Sideboard


Maybeboard


The goal is to dismantle the opponent's hand to limit their ability to impact the board, then end the game fast with powerful Eldrazi. Wasteland Strangler, Thought-Knot Seer, Bearer of Silence , and Matter Reshaper are all built-in 2-for-1s, which combine to create high card efficiency in both long and shorter games. We have the creature density and high power to play the beatdown effectively and punish hard when opponents stumble, and we have lots of in-built disruption and removal to get ahead and stay ahead.

The mana is surprisingly decent, with only 6 lands that ETB tapped, (not counting Crumbling Vestige, since it gives a mana when it enters), two of which are even fastlands that come in untapped early. Counting Aether Hubs, Crumbling Vestige, and Corrupted Crossroads as dual-colored sources would give us 18 sources of Black and 17 of White mana, plus 12 sources of Colorless mana. This is obviously a little more generous than is realistic, as the Aether Hubs and the single Vestige only provide a single instance of colored mana, but when taken as a whole they can provide an effective bridge into permanent colored sources when needed. There are no double-colored costs in the maindeck, so even at only 14 sources of a color, all of our cards should consistently be castable on time. Since the only non-devoid colored spells are Declaration in Stone and Thalia, Corrupted Crossroad functions effectively as a triland, giving our manabase deceptive consistency.

Because of our need for colorless mana, there are four slots for utility lands. I am currently opting for a Crumbling Vestige to help ensure Distended Mindbender is castable out of the sideboard and a pair of Westvale Abbeys plus a Spawning Bed. This opens up the line of cracking Spawning Bed EoT to dump three bodies on the field and flip the Abbey from a two-creature board state. Ormendahl is especially strong against GB in the current format, as the only answers they have are drawing double Grasp of Darkness or occasionally using a To the Slaughter out of their sideboard.

Alternative utility land options include tweaking the number of Crumbling Vestige depending on color requirements, or filling the last colorless slots with Blighted Fen to attack things like Emrakul or creature-light control decks. Mirrorpool has a high power level, potentially copying Reality Smasher or Thought-Knot Seer, Sea Gate Wreckage grinds nicely in the late-game, and Ruins of Oran-Rief can pack a punch since every creature we play is colorless (besides Thalia), including Scrapheap Scrounger. I opted not to run Ruins to avoid more tapped lands, but 7/7+ Reality Smashers in the lategame are still a strong option.

Control:

Most control matchups aren't amazing, but the deck is decently threat-dense and has a lot of hand disruption, so sometimes it's possible to get some early presence and ride it through to victory. Matter Reshaper and Scrapheap Scrounger are all-stars because they are resilient to removal, and Reality Smasher is great against everything except Stasis Snare.

SB: Sorin is brought in to grind out the slower matchups, and Lost Legacy can also be good depending on the build. Distended Mindbender comes in for more hand disruption, typically dropping the Complete Disregard and some number of Displacers and Wasteland Stranglers.

Aggro:

Our game one is something of a coin flip against aggro decks. We have high-value cards and can often run them out of gas and take over in the midgame, but with 8 creatures that can't block in the main, there are times we draw too many of them and just get run over.

Tendrils, Scrutiny, Blessed Alliance, and Kalitas are all great against aggro decks, as they provide low-cost efficient interaction or, in the case of Kalitas, win the game on their own if left unanswered. Descend can come in against go-wide strategies, but betting on a 6-drop against decks trying to go under you is risky at best. Typically we side out the more expensive cards, going down some Reality Smashers, the Flagship, and some Scroungers since they can't block and we aren't going to win a straight race.

UW Flash:

This match is interesting, we can sometimes wear them down with 2-for-1s and all of our removal dodges Avacyn and Selfless Spirit, which can throw off a lot of the usual UW lines of play. With enough hand disruption we can keep them off Gideon and Avacyn long enough to close out. There are also times when Spell Quellers and Avacyn just blow us out with tempo advantage, though, and we lose to their higher over-all power level.

