Crispy Carl

by ValiantGreen on 09 September 2009

Main Deck (60 cards)

Sideboard (15 cards)

Instants (15)

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.


Deck Description

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.

Deck Tags

  • Burn

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,026 times.

Mana Curve

Mana Symbol Occurrence

000360

Card Legality

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

Deck discussion for Crispy Carl

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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Posted 09 September 2009 at 18:48

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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

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Posted 09 September 2009 at 19:11

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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. :)

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Posted 10 September 2009 at 00:40

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