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Post by Bob_from_Accounting on Sun May 23, 2010 11:25 am

One drops.
4 Lightning Bolt
4 Rift Bolt
4 Lava Spike
4 Chain Lightning

Two drops.
2 Hellspark Elemental
4 Magma Jet
3 Manamorphose
4 Keldon Marauder
3 Price of Progress
2 Shrapnel Blast

Three drops (and pseudo three drops).
4 Fireblast
3 Flames of the Blood Hand

14 Mountain
4 Great Furnace
1 Mikokoro, Center of the Sea

-The number one criteria for choosing spells worth playing was the cost to damage ratio. High ratio, good. Low Ratio, bad. 3:1, good. 10:10, bad.
-In fact anything over 3 is bad, since games that last beyond turn 4 will probably be lost anyway.
-See above, fuck you Tarmogoyf.
-Relics probably in the Sideboard to help against Tarmogoyf, but also reanimation now, since Iona is GG.
-No creatures are played as design choice to help blank out their removal spells*, except of course for Marauders, which are just fucking amazing, and will always deal at least 2 anyway. Oh and I guess the Hellsparks, which frankly are pretty meh, but sometimes still needed to give a little extra reach.

*And also since strictly speaking, red aggro with many creatures isn't really burn.

EDIT: Final Fortune is as mad as a moose doing the moonwalk, and so just for that alone, I'll probably play one regardless.
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