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My very first modern deck that I built out of an M15 U/R precon was based heavily on artifacts becoming stupidly large creatures on turn two, and then swinging in with heavies until I drew a Shrapnel Blast to finish the job on turn four. The deck list was incredibly scrubby, and most of the original cards were pretty much ripped right out of the precon. However, the first tournament I ever entered with the original list I won because no one at the shop had any answers for a turn two 5/5 flyer or instant speed 5 damage. I beat out Grixis Control, Blue Moon, and an Infect Deck just screwing around that night and ever since I've always loved the simple two-drop wombo spells that just make people salty.
This deck is the most straight forward Blue Burn deck I have ever seen. It starts with a turn one Ornithopter or Memnite, then a turn two Ensoul Artifact. This combo is the basis for the deck, and considering the low chances of drawing into it every time I added a couple of stupidly good early game creatures (known to everyone else as Delver of Secrets). Considering the high concentration of Instant spells, Delver has a solid chance of flipping early, and combined with the aggressive early interaction of an Ensouled Ornithopter swinging for five, Delver can show you when you are set to wombo out a Shrapnel Blast or a Fling. Snapcaster Mage is there simply because he can flashback burn for cheap, and if you are running low on damage he can get it back quickly. The sideboard is pretty much a standard board in for aggro decks that require a quick shift into board control decks, and even slips in an extra couple of aggressive cards if you'd rather overload your opponent with burn.P.S. Turn three win is turn one: Island, Ornithopter, Delver; turn two Ensoul Ornithopter and flip Delver to swing for 8 damage; turn three is swing 8 more damage, then shrapnel blast or fling the Ornithopter to finish the job. You could also play another Ornithopter on turn one or two in order to Ensoul it on turn three if you'd prefer to swing for damage. Either way, you have a turn three win. Also if you noticed the Vexing Devil in the sideboard, that is another component for an alternate turn three damage win alongside Shrapnel Blast/ Ensoul Artifact and a Lightning Bolt (not to mention any one of the 16 zero drop artifacts). Final Note: this deck works its best on the play, particularly if you have an agro-heavy hand like a turn three win. This will prevent your opponent from even getting a third land drop, and limit them only to turn one hand disruption/removal spells, or turn two counter spells (which will probably be either a Mana Leak or a Negate). Opponents running limited removal, few counter spells, or no hand disruption will surely lose the agro game. A final warning though, beware of stray Deflecting Palms- they tend to tickle... Feel free to splash white for Path to Exile, I don't know why but I figured that particular card would be quite impressive against mid game opponents that last through the first four turns. This deck could also benefit from board wipes and artifact removal, so keep Wear//Tear in mind if you splash white for Path and possibly a Wrath or Anger of the Gods, or even a Kozilek's Return. Lastly, if you'd like to splash green over white, try playing Collected Company. There are so many value creatures that it could benefit you in the long run. Hell, I'd even push to say a Tarmogoyf would be playable in this list if you splashed green- but that's just for players that have the money and nothing better to do with it.
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NOTE: Set by owner when deck was made.