In Magic: the Gathering, a Burn deck’s matchup against Control is often a tense tug-of-war, as both archetypes aim to execute their strategies while disrupting the other’s game plan. As the burn player, I would at most keep a one-drop as a continuous threat while playing around with my burn spells against their counterspells.
Here’s a breakdown of how a Magic: the Gathering Burn deck handles the Control matchup:
General Strategy
Burn decks aim to deal 20 damage as quickly as possible, leveraging cheap and efficient spells like Lightning Bolt, Rift Bolt, and Lava Spike. Control decks, on the other hand, rely on counterspells, card advantage, and stabilizing with lifegain or powerful finishers. Against Control, the Burn deck’s strategy hinges on speed, resource management, and timing.
Key Challenges Burn Faces
- Counterspells: Control decks (Azorius Control, Grixis Control, etc.) thrive on countering your key spells (Lightning Bolt, Boros Charm).
- Card Advantage: Control decks can bury Burn under card advantage with spells like Archmage’s Charm or Teferi, Hero of Dominaria, making Burn run out of gas.
- Lifegain: Cards like Timely Reinforcements, Celestial Purge, or Leyline of Sanctity (out of the sideboard) can undo much of the damage Burn has dealt.
- Stabilizing Finishers: Once a Control deck gets to late-game and lands a threat like Teferi, Hero of Dominaria, or Shark Typhoon, the game tilts in their favor.
How Burn Tackles Control
- **Maximize Early Pressure:
- Burn excels when it races out of the gates with one-mana spells. Leading with Goblin Guide or Monastery Swiftspear applies pressure while you hold burn spells in reserve.
- Use creatures aggressively, as they can demand removal and force the Control player to tap out early.
- Capitalize on Mana Efficiency:
- Burn’s spells are cheaper than Control’s, meaning you can often cast multiple spells in one turn. For example, playing two burn spells while the opponent only has mana for one counterspell ensures damage gets through.
- Play Around Counterspells:
- Don’t fire off spells immediately into open mana. Force Control players to use their resources inefficiently:
- Wait until they tap out for a card-draw spell (Memory Deluge) or an end-step threat (Shark Typhoon token).
- Sandbag multiple spells for a turn where you can overload their counterspells.
- Don’t fire off spells immediately into open mana. Force Control players to use their resources inefficiently:
- Target Selection:
- Prioritize targeting the opponent’s life total over creatures. Most Control threats aren’t fast enough to race Burn, so it’s better to aim for lethal damage rather than trying to control the board.
- Use Skullcrack or Atarka’s Command to counteract lifegain effects or shut them off preemptively.
- Sideboard Adjustments:
- Bring in Tools Against Lifegain: Cards like Roiling Vortex, Skullcrack, and Atarka’s Command punish lifegain from cards like Timely Reinforcements or Rest for the Weary.
- Disrupt Card Draw and Interaction: Use Eidolon of the Great Revel to tax Control decks for casting cheap interaction or draw spells. Cards like Rending Volley can deal with problematic permanents such as Teferi, Time Raveler.
- Avoid Overboarding: Stick to cards that advance your game plan. Bringing in too much interaction dilutes the Burn deck’s primary strategy of dealing damage.
- Timing Matters:
- Be patient when deploying key cards like Eidolon of the Great Revel. Play it when Control has limited options to remove it efficiently, forcing them to take damage for every interaction.
- Save damage spells like Boros Charm and Lava Spike for critical windows where you know they’ll land (e.g. when the opponent taps out).
Key Cards in the Matchup
- Core Burn Spells:
- Lightning Bolt, Lava Spike, Rift Bolt: Cheap, efficient damage.
- Boros Charm: Versatile for pushing through damage or protecting creatures from sweepers.
- Searing Blaze: Sometimes effective if Control uses creature-based win conditions like Solitude.
- Sideboard Options:
- Skullcrack, Atarka’s Command: Prevents lifegain.
- Roiling Vortex: Punishes free spells and lifegain while taxing Control’s resources.
- Exquisite Firecraft: A nearly uncounterable way to close games.
- Eidolon of the Great Revel: Punishes Control for relying on cheap spells like Opt or Prismatic Ending.
- Creatures:
- Goblin Guide and Monastery Swiftspear: Early, efficient threats.
- Eidolon of the Great Revel: Critical in taxing Control’s spells.
Conclusion
Burn has a chance against Control if it can deal damage efficiently and capitalize on windows when the Control player taps out. The matchup often comes down to whether the Burn player can sequence spells well and exploit the Control deck’s slower start. Post-board, the game usually tilts more toward Control due to lifegain and hate cards, so Burn needs to adapt and focus on raw efficiency and resilience to remain a threat.