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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Celestial Purge
Instant
Exile target black or red permanent.
trippy_mcfly on Cumly Cube
1 year ago
Introducing Cumly Cube 1.2! 12 months ago, Cumly Cube was updated to Cumly Cube 1.1, offering many needed changes to the card pool. While this fixed some glaring errors, other faults in the cube remained, and a year of careful consideration has hopefully identified all of them. For Cumly Cube's 1.1's 1-year anniversary, I have chosen to make some changes. These changes serve a few functions:
One of them is to smooth the power level of cards in the pool. There should be very few slam-dunk picks or unplayable cards.
Another is to remove the snow card type from the pool. This makes it so players only have the option of including regular basic lands in their deck, increasing accessibility and ease for drafting.
A third is to balance the level of aggression in strategies. It was identified that playing strong, expensive creatures was a dominant strategy in Cumly Cube 1.1, since there was not enough support for aggressive decks to go under this strategy. While aggressive decks are still not supported heavily, a few changes in the card pool have hopefully shifted the meta to a point in which tempo will be an important dynamic in most matchups.
A fourth and final change is in the creature types. All creatures now belong to a supported creature type, and all non-creature cards that produce creature tokens produce tokens that belong to a supported creature type as well, meaning that tribal synergies are going to be emphasized in Cumly Cube 1.2, as was an original goal of this Cumly cube.
One more thing to note is an important change to the rules. Rule 907 has been removed. Players can no longer use this rule to conjure a basic land of any type into their hand, increasing a need for disciplined drafting. While this rule allowed players to play more ambitious decks, it removed the use for Banners, Lockets, and other methods of fixing mana. Ambitious decks are still possible in Cumly Cube 1.2, they just require some extra effort to draft.
Here are the individual card changes, provided with brief justifications:
CUTS:
ARTIFACT
Arcum's Astrolabe: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Ankh of Mishra: Too weak in power level Coalition Relic: Too much utility for general decks Coat of Arms: Ideally, this card would often be symmetrical, since opposing players would have tribal synergies, thus making it too weak in power level Coercive Portal: Too strong Coldsteel Heart: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Crowded Crypt: Creates zombie creature tokens, a creature type not supported in Cumly Cube 1.2 Explorer's Scope: Too strong and too much variability Fellwar Stone: Too strong Glasses of Urza: Too weak in power level Grafted Skullcap: Too narrow Mask of Memory: Too much utility for general decks Paladin's Shield: Too weak in power level Scroll Rack: Too little synergy with the rest of the card pool Sword of Feast and Famine: Protection leads to less interactive games, a dynamic not desirable in Cumly Cube Sword of Fire and Ice: Protection leads to less interactive games, a dynamic not desirable in Cumly Cube Sword of Light and Shadow: Protection leads to less interactive games, a dynamic not desirable in Cumly Cube Sword of Truth and Justice: Protection leads to less interactive games, a dynamic not desirable in Cumly Cube Talisman of Conviction: Too powerful Talisman of Hierarchy: Too powerful Talisman of Resilience: Too powerful
CREATURE
Allosaurus Shepherd: Removed to lower the presence of elves and green creatures Angelic Curator: Too weak in power level. Additionally, protection leads to less interactive games, a dynamic not desirable in Cumly Cube Apex Devastator: Card advantage should require more synergy than slamming one creature card Apex Hawks: Too weak in power level Arcbound Reclaimer: Too weak in power level Avacyn's Pilgrim: A mana dork that costs 1 mana with no drawback is too powerful and too obvious a choice of a Cumly Ascendant Spirit: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Battered Golem: Too weak in power level Beast Whisperer: Too powerful Birds of Paradise: A mana dork that costs 1 mana with no drawback is too powerful and