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any help is wanted and appreciated
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Nice deck. I would ditch Victory's Herald in favor of something speedy like Goblin Guide or Steppe Lynx, you'll just never wind up playing the angels. Journey to Nowhere would be a good replacement for one of your burn spells to help deal with Titans and their ilk. Drop in a set of Arid Mesas in place of 4 of your lands and you'll be set.
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thanks for the help
Other cards to consider for maindeck: - Ajani Goldmane - Stoneforge Mystic - Bonehoard - Spikeshot Elder + Basilisk Collar - Cunning Sparkmage + Basilisk Collar - Contested War Zone (you will take more advantage of it than almost any of your opponents) Stoneforge Mystic could be really cool for fetching up equipment for the double-striking Myrran Crusader. If you include equipment, don't include more than one of each type because you can fetch them with the mystic. Possible sideboard cards: - Revoke Existence (vs Artifacts/Enchantments) - Kor Firewalker (vs RDW/Boros) - Sword of Body and Mind (vs G/U) - Sword of Fire and Ice (vs R/U) - Luminarch Ascension (vs Control) - Tunnel Ignus (vs Ramp) - Mark of Mutiny (vs Titans/Eldrazi)
Now that I'm doing some sample draws, I am finding that there is a pretty severe mana problem. All of the double-casting-cost creatures make it difficult to get the right mana when you need it. I think I would ditch the 2 Goblin Guides to make more room for mana, then arrange the mana as follows: 4 Arid Mesa 4 Contested War Zone 3 Evolving Wilds 3 Terramorphic Expanse 2 Smoldering Spires 4 Mountain 4 Plains You really need more chance of drawing a Mountain than a Plains because your early game relies heavily on your goblins with a casting cost of RR (Bushwhacker should almost never be cast w/o kicker). Your double-white creatures won't be played until turns 3 - 5, by which time you will hopefully be able to do some mana fixing. The Expanses and Wilds will slow down the game by a little bit in the worst case scenario, but it's better than being stuck unable to cast half of your creature spells. Smoldering Spires will provide the extra red mana you need in the early game, or will help keep your battle cry creatures alive in the mid game. Contested War Zone should help you win the early game, which is what this deck needs. If your opponent is still alive by the late game, you're in trouble if they're not in bolt range.
my only drawback with the land is that 1/3 comes in tapped it is still a good arrangement though