Mindbender and Scrutiny to fill out the hand-disruption package to try to keep them off of Avacyn and Gideon, and we have a Fragmentize to hit Smuggler's Copter and Stasis Snare. Descend can work well to clear a problematic board through Selfless Spirit or open Avacyn mana, but again it is slow. Flaying Tendrils can come in on the draw to take out Gideon tokens, spirits, and Thraben Inspectors, enabling the edict on Bearer of Silence. Typically we side out some Scroungers and Smashers because Avacyn's indestructible trigger is too good against the big hasty Eldrazi.

BG Delirium:

The deck has a lot of tools against Delirium, with 11 maindeck exiling effects to disrupt their recursion strategy and try to invalidate the Ishkanah plan. It can be hard to close the game before Emrakul comes down, though, and a resolved Ishkanah is never easy to deal with.

Against BG, we can bring in Mindbenders for hand disruption, plus Lost Legacy to help keep them off of Ishkanah, the worst card for us to see. With all of our exile effects, we have a decent chance of dealing with a resolved Ishkanah and even Emrakul, and we even run mainboard Dec in Stones for spider tokens. Be careful of making them discard Ishkanah or Emrakul, because once they're in the graveyard we can't interact to exile them before they are recurred. Descend is an all-star in the matchup, exiling Ishkanah's brood and killing Emrakul.

Aetherworks Combo:

Against combo decks like Aetherworks Marvel, we have Mindbender and Lost Legacy to maximize disruption and keep people from Emrakul'ing us. Sideboarding against RG Marvel plays out similarly to GB, with Ishkanah being a nasty threat but one we are usually able to answer.

23 vs 24 Lands: Right now I'm back to 24; If I were to cut one it would probably be the 4th Swamp. I would like to fit a Mirrorpool into the maindeck somewhere, potentially as a replacement for one of the Concealed Crossroads.

Thalia:Swapping a pair of Matter Reshapers for Thalia is still a recent adjustment but she feels great in a lot of matchups, helping the deck retain an early advantage to close things out efficiently.

Removal Spells: The removal suite isn't entirely set, either. I like Complete Disregard for the exile and ability to kill both Ishkanah and Smuggler's Copter, but it's still much narrower than Declaration in Stone and costs an extra mana. Spatial Contortion is versatile and a 2-mana spell that answers Copter, and can occasionally be used to push damage through with a Thought-Knot or Reality Smasher, too. It also combos with combat damage to kill big creatures, which Disregard does not. Currently testing 2 Dec/2 Contortion/1 Disregard, but I might swap a Contortion for a Disregard. I've also considered a Grasp of Darkness or even Murder, as a way to answer Avacyn at instant speed would be welcome.

Key to the City: This feels good against decks like GB Delirium or other matches that end up in board stalls, and also lets us filter lands for value later in the game. In some matchups it can just feel too slow, though. I'd like to fit a second one into the Sideboard but I'll have to find a card to cut for it.

Distended Mindbender I've swapped the two from the sideboard with two Reality Smashers, since Smasher isn't at its best against a lot of the most common decks in the format. I like the additional disruption on the Emerge creature, and the fact that the body comes down potentially a turn earlier than Smasher.

Hedron Crawler I'm playing around with Hedron Crawlers over Scrapheap Scrounger in the colorless 2-drop slot, but although it makes occasional draws more explosive, (turn 3 Thought-Knot and turn 4 Smasher are big game), it seems to make the deck overall less consistent and loses quite a bit of late-game value. Maybe 2 and 2?

Matter Reshaper I like the idea of swapping two Scroungers for the last two Reshapers to help enable the Mindbender plan a little more consistently, but raising the curve is probably not worthwhile.

Potential Swaps Depending on how Mindbender works out, I might switch two of the Scroungers for the 3rd and 4th copies of Matter Reshaper, to maximize emerge value and consistency. Additionally, I'd like to try Eldrazi Mimics in the 2-drop slot as an aggressive creature that can still block, although the overall value may still be lower than Scrounger's higher base P/T and recursion ability.

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Date added 7 years
Last updated 7 years
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 3 Mythic Rares

40 - 6 Rares

10 - 6 Uncommons

3 - 0 Commons

Cards 60
Avg. CMC 3.03
Tokens Clue, Copy Clone, Eldrazi Scion 1/1 C, Human Cleric 1/1 BW, Vampire Knight 1/1 B, Zombie 2/2 B
Folders Ideas for Decks, decks to use, Standard decks I wanna play
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