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Time of Need has saved me multiple times when someone has tucked Sisay. It's also just generally useful to grab a second creature.
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I added that and a little more to the side board - any more suggestions?
I would just say more ways to keep her safe. Sisay is a lot like Kaalia in a lot of ways; when Kaalia is dead you're stuck trying to hard-cast a bunch of seven-mana dragons and angels and demons. When Sisay is dead you're stuck hoping you top-deck a playable legend. She needs to stay in play at all costs. I personally have like 7 different ways to keep her alive (Lightning Greaves, Darksteel Plate, Whispersilk Cloak, Swiftfoot Boots, General's Kabuto, Mask of Avacyn, Champion's Helm). Your particular playgroup may be different, but with mine I HAVE to keep her safe or I'm screwed.Karakas isn't legal in EDH. I'd replace it with a Homeward Path to keep people from stealing your stuff.Quicksilver Amulet would be a way to get some of the bigger-cost legends into play quickly. More than once I've been able to drop a Sol Ring on turn one, Sisay on turn 2, Amulet on turn three, Ulamog or whatever on four, game over by turn six or something.Speaking of Sol Ring, I'd maybe find room for a little more ramp. A Sol Ring and a Selesnya Signet, maybe a Gilded Lotus and some green land fetch sorceries? Maybe your playgroup doesn't ramp though, so maybe you don't need it. You only have eight enchantments, and Serra's Sanctum doesn't tap for any mana unless you have an enchantment in play. I run 42 enchantments in my Sigarda deck, and even there I sometimes find myself in a position where it's a dead land. It's an amazing card, but I'd keep an eye out to see if it burns you.Maze of Ith is a beast, and I almost never regret running Temple of the False God.Wheel of Sun and Moon lets you tutor up creatures that have died since they go back to your library.
I'll re-reply in a moment. I'll just mention now: Hyper Casual playgroup XD