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One in a series of Dark Depths Decks.1. OG Dark Depths - True-Name Nemesis/Time Seive (UB)2. Tropical Depths Mining - Stripmine and Snapcaster "fun" (BUG)3. Little Cult of Horrors - Cultists, Thing in the Ice, Extra Turns, and Eldrazi (UBW)
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Wrenn and Seven seems too pricey for what you're getting in this build, especially since you've got limited acceleration and are only running 20 mana sources (rather than 24 since Dark Depths doesn't pump mana). Mycospawn is banned in legacy (not sure if you're going for legacy here), but otherwise I'd say it's a better bet over Wrenn, as you can fetch the combo land you need as well as its many other benefits (you'd want to run some Wastelands on top so you can pop opponent for 2 lands if necessary).Elvish Reclaimer would also appreciate some fetch lands, as would Ramunap Excavator. Blighted Woodland is almost certainly too slow (you need 5 lands to pop it), and you could easily run Wooded Foothills instead to give your grave some recursion/filling. I don't think you've got to bother with the Berserk angle, as your Sloth is a good clock on its own, you risk going down a 2 for 1 against removal with the Berserk combo, Berserk is a terrible topdeck, and you can't actually guarantee an OTK with the Sloth/Berserk combo cause it only does 16.Beast Within is pretty pricey and absolutely loses a topdeck war, as you're giving opponent a clock in a 1 for 1 tradeoff. I know you want to be able to fix a problem, which is hard to do with green, but you could pretty easily splash black in here and go with any of the black and/or black/green removal options.Overall, I'd personally go for the splash black angle and add in some discard disruption like Thoughtseize and spot removal like Assassin's Trophy (etc) so you can utilize some turn 1 and 2 disruption to get you through to your combo setups.Just some thoughts.
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