Sideboard


You say glass cannon, I say is there any other kind?

This one is pretty simple, we want to get Ashnod's Altar and Fecundity into play and start sacrificing creatures for mana and card draw. The card draw is to find Banefire (the Kannon) and the mana is to cast it for 20+.

Most of our creatures cost so with Ashnod's Altar and one Fecundity out they each net us and a fresh card. Hangarback Walker is explosive once we've ramped up a bit since we get mana and card draw for it and each token it then creates. Using an Elvish Spirit Guide and some of our accumulated mana to case a second Fecundity is usually wise since the double draw means we rarely run out of gas.

If it doesn't face any opposition or disruption the deck can win on turn 4, and I've found (mostly in goldfishing) it does that about 15% of the time. There's probably a technical turn 3 win in here with a perfect 7 and a scry 53, but I'm not calculating those odds. Needless to say, we're going more for style points than consistency with this one!

Edit: Turn 3 win alert! It actually happened. Elvish Spirit Guide to get Fecundity in play on turn 2 (with two land drops). Ashnod's Altar on turn 3, and 3 Hangarback Walkers with a bunch of Kobolds in the top 20 cards, drawing into Simian Spirit Guide and Banefire quickly. I'm learning I might want to be more aggressive with those spirit guides...

Creatures

Spells

  • Enlightened Tutor is critical in finding Ashnod's Altar and Fecundity, but it also gets Hangarback Walker to make sure we draw something useful from our sacrificed creatures. It can also get one of the artifact lands, which comes up more than you'd think.

  • Elvish Spirit Guide and Simian Spirit Guide are the only creatures here that aren't meant to be fed to the Altar (although it has come up a few times). They're here to power out the combo, cast a second (or third) Fecundity, and cast Banefire, when we're out of land drops.

  • Banefire is the Kannon to our Kobold Kannon. It finishes the game and is pretty reliable since it can't be countered or prevented.

Lands

  • Tree of Tales, Ancient Den, and Great Furnace are here to be found with Enlightened Tutor. Since we're running so few lands there are times where this is necessary to ensure we draw a land and can go off on turn 4.

  • Temple of Abandon and Temple of Plenty are valuable for the scry 1, and since we never need to play anything on turn 1 (or 2) the entering tapped is irrelevant.

  • Gemstone Mine gets us any of the three colours of mana we might need and since we only need to tap it a maximum of two times, the three use limit is never an issue.

  • City of Brass gets us any colour for one life and that's fine by me. Yes, Mana Confluence could replace this or the mine but I don't have any, so...

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