Sideboard


So the objective of this deck is to make it absolutely as minimally offensive as possible. To achieve this end, we have to ensure that:

  1. We do not interfere with the opponent's strategy. Some players get offended when we do.
  2. We do not have overly aggressive cards. Some players cannot receive aggressive decks.
  3. We are receptive to our opponent's attempts to disrupt our strategy. Some players get frustrated when we don't succumb to their disruptive play.

Blue is obviously outright. Some players are intimidated when the opponent has two islands untapped, and this is not our objective. We want our opponent to feel comfortable knowing they can cast spells without having to worry about anything bad happening.

Red, too, creates a perception of an aggressive strategy, which some players can't handle. We don't want to make them sad or scared, do we? Of course not!

Forget about Black. Don't even ask.

This leaves White and Green. While Green can have a tendency to play large and intimidating creatures which some players can't handle, we felt it important to make a two-color deck. Some players like to play land destruction, and an effective tactic to this end is to deny the opponent a color. We do not wish to deny this opportunity to such an opponent.

Initially, we built this deck to only include basic lands, since this, we felt, would be the least offensive. After careful review of the options, we decided to use non-basics for three resons:

  • It smoothes the color consistency; no one should have to play a deck with poor mana consistency, not even us.
  • It provides a target for Wasteland , Dust Bowl , and similar effects. We definitely don't want to offend a player who may want to blow up our land by not having anything for them to blow up.
  • We found many renditions of cards like Elfhame Palace which are not rare (having a lot of rares is offensive to some) enter the battlefield tapped. This slows the curve and makes the deck far less aggressive, which is a big plus.

Initial versions of this deck were twenty Plains and forty Pearled Unicorn . Aside from not being legal in any format, we found this kind of build to be most offensive. When the opponent played a sweeping effect like Wrath of God the excessive number of unicorns allowed the deck to bounce back considerably well. Other opponents were bothered when they played Duress and could never hit anything. To address these problems, we have limited the creatures to twenty-three. We feel this to be a healthy number that allows room for thirteen cards that Dovin's Veto can kill.

After trying numerous potential builds, we have found creatures with abilities to be too difficult for some players. For this reason we have kept only vanilla creatures in the deck, and nothing that hits too hard. Durkwood Boars may be an incredibly powerful creature at 4/4, but we felt it important because some players may have cards like Reprisal or Control Magic effects and we want them to be able to use them.

For a 2-drop, Omega Myr is an excellent choice. After considering cards like Watchwolf and Call of the Conclave it was clear these were far too aggressive and some players can't handle that. Not only does Omega Myr give the opponent ample time to respond but it also provides a target for any Detonate the opponent might be using. It's also much better in this spot than Grizzled Leotau which might be too difficult for the opponent to kill. We considered running it alongside Squire but the concern is running high numbers of smaller creatures might make the deck too aggressive.

In the 3-spot we have kept with four Pearled Unicorn as this is perhaps the most inoffensive creature available. Alongside this we also have Femeref Scouts . The concern is that these might be too difficult for the opponent to kill, however, so testing is needed.

Once we get up to five mana it's difficult to find creatures that don't deal too much damage and aren't too difficult to kill. Durkwood Boars is about as inoffensive as we can get at this slot, not counting card:vanser's sliver which presents its own problems. We also added a legendary creature in case the opponent wanted to hit it with Karakas . Against Control Magic we also added two Axebane Stag to give the opponent something worth stealing, while trying to keep the power level manageable.

It's difficult to find decent noncreature spells that won't bother the other player, as all produce some kind of potentially harmful effect. Bargain seems innocuous except that some players are offended when we gain too much life, and seven is a lot. We also found Dubious Challenge to be rather balanced.

For the rest of the deck we tried to include cards that are generally considered inoffensive due to their symmetrical abilities. Classic effects like card-drawing and mana acceleration are usually safe in this regard

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Date added 4 years
Last updated 4 years
Legality

This deck is Unknown legal.

Rarity (main - side)

8 - 4 Rares

15 - 11 Uncommons

29 - 0 Commons

Cards 60
Avg. CMC 3.39
Tokens Servo 1/1 C
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