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Guttersniper, No Sniping!

Standard UR (Izzet)

rogueheretic24


Sideboard

Creature (2)

Instant (6)

Sorcery (7)


Despite the corny Dora the Explorer-alluding title, this deck does exactly what the title suggests. While one of the mechanics of this deck, similar to most Izzet-burn decks, relies on Guttersnipe to keep pounding your opponent with burns in conjunction with his ability, I've given this deck more balance in order to provide the deck with stronger beginning, middle, and late game power. In order to understand this deck you must subscribe to two main ideas: 1, early-game philosophy subscribes to burning creatures and controlling the field, and 2 (most importantly), middle and late-game should be spent hitting your opponents life total almost exclusively. You may be tempted to continue controlling the field and burning creatures your opponent plays, but for this deck to be optimized at these two crucial phases, you must trust that this deck needs to serve the singular purpose of diminishing your opponents life total over controlling the field for your swinging creatures. Unless the game absolutely forces you to change strategy, you must trust that this deck will adhere to these two ideas effectively.

Early game relies on cheap burns and, particularly Electrickery, to control the field and start the process of targeting your opponents creatures and opposing players life-- shocking, I know (no pun intended). Krenko's Command, Nivmagis Elemental and Delver of Secrets put quick and powerful creatures on the board to control the field and provide you with blockers. In this respect, Curiosity serves two purposes: to allow your cheap, swinging creatures to let you draw cards, and more importantly, to force your opponent to block your cheap creatures. Previously-established control of the board is key for middle and late-game, so keeping the board clear becomes essential as you move into later phases of the game.

Now that you've spent the early game keeping the board clear and being disruptive to your opponent, it's time to spend the middle-game bringing out Gutternsipe and really putting pressure on your opponents life total. Thunderous Wrath allows for a nice surprise if drawn at the beginning of your turn, hitting your opponent and allowing for extra damage by Guttersnipe. Goblin Electromancer comes out during this phase as well, allowing for cheaper spells to more consistently feed into Guttersnipe's ability. The key here is to target your opponent's life total over his creatures; this deck allows for quick transition into late-game, so time is of the essence.

Late-game is where I believe this deck shines, as it allows for both a quick finish to the game as well as a more dragged out one, if necessary. Epic Experiment is the war horse of late-game as, with or without Guttersnipe, it can easily prove to be the finishing blow against your opponent, especially if you spent the middle-game pounding your opponents life total. If you could not play Thunderous Wrath for it's miracle cost, the card is played now to add an extra blow to your opponent's life total. If late-game drags out a bit, Charmbreaker Devils comes in to put the finishing touches on your opponent. With luck, Charmbreaker Devils can bring back Epic Experiment from your graveyard which, at that point, would almost certainly be a game-ender. If not, other burn cards will also help. Snapcaster Mage also serves his purpose in this phase, bringing back Epic Experiment or other burn cards to finish the game.

The Sideboard is fairly straight forward: it's designed to allow you to help deal with any major creature threats that you may encounter. Recognizing that this deck is meant to burn your opponent directly over burning opposing creatures once you reach middle and late-game phases, Unsummon, Blustersquall and Hands of Binding become key in order to help control any major creatures that give you trouble. Frostburn Weird exists in the sideboard in case you need more cheap creatures in the early-game to pack more of a punch.

I hope this deck subscription helps; I am open to any suggestions people may have in improving this deck. Thank you for the read!

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Date added 11 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

5 - 0 Mythic Rares

10 - 0 Rares

5 - 3 Uncommons

23 - 12 Commons

Cards 60
Avg. CMC 2.15
Tokens Goblin 1/1 R
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