Destroy target artifact or enchantment with converted mana cost 4 or less.
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2 days ago
P.S. Congrats on the hundred upvotes!
2 days ago
@Norstail: Most of it is already explained in the Card Choices segment of the description, but I'll gladly go into detail a little more.
First let me say, that indeed the mana base might seem less painful if it were just two colors, but to generate maximum synergy with Hedron Crab, the deck would play many fetch lands either way, so with all the fetching we might as well splash a third color. I imagine the UB version would play the new mill land Ipnu Rivulet as well, making their manabase just as painful. The only real advantage concerning the manabase that I can see, is that UB can afford to play some copies of Shelldock Isle to close out a game with a hidden Archive Trap.
Splashing white gives us access to Disenchant and Fragmentize. Blue and Black offer no enchantment removal, so once an opponent drops a Leyline of Sanctity on turn 1 we just scoop, because all our spells target our opponent. At the moment, more decks have picked up the Leylines again to combat the hand disruption of decks like Grixis Death's Shadow and the burn spells of.. well, Burn. The best ways to play around that without white would be Set Adrift or Kiora's Dismissal - not exactly great options, right? In addition to getting rid of Leylines, Disenchant also gets rid of Chalice of the Void on 1, which shuts down almost our entire deck, and kills Platinum Angel, often still played in the sideboards of big mana decks like Tron, that we prey upon.
Beyond Disenchant and Fragmentize, there's Stony Silence, turning Lantern Control into a favorable Matchup and making the Affinity Matchup less impossible to win. Rest in Peace is also nice to have as permanent graveyard hate, because we enable decks like Dredge so they can rebuild too quickly if we were to use Nihil Spellbomb or Relic of Progenitus.
Finally we also need the access to Path to Exile, first and foremost because we desperately want removal that hits the big threats that dominate the format like Tasigur, the Golden Fang, Gurmag Angler, Reality Smasher, etc. Dismember would be another option, but even if we were just two colors, we couldn't afford paying 4 or even just 2 life for it most of the time. Path enabling our Archive Trap is really just the icing on the cake. It's true that many decks are already fetch-heavy, but there are also decks like Merfolk that don't play fetch lands, so game 1 any Archive Traps would just be dead cards stuck in our hand. If we Path them and they get a land, we can still drop our Traps on them before siding some of them out in game 2.
3 days ago
All these cards are not usefull on your deck if the opponent does not play against them. For example fragmentize will destroy enchantment or artifact, but not everyone plays them and you cant just cycle it away if you dont need it. These cards can be on your sideboard but no on your main.
Cat Deck GW Check this out if you need some ideas. It is not complete, since I have just used on it the cards that I already have. It will be completed, a week from now, so you will have a better idea of what I think.
6 days ago
1 week ago
1 week ago
Gideon's Intervention is a really handy sideboard card that can cause serious problems for your opponent once you know what they're playing.
Fragmentize is also handy against decks that use artifacts or enchantments.
Haze of Pollen might be handy against other creature-based decks.
Blossoming Defense is useful in a variety of ways.
Flying might be an issue for you, so maybe something like Gift of Strength.