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Typical Hatebears deck
This deck has been viewed 3,732 times.
You're not running Snappy, so Dryad Militant is an option. It hates out Snappy and Storm that relies on Past in Flames and Pyromancer Ascension. Also, it's a 2/1 for one mana. Spreading Seas is worth considering too. It may not be a creature, but it hates out lands, like Eye of Ugin (dam those Eldrazi).
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With eye being banned, that's no longer an issue. Seas is still a viable thing
So happy the Eldrazi got a nerf. What has me happy - concerned is Sword of the Meek's unbanning.
I wasn't playing during the time that it was around so I'm not familiar with how it would affect the meta. I can imagine how crazy it can with the right creature or build though
No creatures needed for Sword of the Meek, only one other artifact: Thopter Foundry. It's what you do with all those Thopter tokens afterwards where the deck can become broken. (I'm looking at you, Time Sieve)
...oh gawd that's insane...
This looks amazing. I really want to play this. +1 from me!
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Instead of running judges familiar I would run cursecatcher. The deck looks very fun to play, I love the use of reflector mage.
huh? Why would you give up the flying that the familiar gives you? They are identical except for the flying?
In addition to Familiar being better because of flying, it's also hybrid, thus it can be played with either blue or white mana.
My bad, I thought you had to pay 1 with judges familiar to counter
You shouldn't play fetches with Arbiter. I run a fairly similar GW list, and the most devastating wins are when you lock them out of land with Ghost Quarter and Arbiter. Relying on fetches are slightly unecessary.
The fetch lands are only really going to be used early on for mana fixing. After that they won't be used but pre arbiter they help
I dont see any bear hate here.
There's plenty of hate for bears here. That Glacial Fortress alone will make them want to hibernate, and then they're less likely to fight rofl
Interesting twist on the theme, kudos for being creative!I do have a couple of things I wonder about:Thalia and counter spells does not play nice together. In your deck you basically end up with counters that cost as much to cast as it costs your opponent to pay to cancel them, that seems a terrible trade. Mizzum Skin kind of falls in the same category as you need an additional U+x up to protect what you just played from instant speed removal, Wouldn't it be better to just play a more resilient threat?Playing fetches because you may draw them before Arbiter comes online seems very suspect, especially because your chance of drawing one is exactly the same as drawing Arbiter. Just sounds like a very high chance of drawing a dead land after turn 3. Some number of Tec Edge will likely serve you better.On that note: 19 lands seems extremely optimistic with 9 three drops and a 4 drop, how often do you miss your 3rd land drop?Intrepid Hero seems incredibly slow and extremely fragile, how often does it kill something on turn 4?