you usually win at about turn 6 to 10 what your suppost to do is burn as much as you can with shocks and blazing salvos and lightning bolt and use chandras -2 to copy it and use it again. with ral you want to use mainly his -2 for the burn but also use the counter spells to, you know counter spell and thats where gutter snipe comes in use him as a utility creature and don't attack with him so you can just shock whenever you cast a spell and I put in the chimera because everything in the deck besides the land and guttersnipe and the planeswalkers are instants and 2 sorceries and because it has flying so theres less blockers to block it. also when you persay shock someone and chandra and guttersnipe is out, if you shock you will actually in total do six damage with a swift tap of a mountain.

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Date added 10 years
Last updated 10 years
Legality

This deck is not Modern legal.

Rarity (main - side)

4 - 0 Mythic Rares

10 - 0 Rares

12 - 0 Uncommons

24 - 0 Commons

Cards 60
Avg. CMC 2.30
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