too obvious a choice of a Cumly Boreal Druid: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Boreal Outrider: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Bosh, Iron Golem: Too weak in power level Bottle Golems: Too weak in power level Brokkos, Apex of Forever: Mutate cards have been removed to make Cumly Cube 1.2 more accessible Cartographer: Too weak in power level Chillbringer: Too weak in power level Dryad of the Ilysian Grove: Not a supported creature type, plus too much utility for general decks Elvish Visionary: Removed to lower the presence of elves and green creatures Erebos, God of the Dead: Too strong of an engine for an indestructible card Eternal Witness: Removed to lower the incentive for primarily green strategies Ethereal Valkyrie: Card advantage should require more synergy than slamming one creature card Garth One-Eye: Too complicated of a card Goldspan Dragon: Too strong in the treasure matters archetype Hellkite Tyrant: Too strong of an alternate win condition in multiplayer games and too powerful after sideboarding against artifact-based strategies Hogaak, Arisen Necropolis: Not a viable addition to almost any deck Icehide Golem: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Illuna, Apex of Wishes: Mutate cards have been removed to make Cumly Cube 1.2 more accessible Ingot Chewer: Too powerful against artifact-based strategies Karmic Guide: Protection leads to less interactive games, a dynamic not desirable in Cumly Cube Kozilek, Butcher of Truth: Too strong Kozilek, the Great Distortion: Too strong Looter il-Kor: Not a supported creature type Lotus Cobra: Too obvious a choice of a Cumly Master Skald: Too weak in power level Metalworker: Too strong in artifact-based strategies Mirror Golem: Protection leads to less interactive games, a dynamic not desirable in Cumly Cube Omnath, Locus of Creation: Too strong Prosperous Innkeeper: Not a supported creature type Rimescale Dragon: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Sea Drake: Too weak in power level Sea-Dasher Octopus: Mutate cards have been removed to make Cumly Cube 1.2 more accessible Skeletal Wurm: Too strong Snapcaster Mage: This card is commonly played in many formats, and fits the same role in Cumly Cube as it does in other formats. That is too boring for Cumly Cube Solemn Simulacrum: Too much utility for general decks Svella, Ice Shaper: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Thada Adel, Acquisitor: Too powerful after sideboarding against artifact-based strategies Thassa, God of the Sea: Too weak in power level Tireless Tracker: Too powerful Torgaar, Famine Incarnate: Too direct of an impact on life total True-Name Nemesis: Protection leads to less interactive games, a dynamic not desirable in Cumly Cube Ulamog, the Ceaseless Hunger: Too strong Waterfront Bouncer: Too much utility for general decks
ENCHANTMENT
All That Glitters: Too generically-useful of an effect given the presence of artifacts in many decks Ascent of the Worthy: Too cheap for a reanimation effect Blood Sun: Too narrow Curiosity: This effect exists with Keen Sense, and it is more interesting to have that effect be in Green than Blue Duelist's Heritage: Too weak in power level Endless Scream: Too weak in power level Grounded: Too weak in power level Havoc: Too weak in power level Hero's Resolve: Too weak in power level Moonlit Wake: Too weak in power level Path of Mettle Flip: Too weak in power level Shared Animosity: Too aggressive Sunbond: Too generically-useful of an effect given the presence of life gain in many decks The Mending of Dominaria: Mill of any kind is not supported in Cumly Cube 1.2 True Conviction: Too weak in power level Unfulfilled Desires: Too much utility for general decks Unspeakable Symbol: Too aggressive Cold Snap: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Freyalise's Radiance: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Glacial Plating: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Rime Transfusion: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks
INSANT
