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Well my current deck in standard still testing it out and ideas are always welcome and will be considered. So far the deck has done well in testing since I moved from B/W which was having hard times in my local meta. So i'll explain some of the cards and reasons why they are chosen.

Creatures:

Strombreath a 4/4 hitter with haste that can get bigger and does a huge amount of damage when it goes monster. Protection from white is a plus so it helps me get through selesnai aggro and avoids detention sphere. Good late game or mid game card to have on the field to just hit your opponent with until she dies or your opponent is done for

nxy-fleece ram- gains life and is a huge wall that can stop aggro in a heart beat if its on the ground.

Ghost council- 2 life a turn and they lose 2 plus flickering ability makes it hard to remove. This card is great when he gets going since they waste a kill spell or counter spell when he enters for the first time or is about or flicker for the turn.

Desecration Demon- a 4 drop 6/6 flyer that puts your opponent in a bind and a good blocker no matter how late game. though he has draw backs (might replace with master of the feast come rotation or m15.)

Flamespeacker- good at getting answers late game when needed or hitting a land that you can play in case you missed your land for the turn.

Enchantments Whip of Erbous - life-link is a huge game changer in the meta i am at in the game longer means better chance of winning. Plus bringing back a creature for a nice attack after death to seek a quick revenge is just beautiful or just to have ghost council on the field again then come back over and over is really nice way to keep your opponent in the defensive

underworld connections- draw power nothing more nothing less

Sorcery Anger of the gods- exile board wipe. most of the creatures i have survive this except the Elsbeth tokens but that isn't a problem.

Thoughtseize- standard hand removal at the cost of two life is great. Gets rid of things that can a will be a problem later in the game.

Instants are you standard removal and damage dealing spells to deal with creatures or get your opponent to lose that last bit of life.

Well that's the deck man goal is to just get to where you have your opponent on the defensive will you control the board state.

Thanks for the advice and suggestions and looking at the deck.

I am playing around with the land base. So far I have added 2 temple of truimp and removed 2 mana confluence. Seems to play better and without me losing too much life in the process. Also helps set up plays easier now.

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Date added 10 years
Last updated 10 years
Legality

This deck is not Standard legal.

Rarity (main - side)

9 - 2 Mythic Rares

34 - 4 Rares

5 - 7 Uncommons

5 - 2 Commons

Cards 60
Avg. CMC 3.08
Tokens Emblem Elspeth, Sun's Champion, Soldier 1/1 W
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