The owner of this deck hasn't added a sideboard, they probably should...
Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
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.
All cards from time spiral if using that art, but if they don't use that art are still fine
This deck has been viewed 931 times.
Funny glitch.Strixhaven spoilers are out.We talked about wishes a couple of days ago and something similar seems to be in the set.There are "lessons" which can be fetched from the sideboard when you play cards with the "teach" ability.It's a sort of improved fix on wish cards, but will perhaps be too weak because it's a fix.Let's hope they expand on the theme so that the borders between sideboard and mainboard are moved
Permalink
I'm in a discord where they show spoilers, and there seems to be teaching in all colours and all the lessons are colourless
I've seen some of it.Do you know if lessons may be used in the mainboard?
Why wouldn't they?
Who knows, maybe wotc thought them too powerfull :)
They don't seem to be that powerful, I think tron would benefit greatly from the though
Without a doubt :)
So, what's the update on your project 100% unique build?
I did it once, and I never touched it again
Ah, well.One can only have that many projects.I got sidetracked on my eldrazi project by eldrazi cards :)Currently I'm evolving an "eldrazi scapeshift" deck that may end up with a number of tree folk.Why add treefolk?I took a long look at the landfetching spells available, and then tried out some interactions.I was pretty surprised to discover that "treefolk harbinger" and "explore" is insane together...I did not see that comming, so with an explosive manacurve designed to kill with scapeshift at turn 4, there is enough lands in the deck to support large eldrazi, but treefolk harbinger can fetch treefolk, creating the basis for a fast hybrid deck. The eldrazi part is based on games where it's not possible to scapeshift, and with 4 eldrazi temple it will be possible to play eldrazi at a cost range of between 7-11.I'm also incorporating "bring to light" to combo of reliably, but the card may also fetch "thought-knot seer" or "reality smasher" I also hope to add "matter reshaper"
Bring to light is played in 3 colour decks at a minimum, to get what you need it's going to be 4 or 5, how do you plan to get this mana
The deck needs to cast just two land playing spells to do that. My build features[[Dryad of the elysian grove]], Explore, [[sakura tribe elder]] and Search for Tomorrow.Treefolk Harbinger adds more landfetching to ensure that Explore can play a land.In some games I've had 8 lands in play at turn 4.(Only happens with multiple explore)The overall gameplay consists or sequencing the spells in order to remove and play as many lands as possible that you ideas your odds of drawing into combo pieces.I play Bring to Light, [[dryad of the elysian grove]], Prismatic Omen and Scapeshift as combo pieces.I've been spending 7 days on adjusting the numbers of each card with evolution to cut out a maximum number of cards and still be able to play 5 lands and combo out as easy as possible.I might be able to get 11 blank cards, which is pretty cool.My goal is to spice up the archetype with eldrazi, but any scapeshift player who has played the bring to light variant will be able to fill it with counterspells rather than eldrazi, though they might consider the merits that thought-knot seer has.I have a 2018 scapeshift testdeck with bring to light, and having testing against it with mill it would sometimes be robbed of its combo, and then it's only kill would be lightning bolt, sakura tribe elder and Primeval Titan.I wanted to brew a more aggressive variant that could play some big reckless eldrazi. I might be able to do that with Matter Reshaper, Thought-Knot Seer and [[reality smasher].
Okay, I've evolved the deck far enough to state that it only needs 22 lands to work, and might go down to 21.Compared with the other scapeshif decks they usually have 36 lands, and go down as low as 28 lands with bring to light and down to 26 lands with GR versions.I wonder how my version got down to such a low count.Is explore + Treefolk harbinger really that powerfull ?I think I will start digging a little around to see what the other people use as keycards.I might be able to create room enough in the deck for a serious amount of eldrazi.