Maybeboard


Please read the description (there's toggles). I'd suggest at least reading the sections: Overview of the Deck and Basic Play of the Deck if you don't want to read the whole thing. However, each section does help to explain the deck a little better, so if you have the time, I suggest reading it fully.

I'm currently looking for alteration ideas, if anyone wants to take a peak at that section. This deck can be made more BUDGET FRIENDLY by simply replacing Cavern of Souls without losing too much of its power. I'd replace with some kind of 5 color land like Gemstone Mine / Aether Hub.

Please forgive me for my detailed sideboarding section being out of date since recent swaps, I need to update that.

I also have some SECRET TECH in the form of Hokori, Dust Drinker that can be fit in without cutting too much of the overall utility (it's currently not a good option due to the aggro-heavy meta). I do have a prison version of the deck centered around Hokori, Dust Drinker + The Gitrog Monster which is responsible for some newer ideas.


A New Type of Amulet

Modern nbarry223

SCORE: 14 | 30 COMMENTS | 1363 VIEWS | IN 3 FOLDERS


There's custom categories on the deck, which you can view by clicking one option in the pie chart to the right, and it will highlight the cards in that category. These categories will just help to give a better understanding of the deck initially, so feel free to give that a peak.

The deck has become quite the toolbox deck (Summoner's Pact is a virtual copy of my creatures, allowing more than 4 of each one, and Primeval Titan does silly things with all the lands - view the Godhand section for some examples). Glittering Wish brings new meaning to the word toolbox, giving you more access to your 75 in game 1 without the dead draws. However, this makes balancing between speed and utility tricky; sometimes you want to side the wishes out, but other times you keep them in if the wish target is game-ending.

Also, since I've added Eladamri's Call and Riveteers Charm the deck is a lot more flexible. I feel paying the extra for Glittering Wish options benefits me more than it hurts me, especially in game 1. It basically lets me run a deck bigger than 60 cards, without all the dead draws.


The basic play of the deck game 1 is to mulligan until some type of ramp, usually in the form of Amulet of Vigor and either multiple land drop cards or a fatty. You basically want to have a plan to have potential for around 6 mana by turn 3 (4 at the latest) when you look at your opening hand, or at least a bunch of little guys that synergize well and create board presence to block with. Of note, Sakura-Tribe Scout is capable of getting you to a turn 4 Primeval Titan with no additional support, if you are really down bad on mulligans. I've definitely had more than a few turn 3 wins with a 4 card opener, so don't be afraid to mulligan aggresively if you see no opening turns in your hand. The cards you want missing in a keepable opening hand are Amulet of Vigor and/or Primeval Titan. You need a basic mana engine and some board presence/hate if you don't have the ability to play an early titan. Reason being that Primeval Titan basically runs 8+ copies because of Summoner's Pact + Tolaria West + Turntimber Symbiosis  and you don't actually need an Amulet of Vigor for your lands/creatures to produce value, it just gives them more value since you can use utility lands right away when they enter tapped. I also suggest trying to keep a bounce land in hand if you happen to have either an amulet or extra land play creature out, and are just waiting on the other piece. Generally speaking, the only time I play my last bounce is when I can hardcast an impactful creature next time I untap.

Basically, try to get a Primeval Titan out as fast as possible (turn 3-4 usually). Once you cast the titan you can swing with it same turn (if you have an Amulet of Vigor out) after fetching Slayers' Stronghold and Boros Garrison or Hanweir Battlements   mana source, letting you grab even more lands. From there, the huge land toolbox will set up your future turns quite nicely, even if that titan was the only thing your hand had going for it. You can also fetch Hanweir Battlements  and Crumbling Vestige without an amulet if you have a bounce in hand and enough extra land plays to replay the Hanweir Battlements  for haste. Crumbling Vestige and Sejiri Steppe are two of our lands that still work even if they come in tapped essentially, so use them wisely.

In games 2 and 3 of a match, once you know the deck of your opponent, solid hate can be keep-able instead of the whole fatty plan. It really comes down to the opponents deck when you are deciding how to play the deck, because it can be played as just about any type of deck (tempo, control, midrange, combo, and now even prison). I marked some of the more common targets to side out with #flexslot so you can have a better understanding of the core of the deck and some of the filler cards.

How you stack triggers matters. My general advise is to resolve things where you have no choice, first (so you stack them in the opposite order). I generally resolve my triggers as Vesuva copies (not really a trigger, but you have to choose it first), Amulet of Vigor untaps, Mosswort Bridge hideaways, Lotus Cobra color choice, then finally Simic Growth Chamber etc. bounce a land. It is very important to stack them so you have the most options available if a response happens, as sometimes how you stack things can make or break you (you can also play instant speed interaction like Manamorphose before resolving some triggers, netting you an extra card before making certain choices, or even something like Sakura-Tribe Scout as interaction with a bounceland to protect your land against land destruction as an example).

A few important tips are that you can bounce utility lands (without an Amulet of Vigor) after fetching to replay and use them the same turn, even blow up your own lands with Ghost Quarter, and use Courser of Kruphix with search effects/filter effects to really generate card advantage with multiple land plays, to name some of the most overlooked lines of play. One other important thing is that Vesuva can only copy lands already in play, not lands found with the same Primeval Titan fetch.


I'd say the core build of the deck that you can't really change is:

1+ Azusa, Lost but Seeking
6+ other extra land cards 3 CMC and below (around equal to bounceland count generally suggested)
4x Primeval Titan
1+ Cultivator Colossus
4x Summoner's Pact
4x Amulet of Vigor
1+ Tolaria West / Simic Growth Chamber
6+ other green bouncelands (7-9 total generally suggested)
1x Vesuva
1+ Haste enabling land - Slayers' Stronghold and/or Hanweir Battlements  
       and/or mana source to pay for above - Boros Garrison and/or Crumbling Vestige / Valakut, the Molten Pinnacle (if playing Dryad of the Ilysian Grove)suggested


Everything else in the deck you can change freely, but I have a few strong suggestions:

Manamorphose as it helps immensely with our biggest weakness, Blood Moon with next to no downside for including (essentially lets you run a smaller deck)
Sejiri Steppe or Sunhome, Fortress of the Legion for protection of our Primeval Titan against blockers
Boseiju, Who Endures for fetchable artifact/enchantment removal (can also be land destruction)
Cavern of Souls for control matches
some kind of backup plan for when you are behind
a way to deal with targeted discard, counterspells, and Blood Moon in the sideboard

One last comment is you want to keep the “pieces of the main combo” as equal as realistically possible to maximize your mathematical probability of good starting hands.

