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4 months ago  ::  Feb 03, 2013 - 2:34PM #21
Artogg
Date Joined: Jan 25, 2008
Posts: 653

Feb 3, 2013 -- 2:32PM, thoughtcontrol wrote:

Feb 3, 2013 -- 2:26PM, Artogg wrote:

I know, I meant you're throwing Shadowslice with Guttersnipe in play thats 5 damage, then cipher it to Gutter and tap and attack thats 5 + 2 combat damage 5+5+2=12




ok cool just clarifying, didn't want anyone to get confused.




Ofcourse

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4 months ago  ::  Feb 03, 2013 - 2:37PM #22
PandamanX64
Date Joined: Sep 8, 2010
Posts: 314
Guttersnipe is pretty much the only deck I've put any real work into since the card came out. Here's what I've got so far:

4 x delver of secrets
2 x snapcaster mage
4 x guttersnipe
4 x goblin electromancer

4 x think twice
2 x syncopate
2 x dissipate
4 x pillar of flame
4 x searing spear
2 x thunderous wrath
3 x mizzium mortars
2 x cyclonic rift
2 x talrand's invocation

4 x steam vents
4 x sulfur falls
1 x desolate lighthouse
5 x island
5 x mountain

 

This version has a lot of changes I havent gotten to test yet, but they feel good in theory:

- Thunderous wrath seems like a given in a deck with delver and guttersnipe. Mid to late game I can dig for it on an opponent's turn with think twice or desolate lighthouse. No clue why it took me so long to remember it's existance. Will add another or cut pending it's performance.

-  Talrands invocation is a potential bomb here. Better than talrand IMO because it A) flips delver, B) makes 2 bodies immedietly (talrand usually making you wait a turn to untap), and C) can be made cheaper with electromancer.

- the deck used to have 20 lands, but also 4 desperate ravings. with me deciding to cut the ravings to make room for more "business spells" (as well as adding talrand's invocation, the decks lone 4 drop), I was concerned that I might have a rougher time hitting my land drops. If you wanted to cut a land, I would suggest a mountain since turn 1 delver is something to wantr to max your odds on.

-you could cut an electromancer for a third snapcaster. I've wanted to cut one for a while, feeling 3 was enough, but I don't have the third snappy to test out.








I've also been considering turning this into a grixis build, only splashing it for deathrite shaman . Or as I'll be calling him, guttersnpies 5-8.  I want to see how the current build runs before doing that though.
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4 months ago  ::  Feb 03, 2013 - 2:43PM #23
PandamanX64
Date Joined: Sep 8, 2010
Posts: 314

Feb 3, 2013 -- 2:17PM, thoughtcontrol wrote:



With the shadow slice, the cipher ability only triggers off of combat damage so by playing another spell and causing the snipe to ping for 2 doesn't actually count as combat damage so therefore it wouldn't trigger the shadow slice attached to it.  Combat damage is the actual act of tapping and attacking with a creature not using one of their abilities that causes damage outside of your combat step. That would be great if it did work that way though because hitting for 5 a few times on your opponents turn just by playing a few instants and then finishing them off by using a sorcery or instant on your turn would just be fun.





If cipher worked with just any damage instead of combat damage, a spell encoded onto guttersnipe would be an infinite.

cast a spell, snipe deals damage which triggers cipher being cats which makes snipe trigger and deal damage which makes cipher trigger and be cast which triggers snipe dealing damage....


 Just something neat I noticed. Has no real bearing on anything.

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4 months ago  ::  Feb 03, 2013 - 2:45PM #24
Hakeem928
Date Joined: Oct 8, 2012
Posts: 2,142
Thunderous Wrath as a 2-of will be in my final decklist, no question; it's potentially 7 face-damage for ! And casting Think Twice on your opponent's turn gives you plenty of shots at it.

I totally agree about Talrand's Invocation as well, being able to have a Sorcery that is really a creature card synergizes so well with the deck's concept. I also like Krenko's Command because it provides cheap blockers that can activate the morbid condition on Brimstone Volley for tons of face damage.
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4 months ago  ::  Feb 03, 2013 - 2:46PM #25
Hakeem928
Date Joined: Oct 8, 2012
Posts: 2,142

Feb 3, 2013 -- 2:43PM, PandamanX64 wrote:

Feb 3, 2013 -- 2:17PM, thoughtcontrol wrote:



With the shadow slice, the cipher ability only triggers off of combat damage so by playing another spell and causing the snipe to ping for 2 doesn't actually count as combat damage so therefore it wouldn't trigger the shadow slice attached to it.  Combat damage is the actual act of tapping and attacking with a creature not using one of their abilities that causes damage outside of your combat step. That would be great if it did work that way though because hitting for 5 a few times on your opponents turn just by playing a few instants and then finishing them off by using a sorcery or instant on your turn would just be fun.





If cipher worked with just any damage instead of combat damage, a spell encoded onto guttersnipe would be an infinite.

cast a spell, snipe deals damage which triggers cipher being cats which makes snipe trigger and deal damage which makes cipher trigger and be cast which triggers snipe dealing damage....


 Just something neat I noticed. Has no real bearing on anything.




Cipher specifies combat damage so it wouldn't be infinite.

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4 months ago  ::  Feb 03, 2013 - 3:30PM #26
cappio
Date Joined: Jan 28, 2013
Posts: 57
one could base a deck on guttersnipe + Shadow Slice if it has Tricks of the Trade but is a slow card.  4+3+2 = 9 damage each turn. Use Mizzium Skin to protect your Snipe and you deal 2 another damage. There is also Mugging and so many 1 mana istant that one could use.

Problem is, how are you supposed to defend your self? with just counters? Do you have that mana to counter anything?
What is your playstyle? using spells to control your opponent while you deal damage with snipe? 
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