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Do you like pain, particularly when its your opponents?Then look no further than this tricky collection of assholes!Buffing, spell dodging, tons of draw and other bullshit ways to net field presence: These contagious merfolk have you covered.CURRENTLY RESILIENT KHENRA IS TAKING SILVERGILL'S PLACEI anticipate khenra staying sideboarded, but we'll see once Rivals is out;particularly if it's true that Kaladesh will be rotating out.
Storm Sculptor is your hero of heroes. He'll get big, he'll be unblockable, and he'll do it all with his eyes closed.And because he doesn't look where he's going Kopala watches his back, along side the spells Disallow and Blooming defense for those blasted Fatal Pushes.Nissa, Steward & Rashmi are you primary form of gaining card advantage. They both repeatedly drop new things to the field and otherwise play a land or add something to your hand. Nissa also is a GREAT wall for your health, as ignoring her just makes her job easier, and her ultimate can be a great way to finish an opponent off.Genesis mage and Jace on the other hand, fill their own unique roles.~Jace provides hand fix via slapping with your sculptors as well as a shield since like Steward, ignoring him and letting stacks build is very dangerous.~Genesis creates late game walls out of your largely unneeded lands at that point and can fetch dead things. What a wonderful woman.OH YEAH, and she can give a pretty nasty emblem that makes land drops into +1sAether tradewinds is the last card in the batch that needs mentioning. Its main strength is early game tempo interrupting via bouncing a land of your opponents. This is especially nasty if you had first turn. However, running more than one eats room that more versatile spells need and while it can be useful in mid-range or late situations(bouncing a Gishath in combat) it loses much of it's strength at this point, especially for its CMC+permanent bounce cost.
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NOTE: Set by owner when deck was made.