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I originally made this in response to Kitchen Imp coming out, but then I realized that there really isn't much reason to include Kitchen Imp unless a version with high numbers of Borderland Explorers and Wild Mongrels can exist without becoming just a slow and cumbersome Dead Dog (the archetype).This build leans more heavily on Sakura-Tribe Elder and Crypt Rats as this seems to be the best way to combat creature-based decks. Why? Because the only other way to put up an actual fight against stompy or Boros or Delver is to dedicate a massive amount of deck slots to high quality threats, deck slots that are necessary for the engine to function properly. That said, this version has essentially given up on beating control and combo decks in game 1, that's why the sideboard includes 2 Faerie Macabres and 3 Augurs of Skulls. Decks that rely on bounce effects to generate value can be countered with Macabre and decks that seek to pop-off don't take too kindly to discarding 2 cards every turn.The new Goblin and Affinity builds, alongside a lack of Delvers in Delver decks mean that Fume Spitter is better than ever, and should perhaps be a 3x in lieu of Deadly Recluse which is here because it is good against everything that seeks to attack us.
A TE deck must be able to:1. Have a TE at all times2. Have a graveyard with answers to the current situation and a means to reach more answers for future situations.3. Live to set up 1 and 24. Be able to re-setup 1 and 2 after being hated on in games 2 and 3, hell, or even 1 (that's why Auramancer)5. Eventually winIn general, the idea here is to go all in on what I think the deck should be doing:Getting a TE, hence 2 Vessels of Nascency not 1.Do whatever is necessary to not die, e.g.,- Gain a ton of life against Affinity or Burn- Create a Spore Frog lock against Slivers, Boros Tokens, or Bogles- Wipe the board against Stompy or Elves.etc.Then muck up the ground with creatures and turn them sideways if life is low, or Crypt Rats someone to 0 if you are at no risk of reaching 0 yourself.In games 2 and 3 hard mulling for TE and matchup-relevant silver bullets is a really good idea. Knowing your opponents' lists is basically necessary as their sideboard will dictate whether Auramancers get boarded in and how careful you are going to be when dredging.
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NOTE: Set by owner when deck was made.