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Trying out another infection idea...I like this one more. Hits hard and fast--could conceivably win in 3 turns, if you get lucky. This deck is built using cards I have--it could probably be made better, if I had lots of money to spend on new, rare cards. Hopefully Mirrodin Besieged will bring some new cards that can help make this deck even better without having to sped hundreds of dollars. :-)
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you seem to have a bit of landfall in there... with poison and landfall combination, adventuring gear works well, especially if you throw in some fetchlands (which will help you get out various kinds of land, if you are mana screwed), because it says each time a land enters the battlefield, equipped creature gets +2/+2. the problem with fetchlands (in this deck, at least) is that you arent running any straight mountains, and they require you to get basic lands. i would say maybe take out one of your copperline gorges and one blackcleave cliff and put in two mountains, then switch out two to four of your other lands (doesnt matter what) for some sort of fetchland.
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Thanks for the comment! I agree that Adventuring Gear would work well in this deck, especially with lots of fetch lands like you say. The problem is that there are no fetch lands for mountains and swamps/forests--there's one for mountains and plains (Arid Mesa), but that's it. It seems like a bit of a waste to put in 3-4 Arid Mesas and 2-3 mountains when the ability to fetch a plains is wasted in this deck and the only reason I'm using so many fetch lands is to give a creature +4/+4 with Adventuring Gear, especially when there are plenty of other spells I can use to buff creatures. Sooo...it's certainly an option to put in the Adventuring Gear, either way, since I already have 4 fetch lands in here and it's useful even when playing other lands, but I don't think it would necessarily be helpful to put in mountains and take out blackcleave cliffs/copperline gorges.
you could always put in some generic ones, such as evolving wilds or teramorphic expanse. they arent as good (only one use and they are dead) but they would work.
True, but both of those have the land come into play tapped, as you mention. Which is fine, I guess, but doesn't seem congruous with a deck focused on getting stuff pumped up to deadly levels in 3-5 turns.