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This is my go to for FNM. The only thing I don't currently have is the Kolaghan's Commands.
My favorite part about this deck is having to tell the seasoned players what my cards do, so for you guys I'll do the same. Magmatic insight is a nice draw card because of the fact that you are almost never going to need more than three lands (unless you sideboard of course). What I tend to do is hold out on playing that third or forth land and save it for insight. Chances are that you're gonna pick up another anyway. By playing insight I've filtered out two cards from my deck I can't use against my opponent. Claim//fame is cool because it brings back all three creatures, and works well with devil because of the fact that you can give him haste. Fame is an easy way of giving Swift an extra +3/+1 when needed as well. Jester is nice because he can either deliver consistent damage or complete suicide runs to make way for swift.Over in the sideboard we have crumble to dust to deal with scapeshift and tron decks (also works well against man lands in azorius control I find). Rain of gore is a fantastic way of supplementing your life gain hate with skullcrack. Dreadbore for Karn, Liliana, Jace, and Tefiri. Rakdos charm is a great way to deal with spirits or young pyromancer while you look for bontu. It also can help with storm because exile, and tron because artifact hate. Bontu's last reckoning was a weird one for me, but I think its found its place. The three mana is fantastic because I don't have land to spare anyway and I didn't really want to spend the cash on damnation. The untap clause is unconcerning to me because I'm gonna draw and sit on an extra burn for next round. If I had to wipe, chances are they are gonna spend their next turn trying to undo the damage because they lost their win condition. Aura decks are your bane. If anything else needs more justification, feel free to ask!
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NOTE: Set by owner when deck was made.