Burn
The most straightforward strategy in Magic — point burn spells at your opponent's face. With 20+ direct damage spells, you aim to deal 20 damage as fast as possible.
Creatures (12)


Creature — Goblin Scout
Haste Whenever this creature attacks, defending player reveals the top card of their library. If it's a land card, that player puts it into their hand.
P/T: 2/2


Creature — Goblin Scout


Creature — Human Monk
Haste Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
P/T: 1/2


Creature — Human Monk


Enchantment Creature — Spirit
Whenever a player casts a spell with mana value 3 or less, this creature deals 2 damage to that player.
P/T: 2/2


Enchantment Creature — Spirit
Instants (14)


Instant
Lightning Bolt deals 3 damage to any target.


Instant


Instant
Searing Blaze deals 1 damage to target player or planeswalker and 1 damage to target creature that player or that planeswalker's controller controls. Landfall — If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player or planeswalker and 3 damage to that creature instead.


Instant


Instant
Players can't gain life this turn. Damage can't be prevented this turn. Skullcrack deals 3 damage to target player or planeswalker.


Instant


Instant
As an additional cost to cast this spell, sacrifice a land. Shard Volley deals 3 damage to any target.


Instant
Sorceries (12)


Sorcery — Arcane
Lava Spike deals 3 damage to target player or planeswalker.


Sorcery — Arcane


Sorcery
Rift Bolt deals 3 damage to any target. Suspend 1—{R} (Rather than cast this card from your hand, you may pay {R} and exile it with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)


Sorcery


Sorcery
Spectacle {R} (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) Exile the top two cards of your library. Until the end of your next turn, you may play those cards.


Sorcery
Lands (24)


Basic Land — Mountain
({T}: Add {R}.)


Basic Land — Mountain


Land
This land enters tapped unless you control two or fewer other lands. {T}: Add {R} or {W}.


Land


Land — Mountain Plains
({T}: Add {R} or {W}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.


Land — Mountain Plains


Land
{T}, Pay 1 life: Add {U} or {R}. {1}, {T}, Sacrifice this land: Draw a card.


Land
