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Sorcery (1)

Artifact (1)


Hello,This is the first deck that I have posted here. I am recently returning to magic from a two year hiatus. I am starting anew with cards that I have recently purchased. I have experience with Red/Black burn decks and am hoping to get guidance on theories in the current standard. I haven't had the chance to play this deck yet but the ideal is to do as much direct damage to life as possible, as quickly as possible.

The deck focuses on a very cheap casting cost keeping my mana curve easily manageable. I prefer Chandra for the plainswalker flare but have only acquired one so far.

So far the deck has a ton of direct damage with a splash of draw to keep it going. Let me know your thoughts please. Also sideboard suggestions as I haven't got to like the deck yet let alone the need for a sideboard.

Update- I played at my local fnm and went 1 in 4. Not the greatest but whatevs I had to learn my triggers more than anything. I had trouble with speed. Only two matches had Mana draw problems the rest was fine. Got smoked by a ramunap red, merfolk, and a u/g snake. The ramunap was unavoidable as it beasted the comp. I updated the deck and added two more unliscenced. Removed two tap lands and added two swamp. Im in need of a faster synergy. Any thoughts on what I can add? The dynavolt towers performed well.

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Date added 6 years
Last updated 6 years
Exclude colors WUG
Legality

This deck is not Standard legal.

Rarity (main - side)

15 - 0 Rares

16 - 0 Uncommons

11 - 0 Commons

Cards 60
Avg. CMC 2.20
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