Abrade: Too much utility for general decks Artifact Blast: Interaction with artifacts should be found as removal, allowing artifact decks to realize their synergies Assert Authority: Too generic of a counter spell for artifact-based strategies Blazing Salvo: Too weak in power level Burning Hands: Color-specific hate cards lead to less interesting sideboarding strategies Celestial Purge: Color-specific hate cards lead to less interesting sideboarding strategies Confound: Too strong in certain matchups after sideboarding Crop Rotation: Too strong in Dark Depths decks Dark Remedy: Too weak in power level Darkness: This effect already exists in Batwing Brume, a more interesting card Dazzling Lights: Too weak in power level Flashfreeze: Color-specific hate cards lead to less interesting sideboarding strategies Fry: Color-specific hate cards lead to less interesting sideboarding strategies Generous Gift: Creates an elephant creature token, a creature type not supported in Cumly Cube 1.2 Mardu Charm: Creates warrior creature tokens, a creature type not supported in Cumly Cube 1.2 Pyroblast: Color-specific hate cards lead to less interesting sideboarding strategies Red Elemental Blast: Color-specific hate cards lead to less interesting sideboarding strategies Repopulate: Too strong in certain matchups after sideboarding Selesnya Charm: Creates a knight creature token, a creature type not supported in Cumly Cube 1.2
LAND
Cave of the Frost Dragon: Mono-colored creature lands have been removed from Cumly Cube 1.2 to discourage mono-colored strategies Den of the Bugbear: Mono-colored creature lands have been removed from Cumly Cube 1.2 to discourage mono-colored strategies Faceless Haven: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Field of the Dead: Too much utility for general decks Fire-Lit Thicket: Replaced with Mossfire Valley Gnottvold Slumbermound: Not a supported creature type Lair of the Hydra: Mono-colored creature lands have been removed from Cumly Cube 1.2 to discourage mono-colored strategies Hall of Storm Giants: Mono-colored creature lands have been removed from Cumly Cube 1.2 to discourage mono-colored strategies Hive of the Eye Tyrant: Mono-colored creature lands have been removed from Cumly Cube 1.2 to discourage mono-colored strategies
PLANESWALKER
Garruk, Cursed Huntsman: To further encourage creature-type-based synergies, planeswalkers that produce a creature token with a type not supported in Cumly Cube 1.2 have been removed Jiang Yanggu: To further encourage creature-type-based synergies, planeswalkers that produce a creature token with a type not supported in Cumly Cube 1.2 have been removed Kiora, Master of the Depths: To further encourage creature-type-based synergies, planeswalkers that produce a creature token with a type not supported in Cumly Cube 1.2 have been removed Kiora, the Crashing Wave: To further encourage creature-type-based synergies, planeswalkers that produce a creature token with a type not supported in Cumly Cube 1.2 have been removed Liliana, Dreadhorde General: To further encourage creature-type-based synergies, planeswalkers that produce a creature token with a type not supported in Cumly Cube 1.2 have been removed Sorin, Solemn Visitor: To further encourage creature-type-based synergies, planeswalkers that produce a creature token with a type not supported in Cumly Cube 1.2 have been removed Vraska the Unseen: To further encourage creature-type-based synergies, planeswalkers that produce a creature token with a type not supported in Cumly Cube 1.2 have been removed Wrenn and Seven: To further encourage creature-type-based synergies, planeswalkers that produce a creature token with a type not supported in Cumly Cube 1.2 have been removed Xenagos, the Reveler: To further encourage creature-type-based synergies, planeswalkers that produce a creature token with a type not supported in Cumly Cube 1.2 have been removed
SORCERY
Avalanche: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Break the Ice: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Essence Infusion: Too weak in power level Farseek: Too much utility for general decks Giant Opportunity: Too narrow Icequake: All snow cards have been cut to remove the inclusion of snow-covered basics when building decks Infernal Contract: Card advantage should require more synergy than this card Reckless Endeavor: Too much variability Strike it Rich: Too weak in power level Three Visits: Too much utility for general decks
ADDS:
ARTIFACT
Relic of Legends: Synergizes well with legendary card type strategies Thopter Shop: Supports the thopter creature type and synergizes well with artifact creature strategies
