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Pretty much the "Anti-Metagame" deck. Loses a lot of games vs other home brews. This is the lockdown deck with Stoneforge Mystic. Probably should be running some Liliana of the Veil or some Enlightened Tutor.

The game plan is to get a turn 1 or 2 Chalice of the Void, Trinisphere, or Hymn to Tourach. After that, try to resolve a Stoneforge Mystic and have a field day with the tokens created by Bitterblossom and Lingering Souls.

The real plan is to win Game 1 consistently, then board into more annoying cards for them.

Game 1 Matchups:

Miracles:

Resolving a Bitterblossom makes the game pretty hard for the opponent. Otherwise, just throw some Hymn to Tourach at them to slow them down, or play a Humility to ruin their win condition, using the Council's Judgment to keep them from getting a complete lock on the board. Jace, the Mind Sculptor can be really hard to beat.

Merfolk:

You really want to hit a Stoneforge Mystic and get an Umezawa's Jitte online, but putting in an early Batterskull can make it really hard for them. They play a lot of creatures, so a timely Damnation can save you. Humility basically lets you keep up with them, but you lose the war if they get their equipment first.

Burn:

Not as fantastic as you really want it to be, but it's not uncommon to see a player scoop when you land a Chalice of the Void for 1 before they take their turn. Chalice of the Void and Trinisphere are both useful here, but random spells can still kill you since you have a lot of cards that do damage to you.

Show-and-Tell:

Combo decks like this is why I now play 4 Trinisphere, since it completely shuts down the Omniscience versions of the deck. If they happen to land the Emrakul, the Aeons Torn, you have Council's Judgment, Karakas, Damnation, and Humility all mainboard that can answer it. They have a lot of trouble getting the combo together with a Chalice of the Void on 1, but don't be afraid to Chalice of the Void for 0 in order to stop their Pact of Negation later on. If anyone's still playing the Hive Mind variant, it has a slightly better matchup vs this deck, your saving grace being that they usually can't resolve a Hive Mind and one of the Pacts in the same turn with Trinisphere out, so a Council's Judgment still stops that combo if you can resolve it.

Grixis Delver:

It goes without saying that Chalice of the Void on 1 kills this deck mostly. They'll still play their Young Pyromancer and cast their spells into your Chalice of the Void for the tokens, but Stoneforge Mystic laughs at their attempts to do anything.

4-Color Delver or Sultai Delver:

A bit harder, since they run answers to our hate cards in Abrupt Decay. Batterskull does its best to dominate the board, but Tarmogoyf can be a problem as the game goes on. Chalice of the Void for 2 can do some work, but it doesn't solve the Abrupt Decay problem outside of stopping them from using Snapcaster Mage to get it back. Again, Humility does a lot if you can get it to resolve as it gets around Abrupt Decay.

U/R Delver:

Even more susceptible to Chalice of the Void on 1 than the other variants. The main problem is actually resolving the Chalice of the Void, but luckily Hymn to Tourach does a lot here as well. If they have a counter heavy hand, you might not win this one, but if not the matchup can feel unfair.

Dredge:

This matchup is about trying to slow them down as much as possible, since you can get yourself to a board position where they can't win if you have enough time. All of your hate (except maybe Hymn to Tourach) is useful against them in some way, including the manaless versions which you Trinisphere against and then land a Batterskull in order to end it.

Storm or Ad Nauseum Tendrils:

Basically no game vs Trinisphere or Chalice of the Void for 1, though they'll try to be tricky and play the game regardless most of the time. Honestly, if you can slow-play them (unless a judge is around), you can usually get them to scoop or make it hard on them to win the next 2 games. (Sometimes it's useful to use the rules in your favor, but you can still win without cheating the system if it feels too scummy.)

Death and Taxes:

Yeah... this matchup isn't that fun. It's one of those weird decks that does stuff unlike the other decks (like ours) that makes it hard to. Live or die by Humility and always kill their equipment if you can. Not unwinnable if you can get a Stoneforge Mystic out by turn 2 and get enough tokens out to keep your board position above theirs, but generally this isn't the deck to play if there's a lot of Death in Taxes in your metagame.

Affinity:

Really you just want Trinisphere in this matchup, but Damnation can put the board state in your favor if used correctly. If they go off too fast, it can be really hard to climb your way back in.

Infect:

Not too much different from the other matchups. They have 3 Infect creatures at 3 different costs, but getting a Chalice of the Void for 1 then getting Umezawa's Jitte pretty much stops them. They do run counter magic in order to stop that, in which case Humility makes it a little harder for them to win, but you still really need an equipment of some kind in order to not lose.

MUD:

Is that a Chalice of the Void and Trinisphere they're playing? We can't beat that. Maybe if we get Humility, but even then they play Karn Liberated and Ugin, the Spirit Dragon. Just cry.

Stoneblade or Deathblade:

Our cards do stuff, but theirs can do more if we can't get our stuff to resolve. Luckily we can answer their True-Name Nemesis or equipment with Council's Judgment, but this matchup is mostly decided by how much counter or discard they have.

Lands:

They usually don't have any counterspells, which is good, but if they have a lot of Dark Depths they will eventually draw into the win if you stall too long. The worst lands deck for us is probably the Grove of the Burnwillows + Punishing Fire ones, since our creatures are typically pretty small and they don't have too much trouble getting a large amount of mana. The Tabernacle at Pendrell Vale doesn't kill us as much other decks usually, but it can be annoying.

Elves:

Once again, this deck proves how strong it can be vs combo decks. Even non-combo variants of Elves will have trouble vs our hate cards. The game will always be winnable for them if they can find the right cards, but Umezawa's Jitte can stop that if you can slow them down enough.

Painter:

Overall, not our best matchup. They can run cards like Blood Moon depending on the version, which can really hurt us. Humility technically wins the matchup, and a lot of lists don't play counters, so it's not unwinnable. Most players also don't play their decks correctly, so look out for mistakes you can take advantage of in order to slow them down.

Belcher:

I don't think anyone plays this anymore, but it's a budget deck so you might see someone in your area play it. I think a Chalice of the Void on 0 might do more to stop them than on 1 due to all of the free mana they use. If they go first, you probably just lose since you don't run counters, but you most likely win if you can resolve any hate card, so the game 1 of this matchup is actually around 50-50, which is where you want to be with a deck like this.

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Date added 9 years
Last updated 9 years
Key combos
Legality

This deck is Legacy legal.

Rarity (main - side)

12 - 3 Mythic Rares

34 - 10 Rares

8 - 2 Uncommons

Cards 60
Avg. CMC 2.14
Tokens Faerie Rogue 1/1 B, Phyrexian Germ 0/0 B, Spirit 1/1 W
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