-Draw: I guess it has a good draw with
Opt
and
Risk Factor
.
-Core Idea: To control the camp with the Counters, or protect the
Guttersnipe
for constant damage.
-Usefull Stuffs:
Firemind's Research
I loved this. Removing 2 counters we draw something. Removing 5 its 5 damage to any target, good to remove, burn, and its very usefull. And it keeps in camp with no counters, so its aways stacking...
-Finishers: With the
Banefire
as our finisher, getting REALLY strong with
Goblin Electromancer
( givin plus 1 damage for each in camp) and
Primal Amulet
(damage plus one damage if it isn't flipped yet), And
Niv-Mizzet, Parun
doing a little damage and draws.
I know this deck may take too long to work, but we can hold it with
Ionize
,
Negate
, and even with
Lightning Strike
in very hard situations.
-Funny Stuffs: Even Thought
Expansion / Explosion
Effect doesn't stack
Guttersnipe
Damage, it is still at least 4 damage. Also, this can help us Drawing better with
Risk Factor
and deals an amazin face damage with
Banefire
_Well... That's it. As is said, i'm not an pro deck builder, I'm just and casual player. And i think this deck can be really fun. I do accept suggestions for this deck come competitive, at least at stores in little events.
How to beat an Mono B zombies? Or and Mono Red Wins? UW cControl?
Ty For reading this!
Have a Nice day!
_