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why not wall of roots or wall of blossoms over steel wall seems like it would be better that way.
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wall of blossoms isn't modern, but you could always run wall of omens which is exactly the same thing. However, the point of steel wall is for a turn 1 drop that I can play with any mana that will save me from super fast agro decks. While this deck isn't really slow, as it's a control deck it has a weakness against rush agro, so steel wall buys me a couple turns to setup the control necessary to win. Because it has 4 life it can't be burned away with the small burn spells (lightning bolt etc) unless they attack in the same turn, which is basically what I want as it will make them waste material and let me stay alive. If they don't use a burn spell after attack damage, the wall will block one of their weenies every turn, buying me at least 3 more turns which this deck desperately needs. Wall of Omens and wall of roots are 2 drops so they won't be able to handle the turn 1 goblin guide or monastery swiftspear that are staples in rush/burn decks.
Cathedral sanctifier is in here for basically the same reason as it's text basically reads "prevent 3 damage and force opponent to lose 1 card and a tempo."
I feel like you have to accept that you are going to have to stabilize against burn especially maining 4 finks and I think omens or roots is better cause it never really feels like a dead draw especially in the case of omens and why not sakura tribe elder over viridian emissary isn't it strictly better?
I like sanctifier I would like it a lot more with restoration angel in the main
Only running 4 answers to the early game against burn is borderline suicidal in competitive play. 4/60 cards, in a deck that runs lands that hurt you, against an entire 60 card build who's singular purpose is to drop your life to 0 before you get your mechanic rolling is terrifying. In reality, without the finks lifegain or the big sorcery/instants in the late game, this deck's starting life total is more like 16 because of the lands, which makes a burn player smile all day long. I would much rather have 7/60 answers than 4/60 answers against a deck that is predatory to mine, especially since outside of burn and wickedly fast combo decks that get lucky this deck has a good chance of taking game 1 and siding in the ability to win either game 2 or 3. As to viridian emissary vs sakura, I may be the only player out there to think so, but this is an easy answer from my perspective. It's basically my contention that viridian emissary is one of the most undervalued cards in modern. If your opponent is running fast agro, it chump blocks, costs opponent material and a tempo, and speeds you up. If they run creatureless, its a turn 2 cards that starts a 10 turn clock, and if your opponent expends resources to deal with it, you retain card advantage and are sped up. If it's something in between, it gives you board presence on turn 2, can trade off for their turn 1 or 2 presence, and again gives you speed and card advantage. Basically, its one of the best ways to play a turn 2 for anything that runs green and is cognizant of what opponent is doing (i.e. everything but burn and RDW).Sakura doesn't have the agro power, so it can't be used as a win condition realistically, and its delicious to drop a win condition turn 2 against a control deck that will have to waste something to take out a 2 drop that gives me mana. Plus, this deck doesn't necessarily need to worry about the instant mana search sakura offers, as it runs 22 lands and 4 noble hierarch, so mana diversity or presence isn't really an issue that needs the immediate 2 drop sac off that sakura offers.