Apply Cold Water...

by TheChurchIsHere on 26 December 2012

Main Deck (60 cards)

Planeswalkers (3)


Artifacts (4)


Enchantments (6)


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

...'cause you just got burned.

I know, I know...I'm lame.

Deck Tags

  • Burn

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 961 times.

Mana Curve

Mana Symbol Occurrence

000390

Card Legality

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

Deck discussion for Apply Cold Water...

I would consider Galvanoth and Fire Servant personally!

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Posted 26 December 2012 at 13:41

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for casual, ok, but if you want to play it seriously, then 5 mana is too much and you should have won by turn three
i wouldnt play staggershock, hidetsugus second rite, chandra (definitely out), maybe searing blaze, and surely remove manabarbs, unless you want to play it as a combo deck (which you dont)

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Posted 26 December 2012 at 14:19

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but still you got my like, i am all into burn decks

1
Posted 26 December 2012 at 14:25

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I understand where you're coming from on a lot of these suggestions. The reason staggershock is in here is because it's essentially 4 damage for 3, which isn't necessarily great, but the rebound will trigger another counter on the Shrine--so 6 damage for 3 mana isn't bad at all (again, assuming I have a shrine out).

The rite--I hear you, that's in here just for fun. Same with Chandra--kind of a "smoke 'em if you got 'em" situation. Searing Blaze--obviously you'll only be playing it when Landfall is triggered, and 6 damage for RR can disrupt the hell out of someone. Lastly, the barbs are in here to sort of lock down any late game, should it come to that. Any creature that is outside my burn range will be extra expensive with a barbs out, and they won't hurt me anywhere nearly as bad as they'll hurt the opponents. I'd still be game to take them out, along with the Rites and Chandra, but what would you recommend putting in for them?

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Posted 28 December 2012 at 04:20

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