
This deck is the culmination of at least 15 iterations of a BURN deck. The goal is simple, do direct damage to my opponent's face. I know that this idea has legs and it's only going to get stronger with more burn spells, and the upcoming traps. This deck was mono fire for the longest time, and I resisted adding a second element for months. However, it's really hard to pass up Blink and Magic Missiles. Lightning Bolt is really great against aggressive Avatars because they almost never have minions on their homesite. A turn 2 Lightning Bolt to the face can really throw off your opponent early.
Minions: I know what you're thinking, 12 minions?!?!!? I agree, it's too many. But, until I get more direct damage, this will have to do. Pit Vipers are a lovely card to deal with things like Root Spiders, Failed Mutation, and other pesky control pieces. I'm always happy to have a turn 1 Vipers below my homesite to dissuade attacks. Broomstick Witch and Flaming Skull offer a ton of movement and positioning to help get off my damage spells. Morgana is here because it's an Archie Fire deck. But seriously, card draw is always appreciated, and if she dies, well then I have more spells in my cemetery for Archie.
Magic: This is the heart and soul of this deck. 43 Magics. I will go through all of them individually as I have spent a very long time thinking about this mix of magics.
Blink offers unparalleled advantage for what I'm trying to do. Free movement, plus it cantrips and fuels my cemetery.
Firebolts and Magic Missiles offer a great answer for token decks, they are also both great at breaking wards. They also can just hit the opponent in the face for 3 on turn 2 if I'm on the draw.
Lightning Bolt is an awesome damage spell. It excels in the early game when the opponent is trying to get set up, it is also awesome in the late game if my opponent is at door. Either it removes a blocker or it ends the game.
Begone! is a wonderful way to deal with Failed Mutation or some giant monster in the void. I'm looking at you Dormant Monstrosity, Barging Barghest, and Nonmo Monitor!
Boil is here as a tech piece in case I face a heavy water deck.
Burning Hands still feels like a bit of a placeholder, but it comes in super handy against token and ward strategies.
Disintegrate is here just to deal with giant pesky creatures, and my flying spellcasters can put me in range.
Flame Strike is similar to Burning Hands, it's excellent AOE damage and can hit the opponent directly.
Heat Ray, oh how I love you. Something about Heat Ray's piercing ability just makes me so happy. Oh, you're on door and you played a ton of blockers? Too bad, Heat Ray.
Minor Explosion might just be my favorite card in the deck. It's just so useful in so many situations.
Searing Truth is another excellent finishing spell, it serves double duty by providing card draw if I'm desperate.
Fireball is going to be SOOOO much better when the buff happens after Avatar of the Realm, and even now, its pretty good.
Firebreathing goes along with Burning Hands and Flame Strike as a wonderful AOE effect.
Infiltrate is a new addition. It doesn't do direct damage, which kind of goes against the ethos of this deck, but I sure do love stealing that giant minion you ramped up to.
Pact with the Devil. Another new addition to the deck. Sacrificing a witch or a skull for three cards is definitely worth it. And if I'm in a situation where I just wiped the board, then maybe I'm ok losing half of my life.
Lava Flow. AMAZING AOE damage. Especially when I can fly my spellcasters into the ideal position first.
Poison Nova. Necessary, but not my favorite because it can't hit avatars directly.
Castle's Ablaze. This deck doesnt just instantly lose to a Mismanaged Mortuary or a Kor Crematory, but they are super annoying, hence Castle's Ablaze.
Toolbox. It's Toolbox.
Char Omphalos. Card draw and it offers another shooting lane.
Sites and Collection are pretty self explanatory.