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Once again, I have tweaked my Simplicity deck...this is the FINAL version, 3.0I have officially ended the ability to damage my opponent to end the game...okay, TECHNICALLY, I could attack you with my Dreamborn Muse, but that's not why they are there...as far as I'm concerned, the Muse might as well be a 0/2 creature, because I'm NEVER going to risk them by attacking with them. Anyway, by removing the three Spinx-Bone Wands, I removed the ability to inflict direct damage to my opponents and to their creatures (for the most part). That means, I had to make it an even MORE efficient Mill deck...I did that by adding a 4th Howling Mine, AND I put in TWO heavy-hitting Traumatize sorceries, which makes QUICK work of opposition, denying them half the cards in their library, unless they have ways to get those cards back.Other changes, I put two of my Boomerangs into the main deck, and got rid of the other two (along with the rest of the sideboard). I removed Propaganda, only because the effects weren't quite as reliable as I needed them to be, and it didn't aid the Mill strategy as much. I also got rid of 4 islands and replaced them with Lonely Sandbars, because in a deck with such low casting costs, draws are more important than mana for most of the game (ie I was getting tired of drawing land when it only costs 3 to cast nearly all spells in the deck).The overall size of the deck shrank as well. For the naysayers out there, 20 blue mana in a mono-blue deck with 37 cards that cost less than 3 mana...is PLENTY. 66 cards doesn't concern me either.
This deck plays to my style of playing Magic...very LAZILY...establish defense early (with the creatures in this deck), then mill my way to victory. Use instants to remove threats, and counter dangerous spells...but be SELECTIVE, don't waste them on things that won't hurt you. Remember, you don't care how much life your opponent gets, and don't sweat small creatures.Now, the decisions you make change GREATLY depending on if you are playing head-to-head or multi-player. In multi-player play, just sit back and let your opponents attack each other, remember, you aren't going to do any damage, and your creatures are non-threatening defenders. Don't counter something unless it is something directed at you or is something you can't block (like an unblockable creature, or a creature with hexproof that you can't unsummon). Save your unsummon/boomerang cards for attacks made against you directly, don't waste them on combat you are not involved in. If an opponent looks to be getting TOO much of an upper hand against all other players, you might want to throw a Traumatize on them, just to knock them off their game.In head-to-head games, you don't need to be so conservative with instants...just do anything to slow your opponent's roll, unsummoning what you can't counter, and mill-mill-mill your way to victory. There is no alternate path to victory in this deck. There is no 2nd option. Can you deplete your opponent's library before they deplete your life points? That's it. Hopefully, with low cost cards, Howling Mines upping draw numbers and Elixirs recycling your spent cards, it should be achievable.
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I've since taken out the Doorkeepers...they weren't needed, and they were the only cards in the deck that didn't trigger automatically...making this deck even more lazy, since I have NO activating costs for anything.
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