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Get a crab and fetch for landfall triggers, stall with counterspells and an orb, or cast a bunch of mill spells with your new Bloomborrow mana base; better yet, use a combination of the three and see the synergy between the different win conditions.
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NOTE: Set by owner when deck was made.
The eight 3-drop counter spells seems to be a bit problematic in here. They really up the curve and choke out what you can do in a turn for the whole opening and middle game, and the mill bonus isn't really worth it from my perspective. Milling three for a 3-drop that's a +0 has efficiency problems. I'd consider dropping them for 4x Thought Scour and 4x Fractured Sanity, both of which are +0 in materials that are faster than the counters, can be cast without a target, and have better mill ratios. Hard casting Fractured Sanity is also a potential win condition if the rest of the deck is doing what it's supposed to and you topdeck it.I'm also not a huge fan of running 4 Vantress and only 5 islands with all those fetches. Vantress is mighty expensive for a Scry, and having one in the opening hand is just a potential hindrance. Maybe cut it down to 2 and run 2 more islands so you have more fetch targets to trip the crabs.Just some thoughts, not trying to hate on the build. I love a good mill deck, and the crabs are forever interesting with fetch lands and Oboro.
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Tbh it’s mostly because of how fast the current modern meta is, if you aren’t running counters or removal you get bent over turn 3-4 most games unless you pop off about the same time. For mill, the win condition takes a lot longer than most decks so I elected to have something for the Grapeshot or Nadu.
I'm well outside meta knowledge, so there's that. But it's hard for me to imagine eight 3-drop hard cast counters being fast enough to make a difference when there's cards like Flusterstorm, Anticognition, and Flare of Denial. Has it been working the way you wanted?
Tbh it sounds like you’re a better player and deck-builder than me. Anticognition is obviously synergetic with the win-con, and Flusterstorm works in the sideboard for storm decks. I’m not sure how I feel about Flare of Denial here just because we only have 8 creatures and they are valuable to our plan but I like where your head is at I’ll make some additional adjustments when I have time. Thank you for your advice.
Hey, we're all just trying to figure this game out through trial and error. The only reason I like Flare of Denial is as a manaless counter sided in against a win condition, other than that it's not worth it. Keep me in the loop if you don't mind.