CREATURE
Ajani's Chosen: Supports the cat creature type and synergizes well with enchantment decks Akim, the Soaring Wind: Supports the bird and dinosaur creature types Augmenting Automaton: Supports the construct creature type while also adding a cheap but scalable threat for black decks Banehound: Supports the nightmare creature type and functions as an aggressive creature for faster decks as well as a lifelink creature for lifegain strategies Be'Lakor, the Dark Master: Supports the demon creature type Bedlam Reveler: Supports the devil and horror creature type and synergizes well with the spells-matter archetype Brightwood Tracker: Supports the elf and scout creature types and offers card advantage at an expensive rate Bronzebeak Moa: Supports the bird creature type Capashen Unicorn: Supports the unicorn creature type Centaur Rootcaster: Supports the centaur creature type and synergizes well with landfall strategies Cloudblazer: Supports the human and scout creature types Deadeye Brawler: Supports the human and pirate creature types Deadeye Plunderers: Supports the human and pirate creature types Deeproot Champion: Supports the merfolk creature type and is a payoff for the spells-matter archetype Denry Klin, Editor in Chief: Supports the cat creature type Deus of Calamity: Supports the avatar and spirit creature types Displacer Kitten: Supports the beast and cat creature types and can be used as a value engine in carefully-constructed decks Divinity of Pride: Supports the avatar and spirit creature types Doom Whisperer: Supports the demon and nightmare creature types and is a solid playable for any black deck Dutiful Replicator: Supports the assembly-worker creature type Electrostatic Infantry: Supports the dwarf creature type and is a payoff for the spells-matter archetype Emperor's Vanguard: Supports the human and scout creature types Falco Spara, Pactweaver: Supports the bird and demon creature types Fathom Fleet Captain: Supports the human and pirate creature types Fathom Fleet Cutthroat: Supports the human and pirate creature types Felidar Guardian: Supports the beast and cat creature types Festival Crasher: Supports the devil creature type and is a payoff for the spells-matter archetype Fiend Artisan: Supports the nightmare creature type and provides a tutor effect that can enable combos or strong synergies Forerunner of the Heralds: Supports the merfolk and scout creature types Frontier Guide: Supports the elf and scout creature types and offers ramp for landfall strategies Gahiji, Honored One: Supports the beast creature type Galvanoth: Supports the beast creature type and synergizes well with the spells-matter archetype Gloomshrieker: Supports the beast and cat creature types and is an enchantment for enchantment-based strategies Gold-Forged Thopteryx: Supports the dinosaur and thopter creature types Good-Fortune Unicorn: Supports the unicorn creature type Greater Gargadon: Supports the beast creature type Grimdancer: Supports the nightmare creature type Harnessed Snubhorn: Supports the dinosaur creature type and is a payoff for artifact or enchantment decks Harvester of Souls: Supports the demon creature type Herald of the Pantheon: Supports the centaur creature type and synergizes well with enchantment-based strategies Huatli's Raptor: Supports the dinosaur creature type and synergizes well with proliferate strategies Hunted Nightmare: Supports the nightmare creature type and has an interesting drawback that might incentivize unique drafting Impetuous Devils: Supports the devil creature type Jetmir, Nexus of Revels: Supports the cat and demon creature types Jori En, Ruin Diver: Supports the merfolk creature type and is a payoff for the spells-matter archetype Kaheera, the Orphanguard: All five creature types meeting Kaheera's companion condition are supported in Cumly Cube 1.2, making this a great pick for many decks Kangee, Sky Warden: Supports the bird creature type Karador, Ghost Chieftain: Supports the centaur and spirit creature type Kiln Fiend: Supports the beast and elemental creature type and is a payoff for the spells-matter archetype Kuro, Pitlord: Supports the demon and spirit creature types Kykar, Wind's Fury: Supports the bird and spirit creature types Lashweed Lurker: Supports the eldrazi