Sideboard


Maybeboard


This deck is a throw back to the more recent G/R Eldrazi Ramp of BFZ standard, and a recent GAM podcast inspired me to go back to the archtype. Since casting Ulamog, the Ceaseless Hunger ahead of curve has been about the best thing to do in standard for the last 3 months, I think that we should continue to do it! The format is very mid-rangey, so were just trying to go over the top and maybe remove some key permanents from play or from being played along the way. Game 1 were just trying to be pro-active and ramp into big spells/creatures. Post Board we can move to a more threat oriented deck vs decks looking to disrupt our ramp, or utilize some of the hate for problematic cards. Ill explain my thoughts on these later on.

Thoughts on Card Picks

Ramp Spells;Card choices for ramp spells seem clear cut right now, Beneath the Sands + Hour of Promise , are the only good choices presently, I think. Ruin in Their Wake , was just too difficult to work with and I found I was flooding on colourless sources, or stuck with a really subpar ramp spell. Chandra, Torch of Defiance can get us a bit more ramp each turn as well. All in all I am satisfied with the current ramp cards in the deck, If I find 26 lands is too much I might add the second Chandra, Torch of Defiance to the main board. She's really a badass Hedron Archive.

The mana-dork slot has been really a tough one for me. Do I run Channeler Initiate or Servant of the Conduit, Oath of Nissa was not so great missing a hefty portion of the non-land spells in my deck. So ultimately I decided on Channeler Initiate because I have no energy synergy with the deck from my choice of Abrade over Harnessed Lightning, and the fringe situations where Initiate can get up to a 3/4 body to attack or defend better then a Grizzly Bear.

Removal Suite; The removal package is trying to be flexible. I really wanted to have 6 sweep effects mainboard for decks that can go wide on us like Zombies or Monument. While still being reasonable Game 1 in midrange scenarios. I felt that having a diverse sweeper suite of Chandra, Flamecaller + Hour of Devastation + Sweltering Suns were providing what I was looking for.

Sweltering Suns vs Kozilek's Return this really was not as hard of a decision as I had thought it might end up being. Sure we have lots of fat Eldrazi to proc the backside of K-Return, but the cycling on Sweltering Suns brings it home for me. I want to have re-draws when my 3 cmc board sweep is dead in hand or top decked. And just casting a Kozilek's Return just to get it in the graveyard feels bad.

Hour of Devastation numbers are based off casting cost. On turn 5 we ideally want to be casting fat boy Ulamog, the Ceaseless Hunger not trying to wipe the board. Really I see this as the way the deck can deal with planeswalkers, the biggest problem cards are not solved by playing more of these either. So I don't want to be drawing too many. That said I have a 3rd in the sideboard, maybe I am just wrong and want more in the main.

Chandra, Flamecaller Ok admittedly this card is something of a pet card of mine. Ive loved this card from the first time I cast it. Its always over performed for me and all the modes are extremely useful. She isnt something I am thrilled to -4 and just sac her to wipe a board but I have done it many times.

Abrade Not much to say here, good card is good. Its our only instant speed interaction and it does double duty hitting cards like Spell Queller + Winding Constrictor and just answers all the artifacts that see play. Like I said, good card is good.

Walking Ballista is going to help us answer X/1 creatures that are seeing or going to possibly see some play, Glory-Bound Initiate + Veteran Motorist Champion of Wits + Nimble Obstructionist come to mind. Its also a great creature that can just be a good pay off with lots of mana. It gives us more reach to close out games. And also triggers Sanctum of Ugin when cast for CMC 8+

Creature Package I dont feel that we have a ton of choices here. Ive decided to try out 16 creatures.

Ulamog, the Ceaseless Hunger is an auto slam 4 off. I mean this is the whole point right? Right.

Channeler Initiate as I said before was a tough nut for me to crack and end up on. I feel we really do need a mana dork to get us to T3 Thought-knot Seerer or T4 Hour of Promise. It can also get us T4 Chandra, Flamecaller. Getting to our payoff's early is the name of the game. I expect them to eat removal most of the time, but when they live its great.

Thought-knot Seerer is my call for the meta shifting towards Abrade vs Harnessed Lightning. Coming down on T3 is just as good in standard as early TKS in Modern. We get to take a peak at our opponent's game plan while trimming on problem spells/creatures that can come down in the next few turns. Ive always been a fan of knowing when the coast is clear to cast my spells. This does that and leaves a good body behind. Its also going to survive Chandra, Flamecaller + Sweltering Suns on X=3 giving us a great opportunity to get our beat down going.

World Breaker is a resilient threat we can recur through out the game using our deserts and other colourless sources, the 26 land in the deck is to make sure we can get some use out of the recursion. A 5/7 body with reach stands in front of some things like Archangel Avacyn + Glorybringer + Skysovereign, Consul Flagship well. The cast trigger is gravey right now I feel. And can be big game when your dealing with engines like Anointed Procession + New Perspectives . Also hitting Westvale Abbey   feels good, if that flips I feel were in trouble.

Walking Ballista is really a nod to Eldrazi Tron in Modern. I love that deck and casting HUGE Walking Ballista is gas. Gives us reach to end a game and can clear up the board of small dinky creatures. Having a mana sink for all that mana is also very nice.

Lands, Lands, LandsSome basics, and a couple Cinder Glade give us our basic fixing and targets for Beneath the Sands. The 3/3 split between Sanctum of Ugin + Shrine of the Forsaken Gods might be incorrect but I just wanted to make sure I could chain some threats into each other. I might move this to a 2/4 split towards Shrine going forward based on some more testing.

The Desert package is what allows us some cool options. First off it gives us a reliable way to produce colourless mana, without hindering our ability to produce . Which is a requirement we need to fill for a couple cards, TKS & World Breaker. They also give us some utility in pumping a creature when needed an extra +3/+3 or an extra couple points of reach upstairs to our opponent.

Sideboarding is still up in the air really. I feel what I have is good at the moment but nothing is set in stone.

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