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win by flipping Azores gateway and a huge torment of hail fire 40 plus triggers is not uncommon.a really tough build having the right spread of cc, life gain, removal and looting to get it all working.scarab and locus gods have natural synergy due to amount of removal and card draw or looting.treasures are additional ramp so we don't just rely on the gateways flipping, and i didn't want to go the traditional green hour of promise deserts route, plus the treasure fixing can be used for red that helps us cast locust god, which i feel has a lot of synergy with the card draw and looting.
note - lands count as 0cc, things like pull from tomorrow count as 2cc and my spread of 5 different cc come from: lands - 0, 1,2, & 3 then anything 4 or over is the 5th, but running different cc rather than just up to 4 increases probability of a mix of 5 ( i think, i hope it makes my head hurt LOL)pushes, moment of craving and battle of the bridge are your early removal (bridge is ok later but if its your whole go casting a big one to kill one creature you tend to loose out I feel, contempt's later on, plenty to keep your life total high.bontu's last reckoning as a sweeper to guard against fast wide and aggro and a doomfall complete your removal suite (golden demise and additional doomfalls in sideboard for more agro (golden demise) and doomfall for carnage tyrants)the occasional card such as x1 opt are present to ensure a spread of the correct cc.essentially you want to control the board through removal, I do prefer creature deck match ups, but with all the clans this is standard right now, control decks or approach feel a bit like mirror matches then I'm side boarding in negates to fight counters with counters, and we still perform ok.your looting the spells you need using search for azcanta and the gateways whilst hoping to flip the gateways, sailor of means provide early blockers (as do aetherborns) and the sailors add some mana ramp, if your gateway never flips the looting is still of use and hopefully btween a few early treasures and a spell swindle we have additional ramp, saying that control and removal into a scarab god works just fine if we don't see a gateway or they get abraded (abrade and negates suck, which is why the gods make such a different as alternative win condition) locus god works so well with the gateways.so keep control and establish one of three win conditions (hailfire, locus god, scarab god) tbh even 2 mid game hailfires without ramp can seriously damage your opponent.
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NOTE: Set by owner when deck was made.