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all zendikar, worldwake, rise
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eh... its ok check out my Fear the Swarm deck. Armament Master makes a big target for removal, even bigger if you use Blade of the Bloodchief. I kinda see why Ajani is in there. Pretty good.
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Hi. Posted this to another deck - see final note at bottom. Your Goblinguide reporting in. Took second in a Weekly Standard tourney with my Kor March deck. Looked at your deck. First, drop the spells. With only 22 mana you will not be alive long enough to cast them. White Weenie/tribal needs to win fast. Someone brought up a good concern - Malakir Bloodwitch. With all the non-basic lands being used my deck was built around 4x Trailblazer's Boots! Kitesail Apprentice and Kor Duelist inflicted damage early with the boots, even if a Bloodwitch comes into play. Kor Outfitter allows me to equip free to any Kor. So I like to drop Armament Master followed by Kor Outfitter. Hint: You can put multiple equipment on Armament Master to make your soldiers march faster! Kor Duelist can inflict 10 points of damage alone on turn 3 with double strike. The second choice is which other equipment to use, besides Boots. While pondering that you need to main deck Kor Firewalker or Devout Lightcaster. I prefer firewalker due to speed (casting cost) and S.B. in the Lightcaster. Because blue mages like to change a Plains into an Island you may not get Lightcaster out since it cost 3 white mana and you have to consider the meta game. As a sideboard card Lightcaster is awesome because she is played two turns earlier than a Bloodwitch. Also, the Bloodwitch can't block her and you can't block the Boodwitch. Your early march damage should put you ahead in the damage race. Lone Missionary is a great S.B. card to offset life loss while your army slips through with the Boots or flys over with Kor Skyfisher - which returns a Missionary to give you more life - just what God is for! Skyfisher is amazing because he can return a land that has been enchanted by your opponent or allow you to replay a Sejiri Steppe. I haven't forgotten the other equipment, so keep pondering. Brave the Elements is an amazing instant for one white mana. Read it carefully. White creatures you control is the text rather than target creature is the text. All your white Kor soldiers, not just a single target, get protection from a color. Use it to finish an opponent or to protect Armament Master. Always keep one white mana available. A Sejiri Steppe can make sure your largest creature damages your opponent, especially when combined with Brave the Elements in case they have two colors. Kor Skyfisher also allows you to return a creature to your hand after it has attacked so you can recast it untapped and defend if need be. It is great if your opponent uses Planeswalkers to tap your creatures. So play your other Kor Soldiers before playing a Skyfisher if possible. An amazing instant to keep in your S.B. for the right matchups is Celestial Purge. It can remove pesky blue/black unblockable land creatures (becomes a black permanent) when they attack, then Surprise! And Celestial Purge removes Bloodghast and other permaments from the game so it can't return to play with the Landfall mechanic! Or it can also removes certain Planeswalkers. Sorry, but Oblivion Ring has to remove a blue Planeswalker. So now that your army has some resources it needs additional equipment. Magebane Armor is a tad slow, but is great against red burn which is noncombat damage. In combat the 2/4 bonus makes it had to kill your Kor soldier. It is ideal on Armament Master as your other Kor get bonuses and it takes two lightening bolts to kill a Kor soldier which is a kind of card advantage. Three copies are plenty since it cost three to play. Add in two Trusty Machete and your Kor soldiers will have Boots, Armor, and a Machete. Makes me want to join a Goblin army. Are they as equipped as well? So this is a well equipped army. One last Army secret to share. Main deck one Lapse of Certainty. This card is amazing if played on the correct turn because it acts like a Time Walk - you get another turn and your opponent has to draw the same card on their next turn. It stops Wrath of God (it might as well be called that - Day of Judgement) , a Planeswalker, or whatever for that extra turn needed to finish an opponent. So keep three mana open before your opponent drops their fourth land if playing against Blue/White, or since most Planeswalkers cost 5 mana have your spell ready to counter before they play a fifth land. The extra turn is the difference in many a game. When I was a Goblin Lackey the Goblin King sent me for punishment. The Goblin Marshall showed compassion. He asked me if I would like to be boiled today while the water wasn't as hot or to be boiled tomorrow. Fortunately, it rained the next day. It always helps to get another turn and another card so think of Lapse of Certainty that way. I hope that helps. Oh, one other card I had in my S.B. (I had to S.B. all 15 cards against a red/black Vampire Deck) was Repel the Darkness. It taps up to two target creatures and you draw a card! Against control decks then tap your own creatures at the end of their turn if you need to draw a card, or wait to use it tap a land that becomes a creature so it can't attack. The Kor Army kicked me out since I'm a Goblin and can't keep step. (Hup two, three......I can't remember what comes after three). My Kor March deck has nothing over three mana because they need to march light and fast to strike before the dawn! Top Secret: I over heard the Kor soldiers discuss using Blazing Torches against the Bloodwitch, but that is a lot of weight (torches need fuel) and so they left the Blazing Torch out of the sideboard since it has only a singular purpose, better to have good Boots they decided..