and horror creature types Lathiel, the Bounteous Dawn: Supports the unicorn creature type and functions as a solid payoff for lifegain strategies Leyline Prowler: Supports the beast and nightmare creature types and offers utility in the form of deathtouch, lifelink, and mana fixing Lonis, Cryptozoologist: Supports the elf and scout creature types and produces clue tokens for artifact-based strategies or just general value Mahadi, Emporium Master: Supports the cat and devil creature types Marauding Raptor: Supports the dinosaur creature type Memnite: Supports the construct creature type and is a cheap card for artifact-based strategies Messenger Falcons: Supports the bird creature type Mishra's Self-Replicator: Supports the assembly-worker creature type Murasa Rootgrazer: Supports the beast creature type and synergizes well with landfall strategies Nael, Avizoa Aeronaut: Supports the elf and scout creature types and incentivizes multi-color strategies Nightmare Shepherd: Supports the demon and nightmare creature types and is an enchantment for enchantment-based strategies Nihiloor: Supports the horror creature type and synergizes with lifegain strategies Nikya of the Old Ways: Supports the centaur creature type Niv-Mizzet Reborn: Supports the avatar and dragon creature types and incentivizes multi-color strategies Niv-Mizzet, Supreme: Supports the avatar and dragon creature types and incentivizes multi-color strategies Nulltread Gargantuan: Supports the beast creature type Opaline Unicorn: Supports the unicorn creature type and offers utility in the form of mana fixing Ornithopter of Paradise: Supports the thopter creature type and offers mana-fixing for any deck, especially if chosen as a Cumly Overgrown Armasaur: Supports the dinosaur and saproling creature types Pestilence Demon: Supports the demon creature type Phantom Nishoba: Supports the beast, cat, and spirit creature types and synergizes well with lifegain strategies Phantom Tiger: Supports the cat and spirit creature types Pheres-Band Raiders: Supports the centaur creature type and synergizes well with enchantment-based strategies Pink Horror: Supports the demon and horror creature types and is a payoff for the spells-matter archetype Prowling Felidar: Supports the beast and cat creature types and is a payoff for landfall strategies Quirion Ranger: Supports the elf creature type and works well with Stasis Radagast, Wizard of Wilds: Supports the avatar, beast,, and bird creature types Raging Regisaur: Supports the dinosaur creature type Rakdos, Lord of Riots: Supports the demon creature type Rakshasa Deathdealer: Supports the cat and demon creature types Ramirez DePietro, Pillager: Supports the human and pirate creature types Ranging Raptors: Supports the dinosaur archetype and synergizes well with landfall strategies River Hoopoe: Supports the bird creature type and synergizes with lifegain strategies Ronom Unicorn: Supports the unicorn creature type Rune-Scarred Demon: Supports the demon creature type Salvaged Manaworker: Supports the construct creature type while also providing mana-fixing for any deck Scalding Devil: Supports the devil creature type Self-Assembler: Supports the assembly-worker creature type Seton, Krosan Protector: Supports the centaur creature type and synergizes well with decks that contain the druid creature type, a creature type not purposefully supported in Cumly Cube 1.2 but definitely present Shapers of Nature: Supports the merfolk creature type Snapping Sailback: Supports the dinosaur creature type Snubhorn Sentry: Supports the dinosaur creature type Soul of Emancipation: Supports the angel and avatar creature types Soul of Windgrace: Supports the avatar and cat creature types and synergizes well with landfall strategies Species Gorger: Supports the beast creature type Spectral Sailor: Supports the pirate and spirit creature types Svyelun of Sea and Sky: Supports the merfolk creature type Tatyova, Benthic Druid: Supports the merfolk creature type and is a payoff for landfall strategies Thrasta, Tempest's Roar: Supports the dinosaur creature type Tidehollow Strix: Supports the bird creature type Trove Warden: Supports the beast and cat creature types and synergizes well with landfall strategies Tuvasa the Sunlit: Supports the merfolk creature type and is a payoff for enchantment decks