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Dimir is the best control deck in the format on the back of Sneaky Snacker and either Spellstutter Sprite or Tolarian Terror. I am partial towards snakes.In MTGO leagues, mono red, affinity, and gruul exist in such high numbers that Tolarian Terrors with occasional Unexpected Fangs just win games single-handedly with little to no real opposition from the opponent. Mono red can almost never kill one and loses almost on the spot if it ever gains 6 life. Affinity needs to 2-for-1 itself to deal with one almost all of the time and is generally ill equipped to face Snackers and Terrors unless their graveyard hate lines up perfectly. And Gruul struggles against snuff out and the value Dimir accrues over the sorts of long games it excels in.2 Spell Pierces may be too few.2 Murmuring Mystics may be too many.Gurmag Angler is highly experimental, makes Unexpected Fangs better and can lead to more explosive turns in the midgame.There are so so so many ways to build the deck right now.Perhaps a more logical way would be-1 Dihada's Ploy-1 Murmuring Mystic-1 Island+1 Spell Pierce+1 Gurmag Angler+1 Thought ScourThis makes for a more graveyard-reliant gameplan that leans more into Unexpected Fangs and faster games, with fewer mystics and draw 2's to win the drawn out grindier games. Noteably, this may be better against mono red, affinity, and glee, which seems pretty important.
Against aggro you just survive until you have a 6/6 lifelinker. Against anything else you have 3 distinct ways of applying pressure via the high tempo 1-for-1 threat that is Tarmo... I mean Terror. The recursive, flying, endlessly-value-accruing threat that is Snacker. And the snowballing planeswalker that does not rely on the graveyard that is Mystic. These threats backed up by the best interaction available in the format is how you win the mid- to late-game.
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NOTE: Set by owner when deck was made.