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Thrasios & Vial Smasher - BUGr toolbox control

Commander / EDH* UBRG

hybrid069


Sideboard


Sideboard Explained

This is my deck, and I want to be using it for 1v1 games, multiplayer games, 2HG games, or any other variant. I also want to be able to adjust the power level of the deck based on who I am going up against. As such, the side board is actually fluid. Essentially, it's a 110 card list, and I remove 10 cards before playing, based on the situation.

Cards I'm Considering adding:

Bribery - Can be very powerful, but also can be unreliable. We are scared of providing access to powerful creatures re theft and reanimation.

Anticipate - Decent cantrip. Worse than Impulse, but still might be decent.

Cards I'm Considering removing:

Consecrated Sphinx - powerful creature, but expensive and painful when stopped the turn it's played (tempo wise), and disaster if stolen or reanimated. However, very imbalanced in multiplayer.

Seedborn Muse - powerful creature, but expensive and painful when stopped the turn it's played (tempo wise). very painful when stolen or reanimated. Great in multiplayer.

Previously in the Deck:

Terminate - narrow, comparatively difficult colours. RB can be hard to get in the early turns. Go for the Throat and Murderous Cut tend to be a bit more reliable, and I want my removal to be reliable.

Cider Glade - Enters tapped, doesn't add blue. Likely better than a forest, unless ETB untapped green is really needed, such as running more dorks

Tamiyo, the Moon Sage - Doesn't do enough in most games

Pernicious Deed - Amazing card, but loses power with the increase in number of rocks in the deck

Notion Thief - very cute, but not reliable. Can be amazing, but can just sit in hand, burning a hole. Very powerful hate bear, though.

Cephalid Coliseum - Not worth it's place without Notion Thief. Almost always functions as an un-fetchable island that costs 1 life to use.

Birds of Paradise - swapped for more rocks as they're better in later turns, and can be more explosive. Having green turn one isn't a guarantee, since blue is the decks focus.

Forest - Doesn't make blue, but having green fetchable lands is useful. Decided I'd rather have more rocks

Murderous Cut - Solid targeted removal, but can be hard to play early, which is where it is most important.

Eternal Witness - Great recursion, but slightly overcosted compared to it's sorcery version, regrowth. GG can be hard to make, especially early, and thus it's hard to rely on E Wit

Underground River - U and B untapped is nice. Swapped for Fetid Pools to have more fetchable dual lands that tap for blue.

Treachery - amazing card, but 5cmc sorcery creature removal isn't where we want to be. It's free, but only if you have 5 lands (we often have rocks but fewer lands), and needs at least 5 mana to be cast.

Mystic Remora - powerful card, great card draw, but sometimes dead. Using Remora early can set you behind against dork ramp decks, and using it mid-late can set you back vs creatures. Probably mostly a meta cut, the card is great.

Botanical Sanctum - UG is great, but often ETBs tapped. Replaced upon acquiring Marsh Flats, which is much better.

Rolling Earthquake - Replaced upon obtaining Damnation, which costs less life and is often less mana, and is simply more reliable.

Coalition Relic - I generally want to be playing action spells at the 3 cmc range, not more ramp.

Glen elendra archmage - very good card, but 5 cmc sorcery interaction is expensive. Without creature synergy, she just isn't quite worth it

Keranos, God of Storms - I love this card, and it's pretty good. But I usually just want the draw, and phyrexian area does this for 3cmc

Phyrexian Metamorph - a neat tutor, but loses it's strength without lotus/dynamo. I like it's artifact synergy, but just doesn't make the cut. I'd rather kill troublesome creatures than have one of my own.

Time Warp - combos with seasons past, but that combo is slow. Works nicely with the PWs and VS, but holding a 5 cmc spell can hurt when we are low on mana.

Bribery - Strong card, and useful in multiplayer. However, it can be unreliable depending on the opponents deck. Also opens up the possibility of the bribed creature being taken back, or reanimated upon death.

Scroll Rack - It is pretty sweet. But it can't usually be used until turn 3, making it a bit slow to search for land. As a draw spell, there are stronger options. This card often ends up just being dead. Does not play well with top/brainstorm/jtm/dack

Thran Dynamo - We want action at 4cmc, not ramp. It's amazing to ramp into this early, and have huge mana available on turn 3/4, but outside that it isn't great. Colourless can be an issue, too.

Gilded Lotus - Providing coloured mana makes it better than dynamo, even though it costs more. But it suffers the same problems. at 5 mana we want action, not ramp. It's slow, and having it countered feels SO bad.

Shivan Reef - replaced with underground river, because adding necro and arena means we need more black, and while we currently run minimal red cards, the loss of red is not a problem.

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Date added 7 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

14 - 5 Mythic Rares

53 - 2 Rares

19 - 1 Uncommons

13 - 2 Commons

Cards 100
Avg. CMC 2.59
Tokens Beast 3/3 G, Emblem Dack Fayden, Emblem Jace, Vryn's Prodigy
Folders Vial Smasher, Archived
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