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So the delver and the noble are my aggressive creature drops, with lots of instant speed removal to push them through and flip the delver. Snapcaster lets me get a little extra utility out of the instants, provides a little extra damage against an empty field, and combos nicely with brimstone volley. The burn can double as a bit of reach to finish opponents. The lavamancer serves the same purpose as snapcaster. The ponders help me set up delver, or flip him themselves. The mana leaks are my catch-all counter, because this deck should never get to the point that the 3 extra is available. As the deck is creature-light, the turn asides protect those creatures for cheap. The shocks, incinerates, and volleys are removal and reach. The snags provide cheap tempo and the one damage can help too, plus can help counter removal or reset a snapcaster. The slagstorms are for removing hexproof creatures. The increasing vengeance is for when games go too long. In the board, I have arc trail against tokens or humans, Koth against control, misstep against humans, delver, or any fast deck where the turn asides aren't working or aren't enough. The dissipates against midrange like wolf run or reanimator, the acts against more hexproof, especially since with the slagstorms, mono green will wait til T4 to drop dungrove. Lastly, I have the deserter acting as artifact removal, reach, and a bigger body if necessary.
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dude we agree on so much and i like the mental missteps and slagstorms desperatly trying to get some.. also the lavamancers i was running those as well but i just never wanted to play them i always had something id rather pay so in the end i took them out might bring them back though my removal wasnt as consistant after they left but i found mind control is a decnt option especially against titan based decks
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