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I've always loved U/B when I played magic 18 years ago. I saw TrueDawn playing Conjecture a U/R counter/burn deck on MTGA and was inspired looking through the available pool of cards in Standard for my favorite color-combo. The obvious go-to win-condition is Torment of Hailfire. This is a speedier-version of U/R due to not needing to wait for 9 mana. You can win with a Conjecture'd Torment of Hailfire on turn 6 (technically), depending on board state. Obviously you'd probably want to push that out to turn 8, but in general you can obliterate an opponents hand and board state by using it even if you are close to victory.The number of answers to virtually every card in the game is immeasurable (even Carnage Tyrant which is a basic instant-loss for U/R typically).This current listing was designed for MTGA which does not have the Kaladesh block available for some pretty key cards. Cards I'd look at in Kaladesh include; Disallow, Fatal Push and Yahenni's Expertise.
This plays fairly similarly to the U/R Conjecture build, except its not as dependent on hitting land drops. Instead of needing to race to 9 mana to hopefully fire off a kicked Fight with Fire, Torment of Hellfire can be popped depending on the matchup and the current board state. For Example;In an aggro RDW matchup, fend off the attacks with the numerous creature hate (especially Divest so you can see whats coming and remove the top of the ramp from them). Once their hand is emptied out, thats when its time to drop Mirari and lock the game down. Sometimes I'll slam a Mirari on turn 5 because Strategic Planning has given us a ton of recast options. In the classic U/W Control matchup, if you play aggressively and play use Torment when they tap out, you can typically force them to ditch their entire hand. The games take a little longer, but emptying a U/W players hand to force them to stay in the game is usually enough to win. Protecting your Mirari's is key in this matchup, and unfortunately you only have Blinks and Negates to carry out that mission. I used to maindeck Nezahal for these matchups for the card drawn (when they try to remove it). Its a huge challenge for them to overcome this card. Unfortunately its a crowded field in this deck for space.Typically a turn 5 Mirari, and a turn 6 Hellfire for 4 will fire off for 8x3=24 damage. This only works if they have 1 card in hand/on the board. So tread carefully popping this off on turn 6 (aggro will usually be empty by this turn). Control matchups, wait for them to end their turn and try to mess with Teferi/Planeswalkers so they are forced into protecting it. Once tapped out, pop a Hellfire for 10 and watch them scream!
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NOTE: Set by owner when deck was made.