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Redesigning my Milltraction with a little more aggro. Experimental build with more than just a mill win-con.
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I'm not that great with blue (it's my worst colour), so I can't suggest much. I can say, however, that I (personally) don't like seeing so many 1x and 2x in a deck. I know some cards are restricted in Vintage, but I still don't like seeing that (my group plays Legacy or Standard, so no restrictions, just banning). I do like Sunken Ruins for mana fixing (wish I had a set). Not much else I can say, I do like the idea of having a secondary win condition :p
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I typically don't like to run so many 1-of / 2-of either, except for lands. I make a few exceptions now and then, though :) Bitter Ordeal, for example, is there to be a tutored bomb after detonating Neviny's. I do also have this propensity towards building toolbox decks, and that is made even more apparent when I'm running tutors.. I may refine this down a bit still, but cards like Thoughtseize, being the only discard spell, could go to fit something more potent with mill. But I included it because mill itself doesn't control whats in an opponents hand already. That, and opening with a Thoughtseize has won me games by itself in the past.. a lot of the cards in here are like that, carefully considered for their utilitarian roles within this deck (or at least, I tried to :P). Sunken Ruins is a good idea, over Drowned Catacombs, and maybe a Darkslick Shore. I get kind of lazy when it comes time to put together my land base, which is bad because it is the most important part of a deck XD
I get what you mean, I was mostly pointing out personal problems with the deck due to personal preferences. Sunken Ruins (and all the others like it) are my favourite dual lands (though I only have 4 of each of the BW, RG and 2 of the GW). I think they are way too often overlooked and I've been trying to trade for the others my group has :p
The Alpha-Unlimited dual lands are my favorite :P All of the benefits, none of the drawbacks.. I swear I'm going to have to invest like.. $2,000 one day (when I'm rich) to get a full play set >.> Second to those are the Ravnica shock lands, but that's only because they also have a basic land type and are therefore very flexible with fetches. The only problem I have with the Shadowmoor dual lands is that they require a colored mana already to produce more. I prefer lands that can produce the color I need with no other stipulation, except perhaps paying life or etb tapped.
I understand your concern with the Shadowmoor duals, but I've only ever used the ones I have in two colour decks (normally as my only non basic) and I've almost always had at least 1 of the two colour's needed to activate the land's mana filter :p