For a good hand, you need a few things: 1+ untapped lands (most important - and if it is a green source, that's generally better), 1+ bounceland, 1+ extra land cards, 1+ big threat, and an amulet or two never hurts (least important part surprisingly). Within those groups, feel free to pick whatever options you want, see below for more details of specific pros/cons.

Amulet of Vigor - one of the cards that makes this deck really shine, eliminating the downside of many of my lands, while also giving my titans +2/0 and haste (plus an extra land!). Multiples of this ramp me really fast, and is a force to be reckoned with.

Summoner's Pact - pretty much 4 more copies of Primeval Titan or whatever creature is needed, but be careful with the upkeep (I like to account for them potentially destroying any of my lands with a Tectonic Edge or the likes)!

Manamorphose - color-fixing where the only downside is not knowing what card it "really is" when considering your hand for a mulligan. It also doubles as a pseudo-answer for Blood Moon as a happy coincidence.

Turntimber Symbiosis   - this is basically a land that doubles as a threat with any bounceland later in the game. It is very comparable to Tolaria West in functionality.

Dismember - deals with indestructible and things bigger than 3 CMC, for as little mana as and 4 life. is a very flexible casting cost.

Glittering Wish - a tutor for anything multicolored in my sideboard. I'm basically running more than a 60 card mainboard, without all the dead draws. Two slots represent quite a few completely different cards, many of which have game ending potential.

Honorable Mentions

Growth Spiral / Explore - basically capable of being a free cantrip if you have Amulet of Vigor out (or ramp as intended). Without an amulet, it can be a ramp spell that cantrips itself if you have the land plays. The main benefit to Growth Spiral over Explore is if you have any lands that can be used in response to something else, for example Sejiri Steppe for protection of a creature, any bounceland as protection against land removal, or an activated Valakut, the Molten Pinnacle that you can use as removal for your opponent's creatures/planeswalkers. You can also use it for extra information in response to a Simic Growth Chamber trigger, allowing you to bounce a different land, or sneak in the one in your hand to reuse, etc. The extra color restriction can sometimes backfire, so it is a slight trade-off.

Eladamri's Call - Even though this isn't quite as good as Summoner's Pact in most situations, it is actually a pretty good turn 2. It lets you tutor for any creature, which is often the missing piece in the puzzle.

Pollen Lullaby - slows down aggro and acts as a psuedo-scry. If you win the clash, this can basically buy you two turns. Since our curve is generally higher than most decks, as long as you don't hit a land, you have a decent chance of winning the clash. Courser of Kruphix gives some nice information on timing of when to use this card sometimes.

Ancient Stirrings - basically another land, but sometimes this can find an Amulet of Vigor (around 33% chance for finding amulet T1 if none in opening hand). It's also basically a coin flip (55%) for finding a green bounceland, with less than 5% chance of fizzling (finding nothing colorless).

Force of Vigor - Very solid removal for artifacts and enchantments. It can even be cast against things like Blood Moon by exiling a green card if we are unable to float enough mana. Very versatile removal that can sometimes be a 2 for 1, or a 2 for 2 at no mana cost.

Heartless Summoning - this is very comparable to Amulet of Vigor in what it does for the deck. It allows me to play my creatures faster and for less. However, unlike Amulet of Vigor it is pretty bad in duplicates, so 2 copies at most.

Vines of Vastwood - this is an option that can save my creature from removal, or be an unexpected combat trick when my opponent thinks I just have nothing left to do with my mana and attacks into my mana dorks. This is a filler card that is fairly useful both in the early and late game and is never completely irrelevant. This makes it a decent game 1 option, even though it doesn't progress my overall strategy. Since it will almost always get sided out, unless the deck you are facing is very removal happy, I tend to have better options.

Karn, the Great Creator - This guy is really good and sometimes makes his way back into the deck, he's just in an awkward spot of the mana-curve. That's where his tutoring ability is very relevant, because 4 cost is an awkward spot for this deck, as you generally jump from 3 to 5 or more relatively quickly. However, Karn, the Great Creator mitigates that with his -2 which let's you grab any artifact from your sidedeck and potentially play it in the same turn helping to have an outlet to spend your mana on. He also can be very relevant artifact hate, both with his passive and +1 which is lowkey removal for any artifacts that are or / . Look at the general sideboarding options for some of his better targets. I've found it's either him or Glittering Wish as trying to run both just uses too many slots and clutters the deck.

Primeval Titan - the main creature this deck revolves around, quite the force to be reckoned with. It often comes out as at least a 8/6 haste trample vigilance, after fetching Boros Garrison and Slayers' Stronghold with at least 1 Amulet of Vigor out (each multiple means it gets another +2/0). With an extra 2 mana or multiple amulets, I can give it doublestrike right away with Sunhome, Fortress of the Legion also.

Cultivator Colossus - This is basically Primeval Titan's big brother when your hand is mana flooded or a utility land you need is in your hand instead of your deck. It doesn't quite go infinite with bouncelands since you need to fully resolve Cultivator Colossus's ability before resolving anything else, but it is definitely a way of making the most of mana-flooding, letting you draw into things to spend that mana on.

Azusa, Lost but Seeking - Two additional land drops per turn. Super powerful in this build. She is legendary, so you never want more than 1, which is why I only ever run 1-2 copies of her. You could potential up her to 3 copies, but I definitely don't suggest 4 due to the legendary factor.

Dryad of the Ilysian Grove / Wayward Swordtooth / Mina and Denn, Wildborn / Oracle of Mul Daya / The Gitrog Monster - Dryad of the Ilysian Grove is an additional land drop every turn, mana-fixing, and a solid 2/4 body for 3 mana. It also combos with Valakut, the Molten Pinnacle as a win-condition. Wayward Swordtooth is made better with the ability to flood the board with Heartless Summoning, and the high power can help with Mosswort Bridge even if it can't attack or block. Mina and Denn, Wildborn is a fatty that can give trample, while Oracle of Mul Daya is built in card advantage and an alternative way to use our land drops. The Gitrog Monster is an additional land drop, card advantage, and a decent body all wrapped up into one package. It's also nice to have a relevant 5 CMC card to fetch with a Summoner's Pact when I fall just short of the 6 CMC Primeval Titan - the only downside is sometimes it forces me to pitch a land I'd rather not (which isn't the end of the world, since everything has duplicate "copies"/functionality for the most part).

