Magic: The Gathering - Duels of the Planeswalkers 2013

Magic: The Gathering - Duels of the Planeswalkers 2013

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Let it burn - DotP 2013 Deck guide.
By Snackster
Here's my 2nd guide for DotP 2013. Here's how I play the mono red deck Born in Flames. With the cardpool for this deck it is possible to make a full out burn deck with a minimum of creatures and this is how I prefer playing the deck. This build is for 1 on 1 FFA, but works very well in other multiplayer games.

Time to fire it up and let things burn. With this deckbuild you will leave a trail of ashes behind you after burning your opponent with direct damage burn spells sure to set more than just his hair on fire!

Feel free to check out the 1st deck guide I have made for Obedient Dead. <-- click
   
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Introduction and decklist.


"Hmm.. these nails need more polish."
Chandra has left you in charge of her fireworks while she's taking a day off from her adventures.

Welcome. This is my 2nd deck guide for DotP 2013 and I am going to show you my version of Born in Flames aka Let it Burn. Here are the cards I prefer using in my deckbuild.

Let it Burn; decklist.

Creatures:
1 Torch Fiend
3 Chandra's Phoenix
2 Obsidian Fireheart
2 Hostility
1 Inferno Titan

Instants:
3 Searing Blaze
4 Searing Spear
1 Lightning Bolt
3 Flames of the Blood Hand
2 Chandra's Outrage
1 Fireblast

Sorceries:
2 Flame Slash
2 Flamebreak
2 Flames of the Firebrand
1 Chain Reaction
2 Cone of Flame

Enchantments:
1 Sulfuric Vortex

Artifacts:
2 Ruby Medallion
1 Swiftfoot Boots

Lands:
24 Mountain



Sometimes you die a glorious death with your sword held high. Sometimes you're just target practice.

As you may have noticed. In this build there is a big arsenal of burn spells. This build is a full burn build. The strategy here is pretty simple. Direct damage for the win. The faster you can drop your opponents life total the better this works. You don't want to give your opponent to much time to fill up the field with creatures or start dominating with big spells. You stay ahead by ignoring the little damage he will do with his smaller creatures while you throw burn spells in his face.
Deck Tech pt. 1 - Creatures


Let's take a look at the creatures in this build. All the creatures in this build come with benefits and they add to the synergy of this deck which is what to look for since it is unlikely you will be dominating the battlefield with multiple creatures.

3 Chandra's Phoenix



The only flyer and most important creature of the deck. For 3 mana you get a 2/2 flyer that can and should attack right away since it has haste. That by itself is good, but this flyer will keep on coming back if it dies or is milled into your grave. All you need to do is fire at your opponent with some burn and Chandra's Phoenix goes straight to your hand. A great card vs the mill deck and overall great card.

2 Obsidian Fireheart



A 4/4 creature for 4 which is decent enough. His ability can be very good since your opponent has no way of stopping that extra damage. 3 mana for dealing 1 damage on each of you opponents upkeeps doesn't seem all that amazing, but it gives you extra reach and put's your opponent on a clock. You can throw in extra burn from your draw dropping your opponent further down. Also Obsidian Fireheart will allow you to get more out your mana base. Often you will be emptying your hand or be very close to it midgame and with 6 lands down and this guy in place things get fired up. :)

2 Hostility



Sitting on top of the mana curve. 6 mana for a 6/6 with haste is sweet. Drop him and swing for 6 or you can.. swing for 18 damage total on the turn he comes into play. Fireblast which I will tell you more about later on can make that happen. :) If you hit your opponent with a burn spell and this guy is down the damage will be prevented and he will spawn a 3/1 haste token for each point of damage prevented this way. This is very valuable!
Throw a Searing Spear at your opponent and BOOM! Now you have 3 extra creatures and they have haste meaning you can swing in for an extra 9 damage.

1 Inferno Titan



This guy is wicked and testing with this deck I found out that Hostility however is slightly better. The main reason being; Inferno Titan doesn't have haste which Hostility has.
He does however have a wicked ability and as he enters the battlefield it triggers. 3 damage and you can divide it up as you like. Basically a Flames of the Firebrand for free. If you equip him with Swiftfoot Boots he will get haste and you'll be able to burn for 6 with your titan on just 1 turn since his ability also triggers when he attacks.
Inferno Titan + Swiftfoot Boots is very devastating and will most likely win you the game. 12 damage for 7 mana seems pretty good, right?

1 Torch Fiend



Everyone who hates Panoptic Mirror please raise a hand.



Need I say more? Just remember to keep 1 mana open so you can sac him before your opponent removes him. You can ofcourse use him to destroy other menacing artifacts; equipment Artifacts f.ex.



..and there it is. Now moving on to..
Deck Tech pt. 2 - Instants


George is waiting for you to fire up that grill. Let's not dissapoint him! Here are the instants you have at your disposal:

3 Searing Blaze



This is an instant but in most cases you will be playing it on your 1st main phase before combat. Landfall means that if a land entered your side before it is played it will burn for 3 on a creature and do 3 damage to that creatures owner.
If you play it on your opponents turn you will only be able to 1 point of damage, so it's rarely a good idea.

4 Searing Spear



The most reliable instant in this deck and hugs and kisses go out to the guy who decided to put 4 of these burners in the game. ;) 3 damage for 2 mana is pretty good and often you want to throw these spells in your opponents face.

