What the deck wants to do is make devils, and turn those devils into Lightning Bolts and Lava Axes of death. If you so much as breath on a devil token, I want it to hurt. My vision is to build up a board of various burn pieces that looks small individually, but can add up to a real clock if left alone. Burn abilities include "When a creature dies: deal 1", "sac a creature: deal 1", "creature etb: deal 1 (or 2)", "small creature attacks: deal 1", "creatures gain Tap: deal 2". Each of these can start to pile up into a large amount of damage. Pair that with a multiplier that adds 1 (or 2) damage from all red sources, and a devil token can start flinging damage around and seriously threaten life totals.
Weaknesses:
Zurzoth being a 2/3 with no evasion or protection leaves him vulnerable. Luckily he only cost 3, so casting him 3 times a game should be a reasonable feat. Still the deck wants him in play to make devils so those devils can trigger other burn engines. Without Zurzoth, our engine of devils has no fuel and our burn cards don't do near as much.
Draw can become a problem. With red and artifact draw, we should be able to keep enough cards in hand to be relevant, however the big problem I am encountering is the random discard tied to Zurzoth's draw trigger. The randomized discard that we will be dealing with essentially every turn creates a use-it-or-lose-it situation with our better cards. This is counter intuitive to tight play patterns where we want to cast our spells on second main phase after we see the additional cards. Of course the same goes for our opponents, which is its own reward . Either way, the randomized discard has been the largest hurdle of the deck in terms of play patterns. Holding our Chaos Warp for that ONE threat on turn 8 is not going to happen statistically if we draw it early, and Conspiracy Theorist and Containment Construct are only 2 cards in 99.
Small becomes big: Our devils only attack for 1, and die to ping for 1. Not very threatening at the start. The deck relies on other burn pieces to add up over time. If our opponents catch on to this, and get our damage multipliers, or other engine pieces, our devils revert back to measly 1/1's until we rebuild.
This is NOT a high power list, just a deck that wants to make devils die and make it hurt. Easy to disrupt, but hopefully enough redundancy in the various abilities to pop off now and then. Lets get into the list and I'll try to call out some of the flavor-choices and other stuff I just thought would be fun. Let me know if you have any comments, questions, or recommendations for fun burn cards that might fit into the deck
Few different burn related cards. Low tier burn cards just to add fire to the fuel. Irencrag Pyromancer did 15+ damage over a few turns since Zurzoth guarantee's a trigger every turn.
Dark-Dweller Oracle
Hobblefiend (cut)
Thermopod (cut)
On-theme or low-tier Sac Outlets so we can fling our devils at opponents whenever we want. Ashnod's altar notably excluded.
Devilish Valet
This should become an 8 power trampler (with haste) if devils attack 3 players with Zurzoth out. 16 power if we played another creature before combat. Just a big beater that is on-theme creature type.
Land Count: I started at 36 lands, which is my go-to for every deck. The amount of looting or rummaging I do leads to plenty of opportunities for land drops. I dropped it to 35 and added Hazoret's Monument as another looter + mana rock.
Favorite Cards:
Containment Construct / Conspiracy Theorist give card advantage to Zurzoth's trigger. Great early game plays
Temple Bell help me trigger Zurzoth more often. Honorable mention to the two lands that do similar things.
Alhammarret's Archive Turns looting and rummaging, which we play a LOT of, into card advantage. Added more tutors so I can find this card
Goblin Bombardment just makes it so easy to fling damage around with abandon. Peak Zurzoth with this in play.
I don't yet have a favorite burn enabler besides Bombardment, but I really want to see Furystoke Giant in action. I have a feeling it will be hilarious.