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Savage, hand-emptying burn. If the wheel of fate goes off, you're usually screwed. Plenty of answers for this kind of stuff, but it's definitely a blast to play (one-on-one at least). 12 damage on turn 1 feels good in the pants.
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the name = perfection :) While I am (in my opinion) bad-to-modest at creating decks, for some reason (I think) I have a knack at looking at things as a third-party, objective observer. When I look at this I think "I don't want to be on the wrong end of that!" I also think "what happens if you run out of steam?" or if you get stalled? Then you're just a sitting duck.
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whats up my man, ball lightning is key in a deck like this, chain lightning is also a good option, in my experience grapeshot doesnt really fit into this type of deck, for 2 mana u usually get a max of 5 damage and that is under the best of circumstance. y not sub in flames of the blood hand for a double smackdown of 4 damage and no life gain, check out my strait burn deck mustang mayhem
Oh, I forgot to mention that this is an Extended deck. Also, I did this in a hurry and forgot that I have Browbeats in there. (I'll edit it now.) Between those and the Wheel of Fates there's a decent chance of replenishing my ammo, but the dry-up factor is definitely an issue with this and any burn deck. It's also true that Grapeshot is sometimes a dead draw, but they usually serve their purpose well enough, and they're worth having for the Wheels. Ball lightning doesn't really work for me for some reason. I think the only creatures I'm interested in are turn 1 and 2 ones. Three isn't much to pay, but by then they've probably got something to chump a decent portion of the damage. I dunno, I might try it again. Thanks for the input. :)