1 Lightning Bolt



The same exact effect as Searing Spear. The big brother to the spear basically and a staple burn spell for red decks in multiple formats. This card is so good that we only have the choice of using 1. Don't cry now, it'll be ok.

3 Flames of the Blood Hand



Burn spell that counters lifegain. Use this if you're playing vs Celestial Light. Whenever he's about to double his life with a spell or do something that gives him a little 2 much in lifegain just respond/counter by playing this right away and he can't gain life until end of turn. This card does not combo with Hostility since the damage can't be prevented and therefore overrides Hostility's ability.

2 Chandra's Outrage



Removal and burn roled into one card. Burn his midsize creature or flyer and at the same time he'll receive 2 damage.

1 Fireblast



Often the game ending burnspell. You will always be able to fire this one of as long as you have atleast 2 mountains down. NOT AN EARLY GAME OPTION, since you need more than a few mountains down to run this deck succesfully. Perfect combo card with Hostility. Play Hostility when you have the mana ready for him at the start of your turn. Now you can sac 2 mountains and play Fireblast, just remember to stop the timer before the combat step. Hostility will now spawn four 3/1 haste tokens and if your opponent has no blockers you can hit for 18 points of damage.

..and if you get hungry before the game ends you could..

Deck Tech pt. 2 - Sorceries


Here are the sorcery spells for this build:

2 Flame Slash



This is one of the few cards that only targets creatures. The good thing here is you only need 1 mana to get rid of mid sized creatures that are blocking your path.

2 Flamebreak



Great card that will get rid of all small creatures and at the same time deal 3 player damage. Yes you burn yourself a bit with this spell but it's often worth it, especially against Goblins or the white soldier deck.

2 Flames of the Firebrand



A versatile yet slightly costly spell compared to your other burn spells. You can often remove 2 creatures with this card and you can ofcourse combine it with another spell such as Searing Spear if you're looking to get rid of a big creature before it overruns you for alot of damage.

1 Chain Reaction



This is the red card that is a possible boardwipe for the build. Remember to count the number of creatures on the board before you throw it or you'll just leave them damaged and not dead. It will only do as much damage as there are creatures on the board. 4 creatures down and they all take 4 damage, 5 down and they all take 5 etc.
This is the only red boardwipe in the game so use it well. Sometimes playing a Phoenix to add damage is a good move. The Phoenix can be bounced after with some burn and played again. ;)

2 Cone of Flame



Personally I just love this spell. A bit like Flames of the Firebrand except you need to have 3 targets available. It can be very powerful later in the game and has great synergy with several of your creatures. With Cone of Flame you can open the board up a bit before or after combat. A great tactical weapon that gets rid of stuff and deals player damage when used the best way.
Deck Tech pt. 3 - Enchantments and Artifacts
Ok, so you made it this far. Only 4 more cards to go!

1 Sulfuric Vortex



Just 1 enchantment for this build. Sulfuric Vortex is basically a time bomb ticking down all the way until it's game over. The upside of this card which is highly relevant is it STOPS ALL LIFEGAIN! Play this early vs Celestial Light and they will be hoping to draw their destroy target enchantment card and if they dont you can put on your evil laugh. :)

2 Ruby Medallion



Put this down and your 6 drops become 5 drops + Searing Spear just cloned Lightning Bolt. Isn't this very neat!?

1 Swiftfoot Boots



Swiftfoot Boots aka Titan Boots. This card will not only add haste but will also protect your most important creature on the board adding hexproof. There are not that many creatures available here so why not protect them a little? ;)



..and that's it.

Thanx for reading my guide. Hope you enjoyed it! If you have any comments or questions about the guide drop a comment below and I'll try and give a useful answer. ;)

Get out there and fire it up!
Aeonikus.
8 Comments
Snackster  [author] 16 Dec, 2013 @ 7:03am 
Personally I think he's overrated. I tried playing him before and he would just draw out removal. You don't need that many creatures, you just burn down your opponent. The moment you start using searing spear on his creatures is when you will get in trouble and fall behind. Most creatures I ignore.
Andrew 16 Dec, 2013 @ 6:35am 
Fair enough, it does lack a fair bit of front line. What about the fire servant?
Snackster  [author] 16 Dec, 2013 @ 6:31am 
Sometimes you will give your opponent room to deal you a ton of damage, so it can be quite risky to play with.
Andrew 16 Dec, 2013 @ 4:33am 
Why no Furnace of Rath?
Snackster  [author] 19 Nov, 2013 @ 4:16am 
Yep, you're right. Just corrected the decklist. There are only 24 mountains in the deck not 25 lol
VonSabreWulf 18 Nov, 2013 @ 6:35pm 
I think your land count is a little off when i built it. the deckmanager gave me 24 lands and made me add another card i just added another burn card
Snackster  [author] 18 Nov, 2013 @ 11:26am 
Yes, the Phoenix's can come in pretty quick if they are milled into the grave. Some of the decks have cards that get brutal once they are used vs Mill and Chandra's Phoenix is one of those cards.
VonSabreWulf 18 Nov, 2013 @ 11:05am 
intersting build i think i played someone who used teh exact same build. Was playing blue mill and i got cooked to death so dam fast XD