Sideboard


Maybeboard

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Creature (1)


I have opted for a lower curve, evasion, and tribal synergies instead of the benefits of a more midrange UW build. That's why there's no Gideon, Ally of Zendikar or Archangel Avacyn.

Zombies:

This is the deck's best match up now that Marvel is banned. The biggest advantage this deck has against Zombies is in its evasion. Most threat we have has flying, meaning that a developed Zombie board state can't stop us from attacking without removal. Our tapping creatures and Selfless Spirits give us a way to deal with threats that would otherwise be hard to block, like Diregraf Colossus and Relentless Dead. The most difficult thing for this deck to deal with is when the Zombies deck simultaneously goes wide and goes big thanks to lords, so Dusk is very helpful out of the sideboard as a cheap boardwipe.

Typical Side Board Plan: -2 Negate -4 Mausoleum Wanderer +3 Dusk / Dawn +2 Declaration in Stone +1 Nebelgast Herald

UR Control:

This is probably the most difficult match up, as far as top-tier decks go. As a control deck, they also want to be the last player to act, with the difference being that they can win if no one acts while we can't. However, our deck often wins on the play, as we can drop any of our eight one-drops; if they don't have an untapped red source and a Magma Spray, we will most likely be able to keep that one-drop alive no matter how many answers they draw into. Overall, the way to beat this deck is to play an early Mausoleum Wanderer or Topplegeist and use spells like Essence Flux, Rattlechains, Spell Queller, or Dispel (from the sideboard) to keep our threats safe.

Mardu Vehicles:

This deck does a lot of things we like. They play high power threats that are prime targets to tap down. The match up is fairly similar to Zombies minus the ability to go big and wide, which is our main issue with that deck. Hover, in exchange for that ability, they have the ability to have flying threats and flying blockers, which is extra problematic with Heart of Kiran's vigilance. The other issue is that the Crew mechanic sort of counters the tap down plan so proper targets for those effects is important. If they have a vehicle and a creature to crew it, you usually don't want tap anything until they Crew.

Typical Side Board Plan: -3 Always Watching -4 Censor +2 Negate +4 Dispel +1 Declaration in Stone (In case of Dragonmaster Outcast)

Temur Energy:

This is a pretty good match-up for this deck. They want to play very efficient creatures and curve out as nice as possible, which is ideal for most of our answers. They often rely heavily on Glorybringer and Chandra, Torch of Defiance to help keep them alive, which is perfect for us Since we can tap the dragon before it has a chance to exert and Chandra will usually fall to our evasive creatures. Whirler Virtuoso is very good against us however as most of our creatures have 1 toughness, but there are many ways to force through our damage, such as pump effects, tap effects, and Selfless Spirit's indestructible.

GB Counters/Delirium/Energy: Typical Side Board Plan: -2 Negate -4 Mausoleum Wanderer +3 Dusk / Dawn +2 Declaration in Stone +1 Nebelgast Herald

This deck is pretty strong against us because they naturally counter most of our "efficiency over assurance" answers. They can often afford to wait a turn to not play into our Censor and much of the time tapping things down doesn't do enough and real removal is necessary. We can easily adjust for this in the side board by adding in harder counters and more removal.

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Date added 7 years
Last updated 6 years
Legality

This deck is not Standard legal.

Rarity (main - side)

29 - 5 Rares

19 - 3 Uncommons

4 - 7 Commons

Cards 60
Avg. CMC 1.95
Tokens Clue
Votes
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