Snipers don't dance

by Tarashii on 13 July 2015

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

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How to Play

The general idea here is to get Guttersnipes and/or Satyr Firedancers out on the battlefield first, and afterwards lead the opponents' into their unevitable deaths by burn and counterspells. Past in flames is critical, as it allows extravagant use of spells even in the early stages of the game, since they can be cast later on from the graveyard for some serious damage, assuming that the aforementioned creatures are still up and running.

Deck at a Glance

Social Stats

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This deck has been viewed 769 times.

Mana Curve

Mana Symbol Occurrence

0160310

Card Legality

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

Deck discussion for Snipers don't dance

When it comes to the sorceries I'm only really convinced by Past in Flames and maybe Serum Visions, also if you're looking to use Past in Flames then running spells at 1 mana might be better; if you're sat on 7 mana (pretty much late game) then once you've cast Past in Flames you'll only have 3 mana left; Electrolyze gives you 2 damage whilst 3 Shock style cards would give you 6 damage or Gitaxin Probe and 2 Shock effect cards gives you the same draw and more damage and counterspells aren't going to be useful at sorcery speed!

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Posted 04 October 2015 at 23:25

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Isochron sScepter might help our deck as you have 12 possible imprints already and can choose either side of a split card.

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Posted 06 October 2015 at 04:49

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