The goal of an aggro burn deck is to deal 20 damage as quickly, and more importantly, as efficiently as possible. A card in an aggro burn deck must fulfill as many of these important qualities as possible:
Have a damage/card ratio of at least 2.85A card's damage/card ratio is calculated assuming you are trying to win within five turns. Assuming you start with seven cards, draw 4 more throughout the game (assuming you go first), and 4 total cards are lands (4/11 appx = 33%, or 20 lands in a 60 card deck), you will have 11 total cards to work with. Subtract 4 lands, and you have 7 cards to deal 20 damage. 20/7 =2.85. And yes, I know I said assuming 37 times, but cut me some slack, Jack, isolating variables is hard.
Have a damage/mana ratio of at least 1.67A card's damage/mana ratio again assumes you is trying to win within five turns, and are going first. On the first turn, you have 1 mana. On the seconds turn, 2. 3rd, 3, 4th, 5th 3-4. 3 is assumed to make it more difficult. 1+2+3+3+3=12 total potential mana available to deal 20 damage. 20/12=1.67.
Allow other cards to fulfill their own damage/card and damage/mana ratiosThis category is sort of a catch-all for utility cards, like Threaten or Browbeat, that don't do anything calculatable without taking other cards/the game environment into consideration.
Be difficult to removeShroud rocks. When stuff is tough to kill, it has a better chance of fulfilling its ratio.
Be painful to removeCards that do something when they die are more likely to achieve their ratios. Mogg fanatic, for example, pokes for one when he dies, which is already 1/2 way to its damage/mana ratio. Just as often, being cheap counts as being painful to remove. Terroring a fanatic is obviously no fun for the black mage, but even terroring a mon's goblin raider is not fun simply because they are spending 2 mana to stop your 1 mana spell.
On to the decklists! I will list the cards, then rate them on a scale of 0-5 accordingly:
Damage/card ratio-For a creature, 1 point for dealing 2.85 damage in 1 swing or less. 1/2 point for dealing 2.85 in two swings. For spells, a point for dealing 2.85 or more, and 0 for not.
Damge/mana ratio-For a creature, 1 point for dealing 1.67 damage * the creature's mana cost in 1 swing or less. 1/2 point for 2 swings. For spells, a point for dealing 1.67*mana cost, 0 if it doesn't.
Set up Man-A point for a card that often will allow other cards to deal their ratios. 0 points if the card is 'selfish.'
Difficult to Remove-A point if it is, 0 if it isn't. Burn counts as difficult to remove because you can't terror my shock.
Painful to remove-A point if it is, 0 if it isn't. 1/2 point for being close.
Creatures
4x Mogg Fanatic - 3/5 - Takes 3 swings to get the damage/card ratio, or 2 plus a sac. Gets points for great damage/mana ratio, being a set up man, and being painful to remove.
4x Magus of the Scroll - 2.5/5 - 3 swings to get 2.85 D/C ratio, 2 to get to 1.67(D/M ratio). He is a set up man, and is painful to remove on account of being 1 mana.
4x Blood Knight - 2.5/5 - .5 each for D/C and D/M ratios (2 swings). Not a set up man, but is difficult to remove (first strike, sometimes pro white) and sometimes painful to remove, being two mana.
4x Keldon Marauders - 3.75/5 - GREAT D/C and D/M ratios (1 swing each!) along with being painful to remove. Also gets a 3/4 point difficult to remove for being 2 mana and having 3 toughness.
4x Emberwilde Augur - 2.5/5 - Good D/C, requiring a swing and a sac to get there, and great D/M ratio, requiring only a sac with each swing being a bonus. Not painful to remove, not a set up man, but gets 1/2 point for being 2 mana.
4x Countryside Crusher - 2.75/5 - Great D/C ratio (1 swing), good D/M ratio despite high cost (2 swings assuming you don't hit a land off the top of your deck). Gets the set up man point for smoothing your draws, and a quarter point difficult to remove because he has 3+ toughness.
2x Inner-Flame Acolyte - 1.75/5 - 1 swing for D/C ratio, 2 for D/M. 1/4 point set up man score because evoking him to give maruaders haste and +2/+0 is fun. Not painful or difficult at all to remove.
4x Shard Volley - 3.5/5 - Hits D/C and D/M ratios. Difficult to remove, but an average set up man because sacing the land is a painful way to kill a blocker.
4x Rift Bolt - 3.5 /5- Hits D/C and D/M assuming you suspend it. Difficult to remove, but an average set up man because suspending it to kill something takes luck, and 3 mana is a lot to invest in killing a blocker.
4x Incinerate - 3.75/5 - Hits D/C, but not D/M ratio (comes close though, .17 off). Great set up man, and difficult to remove.
2x Threaten - Difficult to rate. Gets the set up man point easily. The card must deal at least an extra 5 damage to be worth the cost (1.6*3mana).
16x Mountain
4x Gemstone Caverns
For comparison, shock rates 3/5. Fails at the D/C ratio, hits the D/M ratio, and is a good set up card. Also difficult to remove. Gets better with more creatures in your deck (and your opponents) and worse with fewer.
Burn rates highly because it is almost guaranteed damage. It does not, however, deal enough damage per burn card after the big 3 to justify a deck entirely filled with burn. This is why creatures are essential. If they stay on the board, they can be considered repeated burn spells. If they are difficult/painful to remove, then they are even better for this purpose. These ratings show why Keldon Marauders and Mogg Fanatic are so powerful, why Inner-flame Al is slowly being cut from my deck, and why shock is close, but not quite good enough for the maindeck. Soon I will see how the ratios change when going second, when taking 6 turns, and, if I can figure out how to do it, with minimal opponent interaction.
I am curious what you guys think of the rating system. I don't think it covers anything, but as a first draft, it's not bad. I am considered weighing the ratios more.