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A curious Guttersnipe burning opponents and generating card draw while I play denial spells was the seed for this deck. Added Gelectrode for essentially the same purpose, with the possibility of adding deathtouch for board control. Memory Lapse on a stick is a soft lock, and the Firemind as a wincon.
Like most combo decks it starts slow while it builds to it's lock. Early plays should only be countered if they pose a serious long-term threat, otherwise hold the counters to protect your critters. This deck is weak to removal due to reliance on small creatures, so protect them at all costs. Ideal set-up is to get to a curious guttersnipe, gelectrode with a collar, and lapse on a stick. As an opponent plays a spell tap the gelectrode to kill a critter, tap the scepter to counter & deny next draw, guttersnipe deals 2 damage & hands you a card, and gelectrode untaps & can kill another citter if needed. Not bad for only holding {2} open. Tough to get all the pieces out, but there's enough synergy that even getting some out advances the position.
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Considering dropping the basilisk collars and running two more Niv-Mizzets to speed-up the run to a win condition, but I'm emotionally attached to the idea of zapping critters to death for free every time I play an instant. It just brings me joy.
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You don't have much in the realms of large creature removal so you might want to keep it.
True enough - the charms, bolts, & uncollared trodes do a decent job handling small threats, but without the deathtouch big beasts are a problem.