Courser of Kruphix / Radha, Heart of Keld / Augur of Autumn / Ramunap Excavator / Oracle of Mul Daya / Vizier of the Menagerie - Courser of Kruphix is good at letting me eliminate land draws, which can really be a problem sometimes. It also is Lightning Bolt proof, which can be huge sometimes. Lifegain from lands hitting play is just icing on the cake. Augur of Autumn / Radha, Heart of Keld does basically the same thing as Courser of Kruphix, but they are geared more towards grindy control matches instead of aggro decks, since they don't broadcast info. Augur of Autumn can let you play creatures from the top of your deck as well if you have 3 creatures with different power, while Radha, Heart of Keld can pump itself up to be a sizable threat. Ramunap Excavator is slightly different from the others, as it enables to use lands from our graveyard, instead of the top of our decks. Oracle of Mul Daya is more expensive than the others, but it also lets me play an additional land every turn. Vizier of the Menagerie lets us play creatures instead of lands, so it isn't quite as good as some of the other options in most cases. Something that is also very relevant for them all is that its 2+ power can be just what's needed for that Mosswort Bridge activation.

Lotus Cobra - Lotus Cobra helps to produce extra mana of any color with all of our land drops. Lotus Cobra is more of a combo deck option, and can almost be viewed as a worse Amulet of Vigor for mana purposes. Another thing that is relevant is that its 2 power can be just what's needed for that Mosswort Bridge activation. It can also be found with a Summoner's Pact when you opponent is completely tapped out, and you could cast a Primeval Titan already, since you'll get back your two mana on the first fetch.

Arboreal Grazer / Sakura-Tribe Scout - 1 drop creatures with slightly different uses. Arboreal Grazer is actually fetchable ramp in a sense, because it can net you 1+ extra mana in a lot of situations with a Summoner's Pact (not a suggested path against interaction). It also has reach and makes a decent blocker afterwards. Sakura-Tribe Scout is a little different, since it does nothing the turn you cast it. However, the tap effect is not only reusable every turn, but it can also let you play lands as a response to actions, similar to Growth Spiral (for example Sejiri Steppe for protection of a creature, any bounceland as protection against land removal, or with an activated Valakut, the Molten Pinnacle that you can use as removal for your opponent's creatures/planeswalkers). Sakura-Tribe Scout is also capable of ramping you to a turn 4 Primeval Titan on its own, with no other acceleration in hand. It has a lot going for it, but it is a terrible topdeck, so there's some pros/cons to consider.

Elvish Reclaimer - Surprisingly, this versatile guy is really good at doing a lot of things pretty good (not really amazing at anything though). It can act as a psuedo-extra land card, a land tutor, a sizable threat to stabilize when you have nothing (pumps itself to 3/4 by finding Ghost Quarter and destroying your own land). This is a 1 drop that scales up as the game goes on, but it definitely isn't the greatest turn 1 play.

Elderscale Wurm / Empyrial Archangel / Hornet Queen - I found myself being able to cast off a Summoner's Pact for a Primeval Titan in a lot of situations against more aggro builds, only to realize it didn't matter since I was dead the next turn anyway. Elderscale Wurm and a lot of the following options help to solve that, albeit in different ways. Everything has their specific situations and pros/cons, which I will try to explain. Elderscale Wurm just makes you invulnerable to damage until it is either removed or you drop below 7 life (loss of life bypasses the protection). Empyrial Archangel has shroud, which really comes in handy against removal. One thing worth noting is that the replacement effect is not optional, so they can remove it by simply doing 8 damage to you in 1 turn, probably its biggest downside to consider. Hornet Queen is less vulnerable to targeted removal, but more vulnerable to wipes due to low CMC and toughness. However, an army of deathtouch blockers will often slow/stop the opponents deck for a bit.

Dragonlord Dromoka / Sigarda, Host of Herons - first is Dragonlord Dromoka, whose lifegain and a high toughness make it an excellent blocker, as well as a tough to deal with beater thanks to flying. It's signature ability removes all interaction during your turn (other than activated/triggered abilities). Next we have Sigarda, Host of Herons who is near impossible to remove once it is down, so using something like Cavern of Souls to make it uncounterable is often the end of control players. There's other options like Carnage Tyrant / Thrun, the Last Troll / Cragplate Baloth / Gaea's Revenge which all basically have the uncounterable and hexproof combined, but I often find the added evasion of flying (and other abilities) to be worthy of consideration.

Honorable Mentions

Tireless Provisioner / Tireless Tracker - two landfall creatures with similar functionality but slightly different uses. The first one allows lifegain or ramp, while the second offers card advantage and grows itself bigger.

Omnath, Locus of Creation - if you can somehow support his greedy casting cost in here, he is definitely worthy of inclusion. This is one of the best landfall creatures ever created, and he would do absolute wonders in here, if only his casting cost could be supported.

Battle Mammoth - A very solidly costed body with a flexible casting cost when you don't quite have enough mana for Primeval Titan. Its ability also helps with decks with lots of removal, although not as much as hexproof would.

Elvish Rejuvenator - decent "extra land" creature that lets you dig a bit, giving slightly more than a coin flips odds at finding a bounce land if needed. Almost comparable to Arboreal Grazer, except not quite as good.

Thrun, the Last Troll - the original hard to remove green threat. This guy just keeps persisting, like a cockroach that you just can't kill.

Questing Beast - surprisingly this card is another solid option for a lower CMC bomb. It makes a good blocker even as you chip away at their life points due to vigilance. It can also chip away at their swarm, or deter them from swinging with the fattty due to deathtouch.

Embodiment of Insight a pretty good card with good overall synergy with the deck.

Vhati il-Dal capable of letting you get through with damage, or all together stop their threat with its very versatile tap ability.

Ancient Greenwarden - allows us to play lands from the grave like Ghost Quarter or Nurturing Peatland allowing you to set back your opponent with your land plays for the turn or transform your mana into cards, instead of having your extra land plays being strictly ramp. It also doubles triggers on lands ETB, so things like Valakut, the Molten Pinnacle, Crumbling Vestige, Aether Hub, Mosswort Bridge, Amulet of Vigor, and Lotus Cobra all trigger twice (so do all your bouncelands, so be careful about that).

Nethroi, Apex of Death - a solid body on a 5 CMC with deathtouch and lifelink, basically a mini Wurmcoil Engine. However, Nethroi, Apex of Death really shines for its mutate ability against removal. If you have enough mana, instead of finding another Primeval Titan with your Summoner's Pact that you transmuted from Tolaria West, you can find this guy and bring back most if not all of what they removed.

Stone-Seeder Hierophant - this functions as an overpriced Amulet of Vigor which could potentially be beneficial, since it is slightly better. However, it is extremely overpriced, so it is hard to justify the cost.

Woodland Bellower - pretty decent with the variety of 3 CMC and below creatures that are viable in this deck.

Tolaria West - transmute into another Summoner's Pact for whichever creature fits your situation best. It can also become a Chalice of the Void or Engineered Explosives if either is in the deck (or any other 0 CMC sideboard card).

