UR Burning

by TheyCallMeTim... on 06 October 2012

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (2)


Instants (2)


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Deck Description

I am so fond of Guttersnipe and UR just in general (The Izzet Starter deck was my first deck ever) that I want to a competitive standard UR deck. The whole idea really goes around getting Guttersnipe to the field and then spell searching.

Obviously Talrand and Guttersnipe work great together. Seeing that, I wanted to create a deck with using their abilities to my advantage. So that is what happens here.

Augur of Bolas and Jace are my massive search engines while Tamiyo is there to lock and draw and do what she needs to.

The spells are the fun part. Dissipate and Syncopate are my counters. Izzet Charm is basically whatever I need it to be. Pillar of flame and the mizzium mortars is for spot removal and the bonfires are board sweep. Unsummons, think twice, and thought scour for drawing, stopping creatures, and due to low mana costs can be abused by talrand and guttersnipe. Mizzium Skin is there for basic hexproof, stopping cards like abrupt decay quickly and it has a quick mana cost, but I bet there are better cards for this slot.

The sideboard is a little random, but an interesting idea. Mortars for spot removal, smelts because I cannot find a card in red/blue that removes artifacts or enchantments so this was a decent choice. Runechanter's Pike for power if I need it. Snapcaster and Niv-Mizzet help just increase the power in the deck if I need it. And the zealous conscripts are really just there. I honestly couldn't think of a better card so I just used that for a placeholder.

The problem I see with this deck is the mana base is a little low, but that can be adjusted, but i digress, the true problem is the lack of ramp. UR is typically not colors you would see ramp in, but I can forsee a problem with things not starting until turn 3-4. I really need to work this out. This deck should do well against new Zombie decks and Azorious Decks (detain), do fair against Rock builds, but the problem I see is with massive creatures (like thragtusks and armada wurms). The major problem is I don't know if this deck can end the game fast enough to stop such power. So I turn to the community for help.

I really would like constructive criticism... my brain is tired and so some of the cards may not be the best choices. If you have any suggestions, please comment!!! I created this in 30 minutes because the idea came to me and I decided not to let it slip away. Remember this is tourney legal (more like a FNM setting) and so only cards from the previous block and return to ravnica. If you like where this deck is going, just rate and comment. I do need all the help I can get.

With regards,
~TheyCallMeTim...

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

1
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This deck has been viewed 1,544 times.

Mana Curve

Mana Symbol Occurrence

0410110

Card Legality

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

Deck discussion for UR Burning

To solve the issue of ramping up, I suggest goblin electromancer. Early game, he allows you to play everything sooner. Late game, he lets you play more of everything to make guttersnipe fire off a lot more shots and to make talrands army grow. Not to mention a 2/2 for 2 is right on the curve and can be a decent blocker early game. As for dealing with larger creatures, blustersquall might be just enough to let you get in the final damage. If you cast it on your opponents turn and you have any creatures, the odds are in your favor. :)

I hope that I helped. If I did, feel free to return the favor!

http://www.mtgvault.com/ViewDeck.aspx?DeckID=390691

0
Posted 09 October 2012 at 06:09

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I second the above poster. I'd switch out the Augurs for Electromancers. Your spells will come without the Augur (or so I've found it).

0
Posted 18 October 2012 at 08:38

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