Urban Daggertooth: Supports the dinosaur creature type and synergizes well with proliferate strategies Vebulid: Supports the horror creature type and functions as an interesting threat in proliferate decks Vodalian Arcanist: Supports the merfolk creature type and synergizes well with the spells-matter archetype Void Beckoner: Supports the horror and nightmare creature types and can put itself in the graveyard for reanimation strategies Vorel of the Hull Clade: Supports the human and merfolk creature types Walking Atlas: Supports the construct creature type and offers ramp for landfall strategies Watcher of the Spheres: Supports the bird creature type Yarok, the Desecrated: Supports the elemental and horror creature types Ziatora, the Incinerator: Supports the demon and dragon creature types
ENCHANTMENT
Conquer: Further support for land destruction, an archetype encouraged in Cumly Cube 1.2 Detention Sphere: A strong removal spell that can win the game with Worldfire Fungal Plots: Supports the saproling creature type Offspring's Revenge: Possibly a very strong engine in carefully-constructed decks Rumbling Crescendo: Further support for land destruction, an archetype encouraged in Cumly Cube 1.2 Thopter Spy Network: Supports the thopter creature type Trace of Abundance: Offers utility in the form of mana fixing Urban Utopia: Offers utility in the form of mana fixing Verdant Haven: Offers utility in the form of mana fixing
INSTANT
Bedevil: A strong and flexible removal spell Fungal Infection: Supports the saproling creature type Fungal Rebirth: Supports the saproling creature type Schismotivate: A strong combat trick to be aware of in Cumly Cube 1.2 Seed Spark: Supports the saproling creature type Spore Swarm: Supports the saproling creature type Stun: A good tempo play for more aggressive decks
LAND
Dragonskull Summit: Bolsters fixing for non-blue decks Mossfire Valley: Bolsters fixing for non-blue decks Rootbound Crag: Bolsters fixing for non-blue decks Shadowblood Ridge: Bolsters fixing for non-blue decks Vitu-Ghazi, the City-Tree: Supports the saproling creature type
PLANESWALKER
Aminatou, the Fateshifter: Synergizes well with blinking strategies Angrath, Minotaur Pirate: Supports the pirate creature type Chandra, Pyrogenius: Mainly added to justify the continued inclusion of Chandra's Embercat Chandra, the Firebrand: Mainly added to justify the continued inclusion of Chandra's Embercat Dihada, Binder of Wills: Synergizes well with legendary card type strategies Dovin, Architect of Law: Expensive planeswalkers that don't take over the game but add value are exactly what we want in Cumly Cube 1.2 Huatli, Warrior Poet: Supports the dinosaur creature type Jace, Arcane Strategist: Expensive planeswalkers that don't take over the game but add value are exactly what we want in Cumly Cube 1.2 Liliana of the Dark Realms: Synergizes well with swamps matter strategies, mainly thinking of the powerful engine Dread Presence
SORCERY
Aether Mutation: Supports the saproling creature type Grave Upheaval: Further support for reanimator, an archetype encouraged in Cumly Cube 1.2, and offers utility in the form of mana fixing Lava Flow: Further support for land destruction, an archetype encouraged in Cumly Cube 1.2, as well as unconditional creature removal not normally found in red Summon the School: Supports the merfolk creature type
nbarry223 on In defense of Veil of …
1 year ago
I would actually argue that powerful but niche cards like Veil of Summer and Aether Gust is something the format needs more of. They aren't strictly better than other counterparts, but give some "narrow" hate that can be quite powerful in the right matches. We need more hate-cards in the format which are relevant in this manner. Wedge hate cards like this are great, and it's a shame that they aren't all at the same power level.
Cards like Devout Decree, Celestial Purge, Noxious Grasp, Deathmark, Fry, and Rending Volley just aren't powerful enough. White does get some decent creatures that fit the mold like Auriok Champion and Sanctifier en-Vec but those require a little more than a slight splash.
So in conclusion, rather than argue that Veil of Summer (a fixed Autumn's Veil) is too powerful, I would argue that the counterparts from other colors are just too weak, being outclassed by normal removal options.