Valakut, the Molten Pinnacle this is actually a win-con with enough land drops and Dryad of the Ilysian Grove. Due to the Bouncelands being able to bounce themselves, you are generally able to utilize all your extra land drops on each turn, so this damage can add up really quickly. It can be used to clear the board or to do direct damage.

Vesuva - probably the best land in the deck, as it can be pretty much anything. Not so good in the opening hand, but at least it can be played as nothing (or an opponent's land if they went first) if you only have bounces and this card, allowing you to keep a hand you would have otherwise had to throw away.

Boseiju, Who Endures - One of the best utility lands for the deck, since we can easily bounce it back to hand, making it fetchable removal for artifacts, enchantments, and even troublesome lands (essentially a broader version of Ghost Quarter if you don't plan to use it on yourself).

Nurturing Peatland / Horizon Canopy - a land that can produce a different threat in the late game, or draw a good card revealed by Courser of Kruphix. This is one land that actually isn't terrible to draw when mana-flooded. You do have to be careful to not use its mana ability if you are at 7 life with Elderscale Wurm though, as that basically negates the 7 life clause.

Slayers' Stronghold / Hanweir Battlements  - some of the best utility lands for this deck. It allows your titans to come out with haste, you can't really ask for more. Slayers' Stronghold gives haste/vigilance and +2/0, which can be important with enabling Mosswort Bridge triggers. The reason for Hanweir Battlements  is to be able to give a titan haste even if you already have used its better counterpart and aren't able to Vesuva or pay for the activation. That way you can still attack with a titan that you cheated into play with say Mosswort Bridge or maybe you wanted to fetch something like Hanweir Battlements  + Valakut, the Molten Pinnacle instead. Having both as an option gives you a lot of flexibility in your plays, and makes us less susceptible to things like Surgical Extraction.

Sejiri Steppe / Sunhome, Fortress of the Legion - Sunhome, Fortress of the Legion is great to block something with deathtouch (take that Wurmcoil Engine - I live and you don't even gain life), or just double your damage. However, Sejiri Steppe accomplishes the main goal of this utility slot, which is to help your Primeval Titan live after attacking (against most decks), but it requires no investment of to activate. This slot can be unneeded in some matches, so it can definitely be sided out when it's not that relevant.

Cavern of Souls - good for control matches, and it can also be useful for colored mana when trying to hard cast more color intensive creatures like Sigarda, Host of Herons. Since I have a lot of bouncelands in here, I can change the creature type I named almost as often as I want, so this is almost like an Ancient Ziggurat that I can tap for colorless when not casting creature spells.

Ghost Quarter / Field of Ruin - land destruction that can double as another copy of a Forest if I am facing hate like Blood Moon. It's worth mentioning - don't hesitate to blow up your own lands with Ghost Quarter for landfall or The Gitrog Monster triggers - this has saved me on numerous occasions. It is actually a 3 mana land when fetched by Primeval Titan with Lotus Cobra or Tireless Provisioner out (two landfalls + green). It also allows you to draw 2 cards with The Gitrog Monster (one on the sacrifice cost, then one on the land destruction).

Turntimber, Serpentine Wood   - this is basically a land that doubles as a threat with any bounceland later in the game. It is very comparable to Tolaria West in functionality, except it cannot be fetched by Primeval Titan and is a much preferred untapped green source.

Mosswort Bridge - the most powerful digging tool and virtual advantage this deck has to offer. Cast off anything for 1 green? Yes please! Need to find some removal because they are just stalling with something stupid and annoying? Keep copying/bouncing this until you find what you are looking for. Another thing worth mentioning is Mosswort Bridge + Vesuva in conjunction with any bounceland becomes a powerful digging tool (hide multiple land drop cards/bounces/ways to play titans to get bounces until you find your answer). I've actually dug through something like 40+ cards like this in one turn (before Summer Bloom was banned - now you can probably only do 20+ semi-consistently - which is still amazing in my opinion). Also, this lets us cast Glittering Wish at instant speed if it is hidden away, so you can find instant speed sideboard answers like Abrupt Decay / Anguished Unmaking as well to cast in response, even if they aren't in your maindeck, basically giving us an answer to almost anything. I used to use this trick a lot with Batwing Brume when Splinter Twin was prevalent to just win games during their attack phase when they thought they'd won. If you are running this, it is basically required to run Slayers' Stronghold + Boros Garrison alongside it, allowing you to get to 10+ power far more consistently. Boros Garrison is the only non-green bounceland I'd suggest, and it can also be copied later via Vesuva for a Sunhome, Fortress of the Legion later. This is one that you generally want to have on the field as soon as you draw it, unlike the green counterparts. Even if it is tapped to pay for your Primeval Titan you can just fetch Vesuva to copy it. The or can also be useful for any double costed cards, like Hokori, Dust Drinker making this potentially our 5th bounceland for an early cast as an example. So in conclusion, you must run Slayers' Stronghold + Boros Garrison alongside this, and because of those mandatory inclusions, Sunhome, Fortress of the Legion becomes a decent option as well.

Urza's Saga - I've finally given in and conformed to the meta a little bit by including some copies of this card. However, I don't think it is good enough of a card that you need to run a playset. If you have to rely on Urza's Saga to find your Amulet of Vigor, your hand was kind of bad anyway. We also aren't built like your typical amulet deck's with lots of once a turn instant land plays, so amulet is not as necessary, and we are more content with lands coming in tapped if needed. It does allow for a double amulet more often (making it a solid first land), even though I still think it is over-hyped and super vulnerable to removal. You need it to stick around for 2 of your opponent's turns to actually do anything for you, otherwise it is just a colorless land that gives your opponent an enchantment to remove that can produce little creatures, also vulnerable to removal. I mainly went with it due to the ability to make construct tokens with a Mosswort Bridge fetch to get to 10 power next turn if needed, when I don't have an amulet (which works with just one copy). I also don't run Expedition Map alongside this, as I am not running enough copies to justify it, and I feel Elvish Reclaimer does a much better job at filling that slot, all things considered. If you are running 3-4 copies for whatever reason, I'd consider going 4x Simic Growth Chamber with Gretchen Titchwillow in the side (or main) for the draw my whole deck combo with 2 Amulet of Vigor.

Forest / Snow-Covered Forest - basic lands are needed, enough said. It stops Path to Exile from being as devastating, and allows some powerful interactions by targeting yourself with Ghost Quarter, along with giving hope against Blood Moon.

Selesnya Sanctuary / Golgari Rot Farm / Simic Growth Chamber / Gruul Turf - green bouncelands, the main thing this deck revolves around. It is a good idea to keep one of these in hand at all times (or a Vesuva to copy one) to make the most of your multiple land drop potential. The only time I play my last one in hand is if it means I can hard cast a bomb that I feel will get through when I untap next turn. Otherwise it is best to keep them in hand with the potential of drawing extra land cards, allowing you to "go off" in a lot of cases (considering you have either an amulet in play, or dryad/azusa in hand, and are just waiting on the other piece).

