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3 Zo-Zu the Punisher
4 Ronin Houndmaster
4 Hearth Kami
3 Ember-Fist Zubera
4 Battle-Mad Ronin
4 Akki Coalflinger
4 Akki Avalanchers
4 Yamabushi's Flame
4 Lava Spike
2 Hanabi Blast
4 Glacial Ray

20 Mountain

Red in the East.

Description of deck by it's author (quoted):
This deck plays out by casting some early critters and swinging in for a few points of damage. Hopefully by the time your opponent sets up their defenses you will have dealt them a reasonable amount of damage (8-10 or so). From that point, you can make one last suicide attack to force another point or two through while starting to unload the burn in your hand on them. It is really critical to utilize all the burn in such a way as to maximize the damage. Sometimes it will make more sense to burn their guy so your little men can swing through for more damage, and sometimes it will make more sense to send it straight to the dome. Your weakest creature is probably Ember-Fist Zubera. Its main function is blocking a big guy and still dealing a point of damage in burn. Try to lead with Akki Avalanchers and Battle-Mad Ronin or Hearth Kami.

Tips on Playing the Deck
--Use your splice efficiently! While it may be tempting to Lava Spike your opponent on the first turn, you probably want to save it for when you can splice a Glacial Ray on it and get some extra mileage out of the card.
--Maximize the effectiveness of your Hanabi Blast. It is a great renewable source of damage. You really don't have a reason to play out more than 3 lands unless you draw double Glacial Ray and want to splice two onto a Spike. You also might need to play more land so that you can feed your Avalanchers, but barring those two scenarios it is best to keep the lands in your hand so that they might get discarded instead of Hanabi Blast.
--Flinging coal is a tricky business. Sometimes you might want to keep the Coalflinger back to dissuade your opponents from blocking. Sometimes it is better to just attack with the Coalflinger itself, leaving the vulnerable men behind….and then there is the third scenario where it is best to bring everyone to the Red Zone. The correct answer is the one that maximizes your damage over the course of the next turn and a half, because beyond that point you will likely need to go into burn mode.
--Always try to play the Houndmaster last, since you will be able to force through more damage overall with your last creature being the hasty one.

Adding More Money to the Deck
Money isn't really the object for burn decks - options are the real key. Betrayers will provide some really awesome cards for this deck: Frostling, Goblin Cohort, Akki Raider, and Flames of the Blood Hand. That is a big list for a small set! Frostling and the Cohort would help the most, since they are really powerful 1-drops, and Akki Raider beats the snot out of Battle-Mad Ronin. Flames of the Blood Hand is a reasonably costed burn spell that also has nasty side effects vs. life gain (which this deck hates to play against).

Overall, this deck is fast, fun, and effective….and free of 4 mana 1/1s.

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by Nate Heiss @ www.magicthegathering.com

BURN: Glacial Ray / Lava Spike - Zo-Zu the Punisher [LITE]

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