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Vs Typical Agro Make use of Lightning Bolt, Into the Roil and Pyroclasm early game. Mid game use Chandra Nalaar and counterspells to establish control of the board. Merfolk Wayfinder can net you some CA while chumping. Sphinx cannot be touched by most agro decks. Sideboard in Magma Spray vs most, especialy against Bloodghast and unearth badies. Lavaball Trap can be useful against multicolor decks using sac lands. Vs Typical Control Counter their early CA plays and gain some CA with Jace and Wayfinder. Put up a clock with Chandra and Lightning Bolt. Wayfinder is also a nice clock vs some control. it has evasion but not a big target on its head. Ride Sphinx to victory while saving a counter for 1 of the few spells that can stop it. Knowing your next draw each turn can make for some nice plays vs control. Sideboard Mind Control to steal their few threats. Ruinblaster and Lavaball can win vs some multicolored control. Vs Jund 4x MD Double Negative and 2x MD Mindbreak trap is an awesome cascade defense. Wayfinder chumps nice but is a waster of their removal (not that they have anything else to use it on). Use Into the Roil and Lightning Bolt defensively. Counter as much of their CA as possible until jace and chandra are online. Win with Sphinx, their only real answere would be Bloodmate, but you can play smart around it. Sideboard Ruinblaster and Lavaball Trap, they do a great job mid game of making jund run out of gas. If they side out removal, Mind control is an option against more mid-range jund. Vs Wx Control Gain as much CA as possible with Jace and Wayfinder early game. Counter anything that gives the CA. Protect Chandra to answere Baneslayers. Riol early Assencions and back it up with a counter. A harder machup because of Day of Judgement vs Sphinx and Oblivion Ring vs Planeswalkers. Smart counters is the way to win this matchup. Side in Mind control vs Baneslayer. Ruinblaster and Lavaball trap can shut down their late game Sky-Ruin and Rupture/Obelisk.
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Hey, just a few comments on the deck: * Merfolk wayfinder is pretty bad. It's only good with mostly islands. Thinning with scalding tarn makes the wayfinder even worse. * Careful with Double Negative. It's harder to cast than cancel (due to 2-color req) and can be countered itself by Flashfreeze, maindecked in blue decks due to Jund HTH
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