We need more narrow cards that fit into what the color wants to do, and hate against what its enemy colors want to do better. For example, maybe some kind of Searing Blaze type of effect (deals with creatures and goes face) for against , and a effect against that punishes them for swarming and is a form of removal.
multimedia on Blue/white merfolk tribal deck
2 years ago
Hey, you're welcome.
If you're new to sideboarding then some advice is to start, build a sideboard of 15 cards that are good in broad matchups: control, midrange and aggro. These three archetypes can be considered super archetypes as most decks go into one of these. For control matchups more counterspells, noncreature removal, creature protection, Planeswalker hate. For midrange other creature removal, a creature board wipe. For aggro a bigger creature that's hard to remove, creature protection, some life gain.
You want to think about what strategies are going to be difficult for you to beat with Merfolk and use your sideboard to help against these strategies. You want to be attacking with Merfolk therefore opponent strategies that put a lot of creatures onto the battlefield as blockers especially token creatures can be difficult. Board wipes wreck little tribal creatures. Merfolk are small creatures, bigger creatures can be a problem. 4x Swords to Plowshares main deck helps a lot against big blockers, but some times you need an effect that removes more than one creature.
In your main deck you have several cards that I would consider sideboard cards, not cards that belong in the main deck because they're narrow. Wash Out is a hate card that belongs in the sideboard because you might be against a blue opponent and then it also bounces your Merfolk. However, it can be a game winning effect against a nonblue opponent who has a lot of blockers. Disenchant doesn't do anything if opponent isn't playing a problematic artifact or enchantment. Angelsong can deny a big swing of damage from attackers by opponent and then you swing back at them on your turn, but you don't need this effect main deck even with cycling.
- 1x Judge of Currents: against aggro.
- 2x Negate: against control, mainly for board wipes.
- 1x Pithing Needle: against control, mainly for Planeswalkers.
- 2x Wash Out: against nonblue midrange and aggro.
- 1x Echoing Truth: against tokens.
- 1x Angelsong: against aggro and midrange.
- 1x Disenchant
If you know about the decks that you're against such as a playgroup of friends who you always battle then you can be much more specific in what cards go in the sideboard. Cards that are good against decks your opponents are playing. Cards in the sideboard can be much narrower for only certain matchups if you know of those matchups and are against that type of deck a lot.
If you can use some Merfolk as sideboard cards then that will help your strategy of tribal Merfolk. Tidebinder Mage is for against green or red midrange or aggro. Hullbreacher against control. Kopala, Warden of Waves can make it more difficult for opponent to target a Merfolk you control. Sygg, River Guide can protect from chosen color and make that Merfolk unblockable against that color. Master of Waves is great against red, having protection from red and against aggro it can create a token army of blockers. Judge of Currents can be a life gaining Merfolk to bring in against aggro.
Example of a budget tribal Merfolk sideboard:
- 2x Tidebinder Mage: against green or red midrange or aggro.
- 1x Hullbreacher: against control.
- 1x Judge of Currents
- 1x Kopala, Warden of Waves: against control and midrange.
- 1x Sygg, River Guide: against control and midrange.
- 1x Master of Waves: against red or aggro.
Have you heard of the term "hate card"? A hate card is most of the time found in the sideboard because it's very good against a certain color/colors. The good hate cards are lower mana cost because then you're getting amazing value for the cost against that color. Tidebinder Mage is a Merfolk example of a hate card against green or red creatures, but you don't play it main deck because if you're not against an opponent who has a green or red creature then it doesn't do much and there's better two drop Merfolk to play. Blue Elemental Blast is an example of a powerful hate card against red. Celestial Purge is white's hate against black or red.
A hate card doesn't have to be against a certain color, you might want it to shut down an entire deck strategy. Grafdigger's Cage is hate against reanimation strategies where opponent is bringing any creature from their graveyard onto the battlefield. Pithing Needle can shut down a certain card such as a Planeswalker or anything nonland that has an activated ability. Echoing Truth can wreck tokens because all token creatures of the same types are the same name and when a token is bounced it ceases to exist in the game.
