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HELP !!!Steel Wall... Is is playable? It's a colorless 1mana 4/4 with defender, so it's only good with formation AND Tide Drifter.________________________________________________________________________________________________________________________________________________________________4x Doran (Key card #1; 3mana 5/5)+4x Assault (Key card #2; mid-late game pump, cheaper than Doran and harder to interact with)+4x Harbinger (finds Doran and 2nd/3rd land; allows to play a low amount of lands with GitProbe and Mishra's Bauble; 1mana 3/3)+ [4x Gitaxian Probe (thins the deck for free, casts Tasigur and works well with Harbinger and Mishra's Bauble)+4x Mishra's Bauble (insane early- and late-game library manipulation with GitProbe, {fetches}VS{Duals}/{Bosh} or {Harbinger}VS{other1drop} or even information on t1, thins the deck for free)+8 fetchlands (greedy mana base, thins the deck for free)=All in all thinning the deck (on average) by 3 every 2nd game, 4 every 10th and 5 cards every 12th game on turn 3 on the play)All in all GitProbe and Mishra's Bauble made it into the deck because a) the self-replacing thinning is needed in a deck, which does virtually nothing without specific cards, especially if it costs 0 mana, since life is very defendable with a ton of walls and b) it allows me to reduce the amount of lands and other situationally needed cards in the deck with overall consistency instead, also making the sideboard better and c) the already mentioned interactions with each other AND Harbinger AND fetchlands find me land or gas, depending on my hand, or either find Doran/Formation/Harbinger or shuffle unneeded ones away!!! d) the fact the they don't draw a random card in +/- 75% of all cases (depends on playstyle) is absolutely... absurd.e) Mishra's Bauble is good against a bad match-up for the deck: discard.] = 86% to have at least one in the opening 7 or a mulligan to 6;90% on turn 2 on the play;...91% on turn 3 on the play ; And 8 fetch-lands plus 4 Gitaxian Probes (+Harbinger) plus 4 Mishra's Bauble help with the odds which is relevant at such high percentages Otherwise Ancestor outlasts._________________________________________________________________________________Ornithopter is a 0mana flying, colorless 2/2, it's insane when also playing a 1drop, followed up with Assault Formation on turn 2 ;Spellskite is a disruptive, colorless 2mana 4/4 ;And Tide Drifter is a colorless 2mana 5/5 which gives every other of your colorless creatures +1/+1._________________________________________________________________________________The sideboard is combo/control hate, aswell as anti token stuff and anti wrath cards.Tarmogoyf, because of the absence of insants, Planewalkers or even tribal spells, is on average worse than even a 8/8 2drop, {Skinshifter}, which also didn't make the cut.
You mainly want to go wide early with the creatures, playing as many 0 and 1 drops, as early as turn 1, as you can because {Assault Formation} is a turn 2 play.Also 0/4s are good at blocking {Goblin Guide}s...{Inquisition of Kozilek} is mostly a turn 2 play (with something else) pretty much to fight counters efficiently or just making my opponent slower.Sometimes it's wiser to e.g. {Inquisition of Kozilek} turn 1, followed up by a {Spellskite} or something like {Tide Drifter} on turn 2 because of {Ornithopter}s.
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What about Tree of Perdition or Tree of Redemption? Both 0/13's that would work well with Doran and Assault Formation. And also both have some nice abilities to boot.
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These are 4 drops, meaning they'd attack TWO TURNS later than Doran is cast.I want to win before that.It also doesn't work well with Doran at all, it ONLY works with AF.And, as my 'How to Play' suggests, this deck has problems with token decks and thus it's far better to go big on the number of creatures, rather than on the toughness of one creature, if it doesn't have trample. With this in mind, I'd much rather play other 1mana 0/4s, Skinshifter, which is basically a 2mana 0/8 or even Tower Defense, which is in the SB.You migh also see that it's very unlikely for me to hit a fourth land on turn four...All in all I can see them as sideboard cards against crazy life gain decks at best, since they're way too slow and are defenders.Still, thank you!
I think you could make it faster and stronger by making it 3 color tree folk tribal. I've seen some that can win as early as turn 4-5.
:DDThat was a great joke!