Crumbling Vestige / Aether Hub / Gemstone Mine / Tendo Ice Bridge / City of Brass / Mana Confluence / Vivid Grove - Crumbling Vestige has the benefit of coming into play tapped, so with Amulet of Vigor it is actually better than a 1 mana land (making it an auto-include as a 1-of). Also worth mentioning is that with Dryad of the Ilysian Grove and Amulet of Vigor out, it is essentially capable of becoming a Boros Garrison that doesn't need to bounce a land, perfect for cheating another land closer to 6 for the Valakut, the Molten Pinnacle activation. Gemstone Mine is probably the best of the rest, since you can use it twice then bounce it to reset its counters. Aether Hub is a strictly better version of Tendo Ice Bridge and is next in line, since you can bounce it and replay it without using the to stack multiples for later. City of Brass deals 1 damage whenever tapped and Mana Confluence allows you to pay 1 life for any colored mana, which are very important distinctions, and here's why: City of Brass will deal damage to you no matter if you have a replacement effect on it or not, so things like Yavimaya, Cradle of Growth or Dryad of the Ilysian Grove don't help you. However, since it is damage, and not loss of life, it doesn't conflict with Elderscale Wurm so you can remain at 7 life. Mana Confluence is the complete opposite, so if you use it's mana ability with Elderscale Wurm out and go under 7 life, his ability doesn't prevent it, and you are basically vulnerable again. Vivid Grove comes into play tapped, essentially making it the worst of the bunch as it can sometimes takes away strong turn 1 potential, so keep that downside in mind.

Misty Rainforest / Windswept Heath / Verdant Catacombs- or fetchlands so you can find shocklands/triomes (these also make the Blood Moon matches a little easier). Due to or being more of an "OR" instead of an "AND" on my card costs, it's possible to run non-green shocks like Godless Shrine or Hallowed Fountain instead of the 2 card combination of Temple Garden / Overgrown Tomb / Breeding Pool for basically the same playability. You need at least 3 fetches + 4 targets (2 shocks/triomes + 2 basics) for it to be worth running fetches/shocks/triomes. Otherwise, go with 5 color land options instead. Hallowed Fountain allows for greedy plays like Glittering Wish into Unmoored Ego, while godless shrine allows for Glittering Wish into Culling Ritual. You want a green counterpart to whatever support shock you choose. The green copy could be a triome as well, since you have Forest if you need an untapped manasource. The triome gives you the ability to cycle for card draw if really desired, and has slightly better mana-fixing at the cost of coming in tapped.

Honorable Mentions

Castle Garenbrig - this is decent as potential ramp if you run enough fetches + Forest Subtypes that it can consistently come out untapped. Not really worth forcing into the deck, but if you have a high land count and have the space, it is a valid option.

Temple of Plenty / Temple of Malady - tapped lands that let you scry. Since there's not a whole lot of early plays that need a turn 1 untapped land, the scry outweighs the slower land in most cases. Zhalfirin Void is another option, although I generally want the green mana source over the untapped land. If you aren't playing any early green plays like Ancient Stirrings, Zhalfirin Void may be a better option.

Khalni Garden / Radiant Fountain / Kabira Crossroads / Blossoming Sands cycle - chump blocker or lifegain slot. Sometimes that is enough to turn the tide of battle, so it isn't to be under-estimated as a utility option. I generally go with Khalni Garden / Kabira Crossroads if I have enough space (can potentially filter the with Wooded Bastion).

Blast Zone - This is more of a utility land to deal with the decks that pump out tons of low cost creatures/board presence. This is basically an Engineered Explosives attached to a land. It's biggest drawback is that it can't hit 0 cost permanents, since it enters with 1 counter on it already. You can also use it to blow up some big hard to remove threat with hexproof/shroud if you have enough mana.

Arena / Quicksand / Eiganjo, Seat of the Empire - targeted removal with their own respective pros and cons. Notably, Arena + Sejiri Steppe have decent synergy as a Primeval Titan fetch package. However, Arena not producing its own mana is the main thing holding it back, so you should consider it as more of a fetchable creature removal than a land if trying to fit it in.

Yavimaya, Cradle of Growth - This gives all my lands the ability to tap for which allows the deck to stretch it's manabase a little thinner.

Wooded Bastion / Twilight Mire / Flooded Grove / Fire-Lit Thicket - filter lands to help manafix if you have a lot of non-green double cost cards.

Reflecting Pool - this is basically a psuedo-5-color land that makes cards with multiple of the same color cost a lot easier to cast. It gets exponentially better with more multicolored lands, and is quite nice in greedy manabases like this one.

Lotus Field - capable of being a 3 mana landdrop/fetch with Amulet of Vigor, or drawing (one card) with The Gitrog Monster, so a very useful land. Since so many of our lands have utilities of their own, it gets tricky choosing what to sacrifice sometimes. Having that extra mana as an option does enable some plays that wouldn't otherwise be possible though.


In my current sideboard, your main consideration should be where to double up on hate and where not to. For example, you can always drop something like Culling Ritual to a single copy and continue to wish for it (I usually keep a copy in the side and do just that, since it is such a great card). You could also add Necromentia as another copy of Unmoored Ego with a slightly easier casting cost. Maybe you want more gravehate, so you decide to run something like Relic of Progenitus or Tormod's Crypt. Culling Ritual and Firespout do have some overlap, but they are distinctly different in certain matches (elementals and affinity/hexproof have different needs).

Additionally, Leyline of Sanctity is arguably better than Veil of Summer against targeted discard, but you'd need 3+ copies for it to make mathematical sense. It is essential that you have one in your opening hand for it to be viable.

My biggest suggestion is to try to have a tutor-able target for your major issues (Summoner's Pact and Glittering Wish function as tutors). There's a lot of smaller synergies with lands, since we can play them at instant speed with Sakura-Tribe Scout or tutor them up with Primeval Titan but you shouldn't rely on those paths as your only answers, since they are less reliable to have access to early. Think of land hate as more coincidental than something you can rely on.

Silver Bullets

Fracturing Gust - mostly there for affinity/hexproof, or anything else with lots of artifacts/enchantments. I feel the recent Culling Ritual does a better job in most situations, since it can also ramp me. It's basically ramp vs. lifegain when considering the two (instant speed and initial mana cost matters too of course). I tend to think a wipe + threat with the ramped mana is better generally speaking.

Batwing Brume - another form of hate that is fairly specific to certain decks. the mode is potent against the Splinter Twin variants, while the mode is very effective against things like infect that go all in on one turn, where you just need to survive past their combo. This particular silver bullet isn't in my sideboard currently, as I've been seeing a lot less of both types of decks (infinite creature swarms and 1 trick ponies).

