Sideboard


General rule of thumb for walls:

  • 1 Mana cost walls need to have 3+ toughness and have a worthwhile ability to be considered
  • 2 Mana cost walls need to have 4+ toughness and a worthwhile ability OR Flying to be considered
  • 3-4 Mana cost walls need to have 7+ toughness and a worthwhile ability. They can have lower toughness if they provide mana or card draw. Exceptions:

  • Drift of Phantasms - can be used as a tutor

  • Gatecreeper Vine - helps you get lands in hand so as not to miss land drops (think of it like a card draw that is always land)
  • Geist of the Archives - lets you continuously scry which over time makes up for its lower toughness
  • Hornet Nest - can discourage attackers from hitting you
  • Sunscape Familiar - while does not give mana directly, makes your stuff cost less (essentially the same thing)

Categories:

  • utility wall - walls that main draw lies in their ability
  • offensive walls - walls that main draw lies in their toughness to mana cost ratio
  • protection - counterspells to stop others from winning outright, and cards to prevent your important things from dying
  • recursion - lets you reuse stuff in graveyard
  • attack - lets you attack with defender and use toughness (backup of your commander)
  • card advantage - lets you get a lot of card draw repeatedly
  • mana ramp - NON-CREATURE ways to gain additional mana into play
  • land - some cheap (under $5) lands that are in your colors
  • game winner - cards that can be used to immediately win when cast or allow creatures to hit unblocked and win
  • board wipe - conditional board wipes that generally WILL NOT harm your board
  • combo piece -Freed from the Real has exactly 1 use in your deck, put it on Axebane Guardian with at least 1 other defender in play and gain infinite mana. That is it, otherwise the card is bad.
  • removal - exactly that, removal
  • funzies - cards that don't necessarily fit into one of these categories but are good inclusions nonetheless
  • tutor - lets you get a card you want out of your deck

- removed (sideboard contains all removed cards for reference)

  • Arrest - enchantment based removal is usually bad, unless dedicated enchantment deck
  • Azorius Locket - the lockets are just worse signets 90% of the time
  • Benevolent Ancestor - see wall description above
  • Blossoming Wreath - single use life gain cards are useless for most decks, unless dedicated lifegain deck
  • Bramblecrush - generally worse than Beast Within
  • Broken Ambitions - costs alot to counter something and the clash will be useless in your deck
  • Call to Mind - most of your instants and sorceries are to protect yourself from one off things or get mana, not worth a slot
  • Celestial Flare - This card is not TERRIBLE, but generally better options for removal
  • Claustrophobia - see above about enchantment removal
  • Counsel of the Soratami - 3 mana sorcery speed to gain +1 card (you are using a card to get 2 so net gain 1) is not worth a card slot
  • Cryptolith Rite - your deck wants the walls to attack, and doesnt need large amounts of mana, also $10+
  • Crystallization - see above
  • Dawn's Reflection - enchantment based mana ramp is bad unless you are in a dedicated enchantment deck OR can untap lands
  • Diminish - most of the time, if i wanted to use this i would have rather just had a permanent removal spell instead
  • Dosan's Oldest Chant - see above about life gain spells
  • Early Frost - I did not even know this card existed....it is bad. Very bad.
  • Essence Scatter - your deck is trying to be semi-aggressive, your counterspells should be focused on stopping game winning instants or things that kill you outright, not creatures specifically
  • Fertile Ground - see above about enchantment mana ramp
  • Flight - not worth a card slot
  • Flower / Flourish - left puts into hand, making it not a net gain, right side costs too much for its use
  • Foresee - not a terrible card draw spell, but not what your deck is trying to do. Your deck wants to gain card draw on top of doing its normal thing of playing defenders, not instead of. not worth a card slot
  • Forfend - there are better protect your stuff spells - this likely sits in your hand unused 70% of the time
  • Greenweaver Druid - mana ramp in your deck should be non creatures or defenders
  • Hallow - see above for Forfend
  • Heal the Scars - see above, also way over mana cost to be efficient
  • Heroes' Reunion - see above about life gain
  • Infested Roothold - see above about walls
  • Jace's Erasure - your deck is not a mill deck
  • Join Shields - overcosted
  • Lay of the Land - puts card in hand so does not net gain you anything
  • Leaf Gilder - see above about creature based mana ramp
  • Lullmage's Familiar - see above
  • Lush Growth - see above
  • Manaforce Mace - in your deck with 3 colors, this is pay 7 mana to give 1 creature +3 - waaaaaay over costed
  • Minamo Scrollkeeper - your deck shouldnt care about 1 extra card in hand, and does not meet wall requirements above
  • Neverwinter Dryad - not a wall, see above about mana ramp
  • Nourish - see above
  • Oblivion Ring - see above
  • Overgrowth - see above
  • Pacifism - see above
  • Psychic Membrane - small wall with conditional draw. If i was confident it could survive more than 1 block, maybe but at 3 toughness, no
  • Quiet Purity - too specific of an ability, would rather things like Return to Nature for 1 mana more with options
  • Reclaim the Wastes - puts into hand - no net gain
  • Remove Soul - see above
  • Rupture Spire - costing you mana to play a land is not worth the gain of 1 additional color over just a basic 2 mana tapped land
  • Safewright Quest - see above
  • Sanctum Plowbeast - 6 mana defender should be 13+ toughness at least, its other abilities does not net you anything (adds land to hand)
  • Selesnya Locket - see above about lockets
  • Serpent Skin - This card is not TERRIBLE, but generally better options for protection, see Lightning Greaves and Swiftfoot Boots
  • Serum Visions - see above avout card draw spells
  • Sigil of the Nayan Gods - not a terrible card but not really what your deck wants to spend a card slot on. Doesnt do much for you.
  • Skyclave Squid - see above about wall requirements
  • Skyward Eye Prophets - 6 mana for a 3/3 creature that doesnt further your wall game plan and MIGHT mana ramp you isnt great
  • Spidersilk Armor - This card is not TERRIBLE, but generally better options for buffing your creatures
  • Steward of Valeron - see above about mana ramp creatures
  • Stream of Life - see above
  • Unnatural Growth - I kinda like this card, but i do not see you easily getting 4 green mana symbols to cast this easily, use at your own risk
  • Verdant Haven - see above
  • Wall of Spears - see above
  • Wall of Swords - see above
  • Wall of Wood - see above
  • Wanderer's Twig - see above
  • Zephyr Net - all your creatures should have defender so useless on your stuff mostly,and see above about enchantment removal

