist out, our Play with Fires suddenly turn into Lightning Bolts, and our overcosted three-mana burn spells, like Magic Missile and Igneous Inspiration, offer four damage rather than three, making them much more powerful. For this, we turn to two two-drops, which are pretty much the same card, in Thermo-Alchemist and Kessig Flamebreather, both of which essentially add one extra damage to each of our burn spells once they are on the battlefield. As a result, we need a way to power up our burn spells if we're going to be able to deal 20 points of damage. In Standard, we're lucky to get two damage for one mana, and three damage costs us three mana. Modern has a bunch of burn spells that offer three damage for one mana and four damage for two mana. There's one big challenge when it comes to building a true burn deck in Standard: Standard-legal burn spells just aren't that efficient, which makes it hard to deal 20 points of damage with spells alone. The plan is to use Kessig Flamebreather and Thermo-Alchemist to add an extra damage or two to our burn spells throw a bunch of Play with Fires, Sacred Fires, and Roil Eruptions at our opponent's face and hopefully get our opponent's life total down to zero before they can kill us! The Enablers