Lavinia, Azorius Renegade / Gaddock Teeg / Yasharn, Implacable Earth / Scheming Fence - very strong denial in matches where relevant. Most of the decks Gaddock Teeg shut down have become less prevalent in the meta, so he isn't a needed option right now. Lavinia, Azorius Renegade on the other hand is strong against Tron, and 'free' spells like Solitude, Living End, Memnite, etc. Yasharn, Implacable Earth is very good against fetchlands, and anything that plans to sacrifice anything, like sacrifice outlet creature combo decks, Treasure and Food token decks, etc. Scheming Fence is a solid option against anything with activated abilities. It steals the abilities of anything short of planeswalkers, and it still turns those off. It is like an upgrade to Pithing Needle that's wishable.

Wheel of Sun and Moon - this one is anti-mill and gravehate built into one neat package. It is also a softlock when combined with Elderscale Wurm if your opponent has no form of removal. Simply cast it on yourself and keep casting an instant to prevent yourself from decking out.

Unmoored Ego / Slaughter Games - basically a silver bullet against most combo decks. This lets you completely remove one of their key pieces.

General Options

The Gitrog Monster / Sigarda, Host of Herons / Dragonlord Dromoka / Empyrial Archangel / Hydroid Krasis / Nethroi, Apex of Death / Vhati il-Dal - This slot is basically a multi-colored filler card that's in there for when I just need some presence on the field, but there's lots of great options, even beyond these (I try to go with creatures with at least 1 green cost so they can be found with Summoner's Pact when sided in - being castable with green/white is also suggested, so you always have access to cast it when wished for and aren't manascrewed). The Gitrog Monster is a beater with lots of synergy with the deck. It can transform our excess lands into cards and give us much needed extra land plays every turn. It's only real downside is its lack of protection and evasion. Sigarda, Host of Herons is a hard to remove threat - its effect is notable against annihiliator, plus it's a flyer and hexproof. Dragonlord Dromoka is very good in a lot of matchups, specifically against blue/red due to the uncounterable and lifegain. Empyrial Archangel just ends games where it does its job right. It's biggest downside is that the replacement effect is not optional. Hydroid Krasis is just card advantage and life gain attached to a large beater with evasion and trample. Nethroi, Apex of Death is a different form of anti-removal from the hexproof/shroud options. Let them remove your creatures, then use the mutate cost on this guy to bring back some nice board presence that just happens to be enough to let you use Mosswort Bridge's hideaway. Vhati il-Dal is a very solid controlling option, making my creatures into essentially deathtouch blockers or attackers, or allowing me to block with Vhati il-Dal then tap it before damage calculation and block just about anything without it dying.

There's also a lot of multi-colored planeswalkers, and non-green multi-colored creatures that could be options as well (Geyadrone Dihada / Nicol Bolas, God-Pharaoh / Blood Baron of Vizkopa / Dragonlord Ojutai / Narset, Enlightened Master being some top choices). However, I generally prefer to go with a green creature in this deck, as Summoner's Pact makes a singleton green creature into essentially 5 copies once sided in.

Finally, let's look at some of the more generic removal options - these are some of my top choices:


Potential 2 for 1 or better:
Firespout
Deafening Clarion
Culling Ritual
Quandrix Command
Crime / Punishment
Hazardous Conditions
Fiery Justice
Maelstrom Pulse
Catch / Release
Razia's Purification


Permanents:
Abrupt Decay
Assassin's Trophy
Despark
Vanishing Verse
Vindicate
Anguished Unmaking


Specialized:
Kaya's Guile
Crackling Doom
Hide / Seek
Catch / Release
Riveteers Charm
Eladamri's Call

Honorable Mentions:
Anafenza, the Foremost
Kambal, Consul of Allocation
Knight of Autumn
Meddling Mage
Lightning Helix
Nature's Chant
Terminate
Detention Sphere
Deputy of Detention


I suggest picking well balanced removal spells for the slots (that fit in your color options, and are capable of dealing with more problems), but the choice(s) is/are yours.

Leyline of Sanctity - very necessary against targeted discard. It is also useful against burn, mill, etc. Basically anything that targets us. I suggest 3-4 copies depending on how much targeted discard is in your meta. 3 copies gets you 31.5% chance in opening hand and 4 copies gets you 39.9% chance in opening hand. Just for comparison, going down to 2 copies gets you 22.1% chance in opening hand, which essentially means you won't be seeing it often enough to matter.

Veil of Summer - the second best option against targeted discard. This is also useful against counterspells or blue/black removal, and can be a nice cantrip against blue/black decks in general (U/B Mill doesn't really run counterspells or anything, but this is still a nice include against them).

Chalice of the Void - very powerful denial against decks that are efficiently mana-curved, as most modern decks are. This is one that is best played early for 0 or 1, maybe even 2 if facing a hatebears/goodstuff kind of deck. It doesn't deal with any current threats at that CMC, it only prevents future ones from being played. This also hits your own cards as well, so be careful about that. It is findable with Tolaria West, giving it extra value in the deck. If you run lots of 0 or 1 drops, this gets a lot less valuable, as it is a double-edged sword.

Pithing Needle / Sorcerous Spyglass - quite powerful against planeswalkers, fetches, and anything else with an activated ability. Either option can break certain combo decks if they rely on activated abilities. I generally go with Sorcerous Spyglass because it gives extra information, and can be cast through a Chalice of the Void at 1. However, with Urza's Saga, Pithing Needle can be a better option.

Endurance / Bojuka Bog / Relic of Progenitus / Tormod's Crypt / Grafdigger's Cage - Endurance is graveyard hate and anti-mill. This one has good value mainly due to it's evoke cost and the ability to be found with a Summoner's Pact. Even when you are tapped out, you can find this card and essentially counter anything if it is going to be game-ending by exiling another green card in hand. Bojuka Bog is a great land to have in the deck, especially with all the instant speed interaction we have. Relic of Progenitus is reusable graveyard hate capable of cantrip'ing itself. It doesn't get much better than that. Tormod's Crypt is not quite as good, but sometimes the 0 CMC is relevant, for example if there's a Chalice of the Void set at or you want to find it with Tolaria West. Grafdigger's Cage isn't strictly graveyard hate, but I grouped it here. It is also very relevant against decks that use cards like Collected Company which seek to set up combos with their creatures and tend to search them out. All three have their pros/cons but basically fill the same slot.

Engineered Explosives / Ratchet Bomb - targeted CMC removal. Engineered Explosives is findable with Tolaria West, giving it extra value in the deck.

