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.
This deck is for the deck challenge involving Telepathy. Simple synergy between Telepathy and Thought Hemorrhage, save soul manipulation/removals for bombs. Cascades into creatures, planeswalkers, removals, enchantments.. almost everything!! aka card advantage. 10 spot removals and some drawing power from Jace and Sphinx. Sphinx of jwar isle is main win condition, hard to kill, if they do, you have soul manipulation to bring it back. 24 mana, mana source: U=15, R=14, B=15, pretty balance mana base. SB tech: Relic of progenitus: graveyard decks, aka haunting echoes, time sieve, emeria, crypt/dredge. Gobin ruinblaster: mana intensive decks aka jund, valaut, emeria, 5cc Black knight: mono white decks and aggro, 2/2 first strike vs 6/1 haste? who cares.. Swerve: Junds blightning or other annoying spells like, pulse, mind sludge, banefire etc Telemin Performance: annoying jacerator decks and no creature decks, hint: on game two they will probably sub in baneslayers in jacerator so try play Thought Hemorrhage, before this.
This deck has been viewed 1,103 times.