Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.
The primary intent of this deck is to use Arcane Melee and Goblin Electromancer to obtain cheaper spells, allowing a storm of instants and sorceries in powerful combinations. You can make an enemy attack die down, or force a premature offensive to eliminate possible blockers before your big, final assault.Making use of a lot of area-effective spells through the use of the Overload mechanic, which benefits from Goblin Electromancer and Arcane Melee discounts, you can cause havoc in the opponent's lines, while dealing damage to them or their creatures through the use of Guttersnipes and Pyroconvergences.
The core cards of this deck are the Goblin Electromancer (UR) and Guttersnipe (2R), so play these as early as possible, and keep them alive if viable. Rely on other cards for an early defence against bigger bads, such as Nivix Cyclops and Wind Drake. Your early game is going to preferably be patient and defensive, while trying to avoid dramatic losses.In this phase, cards like Downsize and Chemister's Trick can help dwindle down attacks, overloaded or not. Chemister's Trick in particular can be used to eliminate an opponent's key cards by force, by crippling their offensive power (hopefully letting your fragile creatures survive) while allowing you to gang up on them to take out key weenies.Jace's Ingenuity can help refill your hand or draw more cards if you desperately need specific ones, as can Mercurial Chemister and Izzet Charm. The latter is a jack of all trades - it can alternatively damage a creature or counter a noncreature spell. Essence Backlash can deal some neat damage to opponents who try to play a big creature, countering the spell in the process.Your only three enchantments are Arcane Melee and two Pyroconvergences, and their benefits mean you should get them down as early as possible as well. Arcane Melee offers the benefit of two Goblin Electromancers as well as being immune to creature removal spells, while Pyroconvergence deals damage to a creature or opponent every time a multicolor spell is played - this includes any type of spell!Late-game creatures include two Mercurial Chemisters and possibly Niv-Mizzet or Melek. All four of these can provide you massive benefits, especially in relations to your library, while having the potential for some pretty serious damage when combined with Guttersnipes and Pyroconvergence.At this stage, you have likely dealt some damage to the opponent through Pyroconvergence when playing fellows like Mercurial Chemister or Niv-Mizzet, Dracogenius. You can begin fiddling more liberally with your massive options of annoying area-effect spells, dealing damage to the opponent in the process. Use an overloaded Teleportal to finish off an enemy - it stacks with Guttersnipe, Pyroconvergence as well as Nivix Cyclops, so don't hesitate to use it!Your most versatile offensive-or-defensive card is Cyclonic Rift. If you need to unsummon any single permanent early in game to later counter it, it is fully possible; but if you have the mana to overload it, you can return the opponent's entire nonland board to his hands in a single spell, opening the path for attack or even him discarding cards if he has over eight at hand at the end of his turn!
This deck has been viewed 766 times.