Gradeus on UW Yorion Blink
2 years ago
The main problem with Yorion builds comes with the sideboard, as you're filling the swaps into an 80-card deck, where you won't find them as often. Narrow hosers that you'd normally put 1-2 of in a sideboard become less effective. Aether Gust is primarily for Titan and Burn, and this version of UW handles Titan quite well already. Elspeth, Sun's Nemesis heals for 5 on turn 4 while Burn is on ~2 cards left after bringing us down to ~6-7 life, which can be backbreaking, and offers a recurring threat against some control decks.
As for Stony Silence, Affinity hasn't been doing well, and Hammer has plenty of ways around it, so it feels unreliable. Celestial Purge is decent, but one of the biggest threats coming from RB-based decks is Tourach, Dread Cantor, which this can't touch without Dress Down, at which point I'd rather use the latter to just avoid its ETB discard/pump and either fly over it or Verdict away later (less threatening at 2 power).
Dress Down has a lot of versatile applications, and while it can't be blinked and nonbos with our ETBs, can be used separately since the only things our creatures lose if already on field are Flying or Lifelink, and can also be boarded in if Spreading Seas is bad without losing cantrips, such as against 4c Money Pile, or UR Murktide. I had already gotten a set of these a while back, and can keep trying them out.
zapyourtumor on UW Yorion Blink
2 years ago
There is no way Elspeth, Sun's Nemesis is modern playable. I'd cut it for some other hate cards like Dress Down and Stony Silence (too bad you can't ever blink dress down), or maybe Celestial Purge/Aether Gust.
th3d1v1n35h4d0w on Purchase list - delete later
2 years ago
Celestial Purge <- Stops bloodmoon and creature-bloodmoon
BrassLord on Destructive Control
3 years ago
Howdy! Looks like an interesting budget brew! I see you run Absorb , but I don't see a way for you to produce white mana. So maybe something to either consider cutting, or making it a white blue deck?
If you do go that route, for your sideboard Disdainful Stroke , Ceremonious Rejection , and Timely Reinforcements are useful against Eldrazi Tron or any single target big creatures, like Death Shadow decks, as the life gain helps you stabilize and the creatures allow you to chump block to get to the late game. Celestial Purge is another cheap card to slot in against relevant decks. Mystical Dispute is useful against the plethora of Snow decks out there.
Lujotheganker on Brainstone UW miracles
3 years ago
In the post ban modern meta game, where we had to part with cards like Field of the Dead , Uro, Titan of Nature's Wrath , Simian Spirit Guide and most importantly (as a miracles deck) Mystic Sanctuary , there are several control/combo decks, that are not going to be playable anymore. Uro decks, ad nauseseam decks, etc. With the absenc of these abussive control decks, I reckon there's going to be a lot of "land decks" coming back. Titan-shift, tron, eldrazi-tron, and decks in general, who abuse their vast mana base. For this reason, this is a note to my future self (as my ocd won't allow me to have some cards in the deck, that I have no intention of buying right now), on what to put in the side-board. First off, I think there should be 2x Surgical Extraction , which work reall well with Field of Ruin , and then getting rid of all these non-basic (non-interactive) mana sources. I think aggro decks will be very popular - burn, death's shadow, humans, that's why I think 2 (or even 3) copies of Timely Reinforcements will be a must-have. Two Celestial Purge are a staple against jund, so no change there. One copy of Ashiok, Dream Render for the grave-hate. I'm not a big fan of Rest in Peace , because I like working with my graveyard with Logic Knot and Snapcaster Mage , so I'll be leaving them out. Two copies of Dovin's Veto and one Dispel for the control mirror matches. Two Monastery Mentor , because simply I'm in complete love with this card, and I'll play it till the end of days. 2x Stony Silence for the artifact deck, another staple here. And one copy of Teferi, Hero of Dominaria for the grind matches with a lot's of turn.
Please let me know if you have other suggestions/predictions for the future of miracles (or uw control in general):-)
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