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Snap, crackle, goblins

Standard UR (Izzet)

Wondernuts


Sideboard


Maybeboard

Land (2)

Enchantment (1)


Win condition 1: Early game, get Arsonists, goblin tokens, and Electromancers out. Cheap damage casts on early opponent creatures. Use Krenko to produce goblins and overrun an opponent; Hidden Strings allows Krenko to multiply goblins twice in a turn. Artful Dodge compliments the Hidden Strings cipher too. Negate and Charms can defend Krenko. Electrickery removes blockers, or use Teleportal for a quick win.

Win condition 2: Same start as before, but get Guttersnipe out and start laying down damage with casts. Electromancers lower spell costs; plenty of flashback and fuse to deal add'l damage. Curiousity on Guttersnipes (or Lobber Crew) feeds you cards. Defend snipes w/Negate/Charm. Mizzium mortars and Electrickery help keep the board clean until the win.

Plenty of other utility creatures: Hypersonic Dragon to sneak a big hit in (and then flash your sorceries), Chemister for card draws or damage, Clone to remove an enemy legendary or copy a useful creature (including your own Guttersnipes).

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Date added 11 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

6 - 1 Rares

9 - 4 Uncommons

27 - 10 Commons

Cards 60
Avg. CMC 2.39
Tokens Goblin 1/1 R
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