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Guttersnipe combined with cyphers resulting in constant damage to the opponent.
Start with invisible stalkers and hands of binding to slow down your opponent, then bring out guttersnipes. With each trigger of the cyphers the guttersnipes dish out damage to the opponents. Use the Goblin Electromancer to reduce the cost of last thoughts and stolen identity and any other spell you have on hand. With Stolen Identity you can start cloning Guttesnipes to stack even more damage to the opponent. Alternatively you can clone the enemies creatures if they are really powerful.Make use of overloaded cyclonic rifts to force the opponent to recast everything. With Goblin Electromancers in play the cost will be reduced.Mizzium Mortars can provide you with a quick board wipe if you get overwhelmed.Unsummon can be used defensively to delay the enemy, but is better reserved in case the opponent has a board wipe you can't prevent.The Negates are there to protect your Guttersnipes.
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Searing spear can be easily switched out for Skullcrack. Beyond doing the same damage for the same cost, you stop lifegain for the round while you burn them. Best to use right at the beginning of an opponent's turn to keep their life gain negated. The 1 drop Mizzium skin is good for those moments when you don't have any other way to protect your Snipes, plus makes them slightly more durable for the round.If you're not concerned for legality, then here are some other suggestions you might consider:* Possibly switch out spells as needed for things with replicate, such as Gigadrowse, or Vaccumelt. Each replicated version of the spell is a "cast" and thus, triggers the Snipes. * Try out Echoing Truth to get rid of a rapid buildup of tokens that might be threatening you.* Rather than Negate to protect your snipes, Turn Aside is far better for single targets. Against mass spells or board wipes, of course, you still want the unsummon or negate. * Rebound spells also trigger the snipe ability, so those are worth considering as well (such as Distortion Strike) Additionally Assault Strobe is another beautiful spell to toss on your ciphered stalker. Double strike ciphered snipe-induced death? Absolutely.
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Skullcrack is a brilliant idea! As are all of the others. I've only recently started playing again after a many year hiatus and thus don't have a lot of the old cards, so I am working with the post 2013 stuff. But I greatly appreciate the feedback.
So I have to retract my position on replicate. They're copies, not casts, so they don't trigger the snipe. Changed how I played my deck, but this deck is still dangerous as heck. Ran mine as Archenemy and took out the entire group by round 5 due to ridiculous snipe triggering. (2x stolen identity, hands of binding, and hidden strings all on a stalker).
It's my pleasure. I've noticed in play that my own sometimes runs low on cards, if I can't stack the snipes quickly enough to kill the other player. To resolve this, I've used the enchantment from Innistrad Curiosity on the Snipe. It triggers for each opponent you do damage to, so in multiplayer games, you can end up drawing a lot of cards. Replicated Think Twice or Train of Thought are also good in this area.
I have a different version of the snipe deck that makes use of Tandem Lookout, which can be soulbound to the Guttersnipe and trigger every time his ability hit, which make you draw a card. You thus get an inordinate amount of card draw, especially if you use artful dodge on your Guttersnipe and also attack with him. Here is the link to the deck http://www.mtgvault.com/tralese/decks/guttersnipe-tandem/
The new Pyromancer's gauntlets just turned snipe damage to ridiculous. Combined with stolen identity to alternate copies of snipes and the gauntlet, and it's freakin' ridiculous.