R/U Guttersnipe Burn

by [email protected] on 31 October 2012

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

My attempt at putting together a guttersnipe burn deck for FNM. Open to suggestions and help with side board.

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,215 times.

Mana Curve

Mana Symbol Occurrence

0280200

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for R/U Guttersnipe Burn

Looks like a good start. Here are my suggestions
Cards to take out
2 cackling counterpart-this card doesn't have much synergy with your deck
1 Devils play- without mana ramp, x cost burn spells lack the power they need.
2 faithless looting-You already have the charms and think twice, which should be enough draw spells.

Cards to consider
1 more Talrand, Sky Summoner- You're not likely to draw it with only two, plus this shouldn't affect your creature/spell ratio.
4 Rewind-Counter spells have a lot of hate atm, but having a few of these would work really well with your deck.

If you can take a look at my deck, I would appreciate it. Hope this helps! http://www.mtgvault.com/ViewDeck.aspx?DeckID=388917

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Posted 31 October 2012 at 02:57

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I agree with you on everything except the Rewind. Yes, counter magic is would work well with this deck but Rewind is kinda slow or heavy costing. Negate would be good as would essence scatter. I could see 1 or 2 Rewind. Also Dissipate would be okay in this.

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Posted 31 October 2012 at 03:04

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I would take out the cards dobledanger mentioned as well as talrand. Add in some copy spells ( reverberate, increasing vengeance) some counter spells ( syncopate, dissipate) a 4th electromancer and a blas act or 2. Hope this helps. Remember you can have 15 cards in the sideboard. I usually put cards that I take out of a deck in the sb and then modify it from there

If you have some time, I could use some feedback on a guttersnipe deck of mine.
http://www.mtgvault.com/ViewDeck.aspx?DeckID=400733

Best of luck at FNM.

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Posted 31 October 2012 at 03:19

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Very nice!..

As soon as you get the 4 Steam Vents, it's gonna' be stabil as well... The Guildgate is just wack itselfe & could block off Sulfur in the early game... Until you get the shocklands, I suggest you use Evolving Wilds instead of the Gate, 'cuz at least Sulfur comes untapped on it...

Drop Looting!.. ...it's not too lucky to discard in this deck... ...if not Think Twice, or the other Looting...

I'd add 2 Talrand's invocation...

For sideboards: 3x Dissipate, 3x Tomrod's Crypt, 3x Judge's Familiar, 2x Dryad Militant, 3x Mizzium Skin, 1x Snapcaster Mage...

I'd use 1 less Mountain & 1 more Island...

Use Bonfire istead of Devil's Play!..


I have 2 decks I consider using this friday... ...feedback would be nice on wich would you pick to run on FNM...
...your opinion & suggestions are wellcome!.. :)

Grixis control: http://www.mtgvault.com/ViewDeck.aspx?DeckID=391163

R/U/W control: http://www.mtgvault.com/ViewDeck.aspx?DeckID=399469&DeckCommentID=300015

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Posted 31 October 2012 at 03:13

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Thanks for all of the suggestions guys, ill be tweaking it here and there and testing to see how it goes!

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Posted 31 October 2012 at 04:22

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