Ramunap Excavator / Ancient Greenwarden - this one is basically a Crucible of Worlds with legs that can be found via Summoner's Pact. This is mainly anti-hate, but it also combos nicely with Ghost Quarter or Nurturing Peatland allowing you to set back your opponent with your land plays for the turn or transform your mana into cards, instead of having your extra land plays being strictly ramp. The bigger version also doubles triggers when lands ETB, so things like Valakut, the Molten Pinnacle, Crumbling Vestige, Aether Hub, Mosswort Bridge, Amulet of Vigor, and Lotus Cobra all trigger twice (so do all your bouncelands, so be careful about that).

Sundering Titan - since we only run the Forest subtype, this is a hoser against a lot of multi-colored decks, letting us destroy multiple lands and playing a threat at the same time. If it dies, you get to destroy lands all over again. Its usability is diminished a bit because we rely on Dryad of the Ilysian Grove pretty heavily which gives us all the subtypes, but it is still powerful in the right shell. You can pick the same land you control 5x with a dryad out, as an example, so it isn't the end of the world. You don't need to destroy 5 separate lands of yours if your opponent doesn't control any.

Golos, Tireless Pilgrim - amazing value with his activated ability if you are able to support it. Honestly one of the better artifact creatures if you have a diverse enough manabase.

Ulamog, the Infinite Gyre / Kozilek, Butcher of Truth / Emrakul, the Aeons Torn - mainly anti-mill, but also a nice game ending threat.

Emrakul, the Promised End - just a great colorless card. Very strong in some more grindy control matchups.

Honorable Mentions

Hokori, Dust Drinker - this lets you shift into more of a prison-style gameplay. It's a shame it isn't green and the cost is a little hard to consistently have early. If you play this while your opponent is tapped out (and they aren't an aggro deck or don't have a crazy board state) you basically win. This card hits most decks hard, but barely affects us because of Amulet of Vigor + Bouncelands, turning it's effect into more of a 1 sided Winter Orb. You basically transition a combo-deck into a prison deck with this sideboard option. Most non-aggro decks just aren't ready for that in modern and can't recover fast enough.

Dragonlord Dromoka / Sigarda, Host of Herons / Carnage Tyrant / Thrun, the Last Troll / Cragplate Baloth / Gaea's Revenge - uncounterable and/or hexproof for those control matchups.

Hornet Queen - less vulnerable to targeted removal, but more vulnerable to wipes. Deathtouch blockers will often stop the opponents deck for quite a bit.

To make things a little easier, I marked all the cards I sometimes side out in various matches with the tag #flexslot if you look at custom categories.

First of all, when heading into game two, I usually decide what to side out first. If any of my wishes are game-ending enough to justify tutoring for them with Glittering Wish, and if broadcasting them doesn't matter, I can keep Glittering Wish mainboard (for example 2x Glittering Wish + Culling Ritual is essentially 3x Culling Ritual if I leave a copy in the side). If not, I side both out. From there, I evaluate which cards are less than optimal. Elderscale Wurm goes out against decks that don't plan to win through damage, like infect, or loss of life, etc. Things along those lines, where you take out irrelevant cards.

After all that, I decide which sideboard cards could prove useful in the match, and move them in. Afterwards, I adjust to make my sideboard as close to 15 cards as I can, whether I need to remove more "filler" slots like Manamorphose, or if I have to move in some of the "better" cards I tried to side out (dependent on the match). Manamorphose is still relevant when you suspect a possible Blood Moon or want to help ensure you can cast a greedy colored card early like Unmoored Ego.

Another option is removing some utility lands that don't really serve a purpose in the match (Cavern of Souls, Sejiri Steppe, and sometimes Ghost Quarter) depending on the deck you are facing. I do not suggest going under 25 lands though. Also worth mentioning is don't stress about getting exactly 60/15; there's times I will play with a 61 card deck in game 2 (usually against some weird homebrew where I want more options and lots of our sideboard seems relevant).

Lastly, you can always include some sneaky tech like Hokori, Dust Drinker if you have the space. If you're facing anything with a more aggro build, this particular choice isn't the best option. For example, puresteel decks can be seen as a combo deck, but they are a more aggro combo deck, where they get early board presence. Hokori, Dust Drinker is not a good option against decks like these, since they can still keep applying pressure even without mana with a quick start, and since a large majority of the meta falls into this aggro-esque category, Hokori, Dust Drinker isn't really poised as a solid sideboard option currently. However, the surprise factor of an obscure card like this definitely pays off sometimes, so that's just something to keep in mind.

These are specific Sideboard suggestions with the current 75 (which is of course subject to change as the deck gets updated). I've also put the card you should be naming with Unmoored Ego / Necromentia. If you'd like any suggestions against a specific archetype, feel free to ask in the comments.

This is generally a low cost efficient deck (lots of 1 CMC), and keep in mind they will tend to side in Blood Moon against us.

+2 Veil of Summer
+1 Abrupt Decay
+1 Sorcerous Spyglass
+1 Dragonlord Dromoka

-2 Glittering Wish
-1 Arboreal Grazer
-1 Lotus Cobra

This one is pretty straightforward and probably one of our easier matchups due to all the lifegain we have. You should be careful of Blood Moon though.

+1 Abrupt Decay
+1 Doomskar
+1 Sigarda, Host of Herons
+1 Dragonlord Dromoka

-1 Ghost Quarter
-1 Dismember
-2 Glittering Wish
-1 Courser of Kruphix

This is another good matchup. Almost all of our hate is relevant, so the hard part is picking what is best. Certain builds could have Blood Moon in the side, so be careful, especially if you see fetches game 1. This is a matchup where we don't remove our Glittering Wishes so we can wish for Culling Ritual which just ends the game usually.

+1 Engineered Explosives
+1 Sorcerous Spyglass
+1 Abrupt Decay
+1 Culling Ritual

-1 Bojuka Bog
-1 Manamorphose
-1 Lotus Cobra
-1 Courser of Kruphix

This is a lot closer to how you play against an affinity deck, but targeted removal doesn't do much. This is a matchup where we don't remove our Glittering Wishes so we can wish for Culling Ritual which just ends the game usually.

+1 Engineered Explosives
+1 Sorcerous Spyglass
+1 Abrupt Decay
+1 Culling Ritual

-1 Bojuka Bog
-1 Manamorphose
-1 Lotus Cobra
-1 Courser of Kruphix

This one can go either way depending on their hand and our hand. They interact with us a lot in a lot of various ways, but we also have a lot of answers to that interaction, and a few cards that are hard for them to deal with. This is a matchup where we don't remove our Glittering Wishes so we can wish for Culling Ritual which just ends the game usually. We also keep our cheeky protection package of Sakura-Tribe Scout + Sejiri Steppe to help against Solitude and Path to Exile.

