Sideboard


CURRENTLY TESTING WITH ARMONKHET

My take on UB Control. Suited more for an aggro heavy meta. In my experience, I have found this takes care of mardu vehicles pretty easily, especially after sideboard. The deck's main weakness is artifacts and enchantments (courtesy of the color pie).

Mainboard:

  • Torrential - One of your win cons, need four of them. You generally want to flash back glimmer most of the time, you need the card draw.
  • Liliana - Helps a lot with aggro. Not just her plus one, but your opponent will attack liliana first. This saves you damage and allows you more time to stabilize. Plus, using her -2 on gearhulk = value. Late game if your opponent has gotten rid of some of ur gearhulks, finding liliana is basically finding another gearhulk.
  • Disallow - versatility is amazing, run four. We have other ways to exile so void shatter is just an inferior card.
  • Negate - Planeswalkers are annoying, this helps with the pain. I use to run four but since my meta was very aggro heavy, I switched to 2 mb and 1 in the side.
  • Revolutionary Rebuff - Super good in the aggro matchup so I run 2 main.
  • Ruinous Path - Planeswalkers are even more annoying when they are not on the stack anymore. While it is sorcery speed, it is a necessity to deal with resolved walkers. Plus the awaken cost is another win con (you will use it more than you think). In testing I have actually used it quite a few times.
  • Glimmer - very good card draw and instant speed gives you options. Keeps our gas tank full and scrying is so important in our 27 land deck.
  • Confirm suspicions - Since glimmer is our only card draw this allows us a "draw 3" over a couple of turns. Also flashing back with gearhulk is nice. Especially when we have all that mana lategame.
  • Yahenni's Expertise - one of mb to deal with go wide strats. Bring in more against aggro. Also, if you can yahenni's then cast liliana, you will be the coolest cat in town. This rarley happens though. After siding in Thing in the Ice game 2 we get more targets but still a low probability.
  • Fatal Push - 2 main board. I run two evolving wilds so it's not impossible to get revolt triggers, just don't expect to get them in the early turns. Treat this more as a shock.
  • Grasp of Darkness - some of the best removal in the format, dodges indestructible so we run 4.
  • Murder - unconditional removal for those 5+ toughness creatures. Little expensive for removal so only 2 mb and one in the side.
  • Kalitas - I have not tested this yet as I do not own any but seems good as 1 main and 1 side.

Land Base:

  • Choked Estuary - 4 of because dual.
  • Sunken Hollow - 4 of because dual.
  • Evolving wilds - Helps to trigger revolt and grabs us basics for sunken hollow. Also helps to thin out the heavy land deck. Only a 2 of though because having a turn 6 tap land is less than ideal.
  • I do NOT run Submerged Boneyards - I use to but having four tapped lands really hurts when you can't drop gearhulk on turn 6. I might try it later with only 2 (I would replace 2 islands). I have been missing the turn 2 grasp and turn 3 disallow more often without these lands but I feel like having lands that come in untapped outweighs this disadvantage.

Sideboard:

  • Jace - Helps in those long games, especially in the control mirror.
  • Thing in the Ice - This is generally what I side in the most. I love this card as so much. Not only does it give use another win con but it is also an early game blocker. Don't mainboard these because our opponent will have removal for it game 1 (dies to fatal push). Also, if our opponent has more unconditional removal for gearhulk post side, they will feel bad when they have to use it on this. I run 3 in the side to consistently draw them after putting them in.
  • Flaying Tendrils - Mainly here to deal with scrounger. Also, this technically gives our deck a -5/-5 with yahenni's expertise (That will never happen).
  • Horribly Awry - I think this is pretty well positioned in the meta right now as it hits felidar guardian while also helping with creature based aggro. Also exiling cards in the RB zombies matchup really matters. Although I have found Rebuff to be more versatile in game 1 so I keep these to the side.

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Date added 7 years
Last updated 7 years
Legality

This deck is not Standard legal.

Rarity (main - side)

3 - 1 Mythic Rares

25 - 5 Rares

9 - 6 Uncommons

9 - 3 Commons

Cards 60
Avg. CMC 3.88
Tokens Emblem Liliana, the Last Hope, Energy Reserve, Zombie 2/2 B
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