+ added

  • Crashing Drawbridge
  • Jeskai Barricade
  • Wall of Tanglecord
  • Perimeter Captain
  • Wall of Stolen Identity
  • Tree of Redemption
  • Vine Trellis
  • Wall of Runes
  • Sylvan Caryatid
  • Wall of Mulch
  • Overgrown Battlement
  • Sunscape Familiar
  • Wall of Omens
  • Hover Barrier
  • Wall of Tanglecord
  • Riptide Turtle
  • Jungle Barrier
  • Geist of the Archives
  • Towering Titan
  • Mentor of the Meek
  • Wall of Shards
  • Suspicious Bookcase
  • Wall of Essence
  • Wall of Tears
  • Sidar Kondo of Jamuraa
  • Wall of Nets
  • Wall of Hope
  • Jaddi Offshoot
  • Hornet Nest
  • Reveillark
  • Wall of Mulch
  • Slaughter the Strong
  • Tower Defense
  • return to the ranks
  • Wargate
  • Swords to Plowshares
  • Akroma's Will
  • Beast Within
  • Generous Gift
  • Path to Exile
  • Dovin's Veto
  • Bant Charm
  • Eladamri's Call
  • Krosan Grip
  • Unbreakable Formation
  • Semester's End
  • Return to Dust
  • Wave of Reckoning
  • Kodama's Reach
  • Triumph of the Hordes
  • Lightning Greaves
  • Swiftfoot Boots
  • Colfenor's Urn
  • Brave the Sands
  • The Birth of Meletis
  • Angelic Chorus
  • Sight of the Scalelords
  • Teyo, the Shieldmage
  • Tamiyo, Field Researcher
  • Reliquary Tower
  • Access Tunnel
  • Sol Ring
  • Arcane Signet
  • Simic Signet
  • Azorius Signet
  • Commander's Sphere
  • Command Tower
  • Seaside Citadel
  • Prairie Stream
  • Sunpetal Grove
  • Canopy Vista
  • Exotic Orchard
  • Temple of Mystery
  • Temple of Plenty
  • Temple of Enlightenment
  • Yavimaya Coast
  • Branchloft Pathway // Boulderloft Pathway
  • Bant Panorama
  • wall of junk
  • scavenger grounds

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Comments

88% Casual

Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

30 - 2 Rares

53 - 18 Uncommons

34 - 43 Commons

Cards 122
Avg. CMC 2.66
Tokens Beast 3/3 G, Dungeon: Dungeon of the Mad Mage, Dungeon: Lost Mine of Phandelver, Dungeon: Tomb of Annihilation, Elephant 3/3 G, Emblem Tamiyo, Field Researcher, Goblin 1/1 R, Insect 1/1 G, Insect 1/1 G w/ Flying, Deathtouch, Skeleton 1/1 B, The Atropal, Treasure, Wall 0/3 W, Wall 0/4 C
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