+1 Engineered Explosives
+1 Abrupt Decay
+1 Culling Ritual
+1 Firespout
+1 Sorcerous Spyglass usually Aether Vial is the main target, but sometimes Stoneforge Mystic, Ghost Quarter, or Field of Ruin are just as important if in hand etc.

-1 Ghost Quarter
-1 Bojuka Bog
-1 Manamorphose
-1 Arboreal Grazer
-1 Courser of Kruphix

This is basically a low cost efficient deck with a decent amount of artifacts and enchantments, opening it up to a lot of our hate. Always be weary of Blood Moon when facing decks with . Most will just run Alpine Moon which thankfully isn't nearly as devastating to us. Something else can go in for Manamorphose if no Blood Moon is suspected - you can generally tell from their manabase).

+2 Veil of Summer
+1 Engineered Explosives
+1 Sorcerous Spyglass
+1 Abrupt Decay
+2 Culling Ritual

-2 Cavern of Souls
-1 Bojuka Bog
-2 Glittering Wish
-1 Arboreal Grazer
-1 Lotus Cobra

Puresteel is probably one of the hardest matchups for us game 1, as they have a lot of interaction with us and have a fast clock. This is a matchup where we don't remove our Glittering Wishes so we can wish for Culling Ritual which just ends the game usually. We can also keep our cheeky protection package of Sakura-Tribe Scout + Sejiri Steppe to help against Solitude and Path to Exile or block some pumped up fatty.

+1 Sorcerous Spyglass
+1 Abrupt Decay
+1 Eladamri's Call
+1 Culling Ritual

-1 Cavern of Souls
-1 Bojuka Bog
-1 Manamorphose
-1 Arboreal Grazer

Infect is a matchup where you can treat them as basically an aggro combo deck, except they have minimal creatures and more spells. Riveteers Charm is another viable option, since it gets around most protection, but it is fairly bad against Inkmoth Nexus.

+2 Dismember
+1 Abrupt Decay
+1 Engineered Explosives
+1 Sorcerous Spyglass

-1 Elderscale Wurm
-1 Courser of Kruphix
-2 Glittering Wish
-1 Bojuka Bog

Death's Shadow can be thought of a cross between an aggro and tempo deck. They are often looking to kill us with little chips early, and bigger swings later on, with removal to back it up. This is a match where almost our entire sideboard is relevant, so it's a little tricky choosing what to move in and what not to. Also, since a lot of these decks can vary so much, some may be sided against differently. For example, if they have a manabase that hints at Blood Moon you'd want to keep in Manamorphose. If they have bigger creatures with delve, you may want to keep in Bojuka Bog and forgoe Culling Ritual as some examples.

+2 Veil of Summer
+1 Engineered Explosives
+1 Sorcerous Spyglass
+1 Abrupt Decay
+1 Culling Ritual

-1 Cavern of Souls
-1 Bojuka Bog
-2 Glittering Wish
-1 Arboreal Grazer
-1 Lotus Cobra

Hardened Scales is basically affinity for us. Lots of low cost efficient permanents (mostly artifacts).

+1 Engineered Explosives
+1 Sorcerous Spyglass
+1 Abrupt Decay
+1 Culling Ritual

-1 Bojuka Bog
-1 Manamorphose
-1 Lotus Cobra
-1 Courser of Kruphix

Merfolk is basically 1-3 CMC permanents with control elements post board most of the time. They generally have a large concentration of 2 CMC creatures and an Aether Vial to cheat them out.

+2 Veil of Summer
+1 Engineered Explosives
+1 Abrupt Decay
+1 Sorcerous Spyglass
+1 Eladamri's Call
+2 Culling Ritual
+1 Dragonlord Dromoka

-1 Ghost Quarter
-1 Bojuka Bog
-2 Urza's Saga
-2 Glittering Wish
-1 Manamorphose
-1 Arboreal Grazer
-1 Lotus Cobra
-1 Courser of Kruphix

A lot of these decks are 3+ colors and just make a fast clock. Some are 5 color Scion of Draco decks, but most of the cards are low CMC or have a mechanic like delve etc. to reduce the cost. They just flood 3+ power creatures for 1-2 mana, and may have some 2 power creatures with powerful effects as well, like Ragavan, Nimble Pilferer. It's a little hard to give a "best case" sideboard swap, since every deck is fairly different, but the general guideline here is to move in as many boardwipes as you can that hit most of their permanents. For example, Firespout may be relevant and Culling Ritual may not be as good. Engineered Explosives may even be relevant if they have a high concentration of a specific CMC.

+1 Abrupt Decay
+1 Sorcerous Spyglass
+1 Dragonlord Dromoka
+2 Culling Ritual

-1 Bojuka Bog
-2 Glittering Wish
-1 Arboreal Grazer
-1 Lotus Cobra

Generally Jund will have fetches, targeted discard, removal, and they could have access to Blood Moon (usually don't). If you do suspect Blood Moon due to their manabase, keep your Manamorphose and swap out something else.

+2 Veil of Summer
+1 Sorcerous Spyglass
+1 Engineered Explosives
+1 Abrupt Decay
+2 Culling Ritual
+1 Dragonlord Dromoka

-1 Sejiri Steppe
-1 Cavern of Souls
-2 Glittering Wish
-1 Manamorphose
-1 Arboreal Grazer
-1 Sakura-Tribe Scout
-1 Lotus Cobra

Not much to be said about this one. Neither deck interacts much with each other. Our biggest issue is evokes/blinks decimating our board early, so we keep our cheeky protection package of Sakura-Tribe Scout + Sejiri Steppe to help against Solitude and Path to Exile.

+1 Sorcerous Spyglass
+1 Abrupt Decay
+2 Dismember
+1 Firespout
+1 Dragonlord Dromoka

-1 Bojuka Bog
-1 Cavern of Souls
-2 Glittering Wish
-1 Arboreal Grazer
-1 Lotus Cobra

This is a pretty decent matchup for us. Not a whole lot of interaction between either deck, and we do good against aggro generally speaking.

+1 Eladamri's Call
+1 Sorcerous Spyglass
+2 Dismember
+1 Dragonlord Dromoka
+1 Unmoored Ego naming Eldrazi Temple or any of the three tron lands to disassemble the set

-1 Bojuka Bog
-1 Sejiri Steppe
-1 Manamorphose
-2 Glittering Wish
-1 Arboreal Grazer

There's two main variants of this:
There's the decks that run heavy counters, some burn, and often utilize delve/snapcaster to gain value as the game goes on. They basically try to play almost like a tempo deck with a threat and maintain board stability in their favor.

There's also the decks that are mainly and just play removal and cheaply priced value cards. We often struggle more with this variant, as they'll maindeck