Napalm 2.0

by jukeboxhero00 on 09 June 2016

Main Deck (61 cards)

Sideboard (9 cards)

Instants (2)


Artifacts (1)

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Deck Description

This deck started as a classic channel fireball burn deck. I started spashing in some aggro and now that all that is left aside from Lightning Bolts! The basic idea here is to get sneak attack in play as early as possible and start one dropping the zodiac dragon. Potentially drop him, cast temur battle rage so he's swinging for 16, then either fling him for another 8 or sac him to diamond valley to gain some life. The three isochron sceptors are there to attach Temur, bolts, or fling to and hopefully activate guttersnipe or satyr firedancer to start throwing a little burn around.

How to Play

The burn component should come out quick either by draw or isochron sceptor. Get satyr fire dancer and guttersnipe out and start bolting to deal some damage . Vexing devil is there for some quick damage one way or the other . Get sneak attack out and start kicking some ass Zodiac style. I have achetype of aggression in there to prevent people from just chump blocking the dragon, but even if they do he'll still get by for the second strike.

Deck Tags

  • Aggro
  • Burn
  • Double strike

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

000560

Deck Format


Vintage

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Napalm 2.0

I'm debating swapping out Thundermaw hellkite for Bogarden for the direct damage upon entering the battle field . The Hope would be to , unfortunately he doesn't have haste so I would need to be able to give him that to really make it work. I'm just running tight in space and not sure what the best choices are here. Graveyard mining would be great so I could get back creatures from the grave

0
Posted 14 August 2016 at 18:47

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