Burn
decks win by dealing damage straight to opponents with spells and abilities, rather than by attacking with creatures. Damage that hits every opponent at once counts three times over at a four-player table.
- KindArchetype
- Cards1,726
An archetype is a whole game plan: the way a deck tries to win.
How it plays
You deal damage straight to opponents with spells and abilities instead of attacking with creatures. Many of your cards hit every opponent at once, and some deal damage whenever you do something else, like a spell or a creature.
How it wins
Forty life is a lot to through, so the deck leans on cards that hit everyone: three damage to each opponent is nine damage at a four-player table. Cards that double damage finish the job.
What beats it
Life gain, which undoes your work, and creatures that stop damage or send it back. Decks that win before you have dealt forty damage three times over.
If this is your first deck
A second deck. It is simple to play, but the math of burning down three opponents at once takes a game or two to feel out.
Commanders to Start With
The most played commanders where Burn is one of their two main plans, in order from EDHREC, a site that counts the Commander decks players post online.
Example Cards
Open the full glossaryCastTo cast a spell is to put it on the stack and pay its cost, usually from your hand. Playing a land is not casting, and a copy of a spell is not cast either.Open the full glossarySacrificeTo put one of your own permanents into your graveyard because a card tells you to or lets you. You can only sacrifice things you control, and it does not count as destroying them, so effects that stop a card from being destroyed do not stop it.
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