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Started out as a Standard legal Mardu Lifelinking, Prowess themed aggro concoction but early testing showed that the mana base was just to clunky so I switched to straight Boros and started winning way more often. After rotation I pulled the aggro swarming monk theme and inserted some Modern staples and introduced land destruction as the major driving force with burn as removal/reach and incidental, (rather then primary), token production as wincons.The deck still needs quite a bit of tweeking as I've only ran it in one small tournament and a couple of FNMs , (won them all), so any input is appreciated.Pretty versatile but requires a decent knowledge of your meta to get the most out of it, and a SB set to screw it, (aka: play hate cards that triggers prowess/YP). A few of the singletons found both main and in the SB are slanted towards a specific meta and are what I would call flex spots. Another question is the land count, 25 seems too many but has been working well in testing, 24 feels just right but I have missed a crucial land drop or two. I would love to hear from experienced Flagstones players regarding this.The SB is basically more flex spots dedicated to what meta you expect.
Destroy every land that is critical to your opponent. Boom on turn 2 targeting your Flagstones, Boom turn 3 or later targeting your fetchland and crack it with Boom on the stack. Beside Ghost Quarter's obvious use, GQing your Flagstones for mana fixing to drop a dual color casting cost bomb, or for just some simple deck thinning fueling Lavamancer.Dark-Dwellers finding Boom but casting Bust on a board you have already cleaned is a relatively normal occurrence. Needle Spires swinging in unmolested after early LD is also pretty common. Going wide with YP and Mentor is easy while at the same time denying your opponent resources by removing what they played early and preventing them from playing anything big later.Careful to not over extend as this is not really a swarm deck that goes super wide, (although it can), but normally plays more like a deck that kills mana production, removes threats and swings in for some damage each turn. Has some reach but wins mostly by critter damage on a clean board. In games 2 & 3 you can be more liberal with your mulligans as you should know what end of the deck you are searching for based on what you are facing.Don't forget your triggers and practice your sequencing on when to LD, Remove/Burn and play threats! Ramp is a strange game 1 matchup that can turn into a game of chicken that is rather challenging. Early LD combined with pressure can set them up for a huge Deflecting Palm or put them within straight up burnout range before their huge game changer hit the table.Burn is also a strange matchup where LD can seriously cripple them if they keep a greedy starting hand. Most of the time though it is advisable to loose at least the 3 and up LD for games 2 & 3 and replace them with Anger, WoG and Path.Dredge and Affinity can also be a problem game 1 so that is why my SB is set up the way it is. Prison taxes their attacks while Anger gets rid of their dudes. Relic is also proactive against Living End, and Cage also neuters Combo CoCo.
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I think Zurgo and Anger are a bad call. I would add more burn to trigger prowess and whatnot
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Zurgo is a bit of a reach I agree but I'm having a hell of a time finding another decent 1 drop threat as WOTC won't let me play with 6 Swiftspears! Anger has actually moved from the SB to the main lately just by being a damned good call in the current meta.
How about the W pantheon 1drop?
The pro multi-color dude? He is mostly a Savannah Lion being relevant only against an Abzan aggro deck without removal, (and they don't exist). Plus he is White which puts alot of strain on the turn 1 mana. I'm pretty sure any Zurgo replacement has to be red...?I guess I could just go "screw it" and run the 2 Magma Spray in the main for as long as it is legal.
tbh I think I would
I really like the transformative nature of this deck. It plays totally different when boarding in the Nahiri package which I imagine comes as a shock for your opponents! As for the construction, I read you have a few cards specific for your meta, but I really wouldn't want crumble or palm maindecked. I'd probably just run a couple "value" Nahiri main with the aforementioned cards in the board. Another thought I had was gitaxian probe for free tokens and it adds a small boost to consistency. That's all I got. Certainly looks fun to play.
Thanks for the feedback, I appreciate it. I face a lot of Tron and Infect so the inclusion of the Crumble and Palm is based on that as Crumble fits the general theme and replacing a possible 4th Charm with Palm is a small price to pay for free game 1 wins against those decks. In a unknown meta the Crumble would likely be a 4th Molten rain and the Palm would be in the SB. I've tested a little with Brimaz as an additional critter and so far he has been very impressive in this deck so he might deserve a spot in the main as a 1 of. Not sure about the Git Probe idea but I am willing to test with Gut Shot as I think that it is a card that fits really well into the current meta, thanks for the idea though! I've tried a couple of Nahiri main and although she is good she is not great without the instawin Emrakul on board. i much prefer to totally blindside my opponent for games 2-3 by boarding in the entire package.
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