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I think you would be better off adding in 2 scavenging ooze, 2 more Fanatic of Xenagos instead of slither head, and 3 elvish mystic instead of the 3 lotleth troll. Then I would switch the 2 golgari charm for 2 abrupt decay main, sideboarding the 2 golgari charm possibly even making it a 3 of in sideboard.Other suggestions for sideboard, dreadbore, mizzium mortars, increase slaughter games to 3. Mizzium Mortars is a big thing, if you run enough mana dorks you can reliably overload it and wipe out opponents many times, not to mention it is probably the best way to deal with Blood Baron of Vizkopa.Domri, either you'll get lucky and she will work or you won't and she will be useless. I'd suggest either dropping out the following: bow of nylea, underworld connections, read the bones and then adding in more creatures or dropping Domri for another underworld connections and maybe another kill spell. I'm leaning towards Domri drop because your sideboard would probably involve adding in more spells main deck making Domri worse; unless you sided her out, but even still mainboard she isn't the best thing ever.Other than just a few things it looks pretty fun, and I wish you the best of luck with the deck.
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Thanks a lot for the suggestions Snakerunners, appreciate it. The power of slitherhead in the deck is giving things haste (post exava) or bringing things above mizzium mortars range/burn range (exava, kalonian hydra).I also thought a lot about elvish mystic, but in the end decided it tapping for green was a major downside as I often need 2 black (underworld, hero's downfall, rakdos) Whereas this doesn't affect the caryatid. I can see that it would be great with your proposed changes tho. basically i'm still playtesting it in its current form, but there is fat that definitely can and will be trimmed.
I try my best to give constructive criticism. While I see the potential for slitherhead I can't help but feel it is still kind of lackluster. I suppose with Kalonian Hydra and Exava I can see reasons for keeping it.Slitherhead is not really the reason for my reply though.I'm noticing something that would frighten me if I were the one playing this deck. You seem very well suited to kill yourself in a few ways. 1) You are going for a three color deck, three colors decks currently are a considered to be "greedy" for a lack of a better term. Not to toot my own horn but I think it is one of the things I balanced well with my deck, be it Junk and therefore having more options (you'll see what I mean later). But with with three color, no less a midrange kind of deck, you are going to find, I feel, situations where you end up shocking yourself with lands, maybe even a lot.2) Tying into the first point, above, you are looking a little midrange-y. You are relying on 4 caryatid to block and ramp early, and there will be hands without them. Other than that you plan on kill spells and draw spells to define your early game. If you get pressured you may start shocking yourself to get mana up to "downfall" a creature. Then you need to keep doing that to make sure you have mana to play everything on curve to rebalance the field.3) You are playing "Read the Bones" and "Underworld Connections" which are great but will be eating some of your precious health up alongside your shock lands.4) You are playing Ruric Thar in Jund which is very strong in it's array of spells. You may find a situation where you take 6 to play a "downfall"The three points above all have to do with lifegain, as you may have started to pick up. All of these things considered, you are very well set to take damage from your opponent and from just playing your own deck in general. I think you would do very well adding in some lifegain somewhere, whip of erebos for example could be great as it both gives you some life and also allows some recursion. Being able to whip in a Kalonian Hydra could be AWESOME! swing for 8 and gain 8 immediately. While it maybe a little less exciting with some, whipping a creature it, it may very well still be the reason you stay alive in a game.Anyways again best of luck to you with the deck, and besides that concern I like the deck now more than ever. Cheers!
What a well thought out/presented post. I very much see your point. Replaced read the bones with Whip of Erebos. Playtesting it now. As for Ruric, he's not a card I'll throw out turn 5/6 every time. It depends on my hand, if (anything) has been scried and what I've played in previous turns as well as what deck they're running. Currently there are 13 non-creature spells in the deck, almost all of which will be played pre-Ruric in the early-mid game (Abrupt decay, Hero's, Mizzium). in my (somewhat limited) experience he proves to be a massive problem for them moreso than me.Any further troubles to do with opponents running creature heavy decks can be fixed game 2 with sideboarding Slaughtergames or Dreadbore for Ruric. Thats my thinking behind mainboard Ruric.... As well as it being a really fun card to drop ;)thanks for the comment!
Good choice I think, play testing whip instead of read the bones.Yeah I think Ruric puts you ahead in many match-ups I was just suggesting that it another potential source where you can hurt yourself. Ruric Thar could be pretty intense with whip also gaining 6 life each turn, given he has to attack.Good thoughts on sideboard. Though I don't think I would put in slaughter games for creature heavy match ups unless you are really worried about blood baron. Slaughter Games is usually, in my experience, better against control naming sphinx's revelation or aetherling, as it tends to be their ONE real win condition.
Maybe add underworld Cerberus in the side board
I love the idea of a hasted Cerberus, but you might be onto something there ;)
Also your running a lot of non creature spells to be playing ruric
Okay, I don't feel like 13 (current form) is too many, some of which you will play before hand (hero's and abrupt decay come to mind). needs much playtesting!
You also have 2 mortars maindeck and 3 mortars sideboard
thanks, added pithing needle for aetherlings/walkers.
Also why golgari charm?
sideboard for tokens mainly, the enchant destroy/regen has saved me before too. its just a versatile little card, anything you would have in SB over it?
Regan is not bad as of enchantment destroying use destructive revelry and for God's USe fade into inquility
What are your thoughts on Xenagos, god of revels? Instead of domri
No he should keep domri
Basically Xenagos is good when your even or ahead but not when your behind. If your in a rough spot and have to drop him turn 5 then chances are your now in an even rougher spot. better to have cards that function well when behind to improve overall consistancy. My 2c on that guy anyway.
Why dont u put in zhurtaa ancient so u dont have trouble summoning rakdos or ruric