The owner of this deck hasn't added a sideboard, they probably should...
Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.
My original idea for the deck was to make it a simple kill and resurrect deck. I added the Archeomancers so I could replay instants and sorceries, and the Conjurer's Closets to bounce those back as much as possible.
In a perfect world...Beginning Game: --Counter Spells when necessary--Victim of Night--Bump in the Night--Duress-- Conjurer's Closet (need these for Archeomancer)--Codex Shredder (try to get at least one out. It's a free one mill every turn)Mid Game:-- Cellar Door (if unable to make a good move with your current mana, just mill and see if you can get a zombie)--Archeomancer(s) (Bring back Counter Spells to protect Crypt Ghast)-- Crypt Ghast (once CG gets out the rest should go faster)--Blood Pact (for the creatures that do get through...hopefully you can get both out at this point!) --Stab Wound (strategically use for bigger creatures to deal two damage each turn)--Glaring Spotlight (no use in playing it until you see if their creatures have hex proof)--Elixir of Immortality (Yes, it is only a one drop, which could have come out earlier, but without anything in your graveyard to recycle, it kind of pointless)Late Game:--Grave Betrayal (with Crypt Ghast well-protected, this should not be a problem) --Victim of Night and Murder (bounced back by Archeomancer and Conjurer's Closet)
This deck has been viewed 737 times.