Main Deck - 60 cards, 20 distinct
Name | Edition | $ | Type | Cost | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Rarity | Color | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creature (17) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Deceiver Exarch | $0.22 | Creature - Phyrexian Cleric | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Kiki-Jiki, Mirror Breaker | $8.29 | Legendary Creature - Goblin Shaman | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Restoration Angel | $0.68 | Creature - Angel | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Snapcaster Mage | $16.90 | Creature - Human Wizard | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Wall of Omens | $0.28 | Creature - Wall | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Instant (15) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Lightning Bolt | $1.21 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Lightning Helix | $0.23 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Path to Exile | $0.82 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Remand | $0.46 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Enchantment (4) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Splinter Twin | $5.87 | Enchantment - Aura | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Land (24) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Arid Mesa | $23.47 | Land | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Celestial Colonnade | $1.02 | Land | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Hallowed Fountain | $8.84 | Land - Plains Island | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Island | $0.12 | Basic Land - Island | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Misty Rainforest | $21.80 | Land | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Mountain | $0.09 | Basic Land - Mountain | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Plains | $0.06 | Basic Land - Plains | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Sacred Foundry | $18.67 | Land - Mountain Plains | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Steam Vents | $12.51 | Land - Island Mountain | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Sulfur Falls | $0.80 | Land |
Sideboard - 15 cards, 7 distinct
Name | Edition | $ | Type | Cost | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Rarity | Color | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creature (2) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Spellskite | $5.15 | Artifact Creature - Phyrexian Horror | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Instant (5) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Dispel | $0.22 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Lightning Helix | $0.23 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Wear // Tear | $0.80 | Instant // Instant | // | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sorcery (6) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Anger of the Gods | $0.48 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Sowing Salt | $0.10 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Enchantment (2) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Stony Silence | $1.94 | Enchantment |
Notes
Strategies:
Burn - you're often forced to jam the combo in the matchup, and the deck isn't very good at that compared to twin or all in twin. You don't get to twin a wall and ride it like you do vs the fair decks, because you'll just get burned out.
U tron- You deck does two things just well enough to do either when needed but not well enough to shove it down an opponents throat. U tron is a very similar design philosophy, repeal and the counterspells it plays allows it to interact on the axis you are trying to play and its ability to jam sundering titan makes it a much harder matchup for you. Bringing in the counter package and cliques, trying to end the game before they get to their endgame is the best plan here.
Scapeshift - again effectively a "hybrid deck," Jamming twin is a primary gameplan, and even with a full counter package you shouldn't expect to be able to win the second the second counterwar. jamming important spells and remanding them in response to their cryptic is the best way to challenge the decks resources.
UWR control and midrange - we often get to just out card UWR control in game one, which typically takes ~35minutes, all my matches either end in two games(2-0 me) or 1-0-1 for me because you're able to stress their path to exiles to the point where eventually you can twin a wall and ride it or have a celes. col. go unanswered. in contrast you get to draw 3-4 of your paths in these long games and they can it really kill you through them if you're remanding them through. UWR control is also a matchup where remanding your own spells is a primary gameplan. you should also always hold resto to blink a celes. col. or jam it when it can draw you a card and they are tapped out. Life totals are actually relevant and fetching to preserve your life is important. they often need to throw 2 bolts at your x-4 dudes which means that they have a very hard time burning you out.
Midrange on the other hand can be very challenging. The games are more tempo oriented and celes. col. doesn't play as big a role. since they are better at closing out the game then the control versions you're going to have a hard time just riding a wall to victory.
Jund - since we are playing a hybrid deck thought seize is very good vs us. It is easy to see what plan our hand has put us on and disrupt it with a thoughtseize. Goyf is also a good card (who knew) and is the primary reason for threads in the sideboard. You basically have to assume you can't combo them out and try to play a fair game. I'm thinking about going up to 2 batterskulls in my sideboard and boarding out the combo completely aside from resto/kiki becaus ethey basically always have abrupt decay/terminate. UR twin is much better at jamming the combo then us and even they board it out and go for the grim lavamancer/pestermite beats plan, as twin is almost always "4 mana, get 2-1'd" in post board games. it's also a miserable topdeck under a lili lock.
Interactions:
- Against decks with few creatures, Wall of Omens and Path to Exile can seem pretty bad. Sometimes you just need a land no matter the cost. Target your own Wall of Omens with your Path to Exile to build your own Rampant Growth!
- Between Splinter Twin and the best card in the deck: Wall of Omens. If you have an extra Twin or you don’t think you opponent has removal don’t be afraid to put it on a Wall. Drawing two cards a turn will end the game very quickly and provides a chump blocker every turn to buy time until you draw into more gas.
- Between Spellskite and Angel. If you redirect the target of a spell to Skite you can then Angel and blink the Skite countering the spell. This trick is especially effective when your opponent is casting a removal spell on Resto because you can’t blink it with your other Angel.
- Twin on a Restoration Angel, which happens more than one would suspect, playing a Deceiver Exarch or Pestermite will allow an infinite combo: you make a copy of Angel and blink the Exarch and untap the Angel and rinse and repeat.
Alt sideboard:
2 Ancient Grudge
3 Anger of the Gods
1 Celestial Purge
1 Counterflux
1 Detention Sphere
2 Negate
2 Rest in Peace
1 Rule of Law
1 Spellskite
1 Stony Silence
Alt deck 1:
2 Sulfur Falls
2 Cascade Bluffs
1 Plains
4 Celestial Colonnade
1 Hallowed Fountain
1 Sacred Foundry
1 Mountain
2 Island
2 Steam Vents
4 Arid Mesa
4 Scalding Tarn
3 Restoration Angel
4 Wall of Omens
1 Snapcaster Mage
1 Spellskite
2 Kiki-Jiki, Mirror Breaker
4 Deceiver Exarch
1 Pestermite
1 Vendilion Clique
1 Electrolyze
1 Pyroclasm
4 Remand
4 Splinter Twin
4 Lightning Bolt
4 Path to Exile
1 Cryptic Command
Sideboard
1 Spellskite
1 Electrolyze
1 Cryptic Command
1 Negate
1 Timely Reinforcements
2 Rest in Peace
2 Threads of Disloyalty
1 Celestial Purge
1 Wear/Tear
Alt deck 2:
Creatures:17
2 Spellskite
4 Wall of Omens
4 Deceiver Exarch
1 Pestermite
4 Restoration Angel
2 Kiki-Jiki, Mirror Breaker
Spells:19
4 Lightning Bolt
4 Path to Exile
1 Izzet Charm
4 Remand
2 Electrolyze
4 Splinter Twin
Lands:24
4 Arid Mesa
2 Cascade Bluffs
4 Celestial Colonnade
1 Hallowed Fountain
2 Island
2 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
1 Sulfur Falls
Sideboard:15
1 Combust
3 Negate
2 Engineered Explosives
2 Rest in Peace
1 Spellskite
2 Threads of Disloyalty
2 Vendilion Clique
1 Counterflux
1 Celestial Purge
There are basically three open spots in this maindeck. Izzet charm is one of them. The Charm is not a necessary inclusion to the deck but it is nice to have an additional answer to Liliana of the Veil that can double as a removal spell. The second is adding the fourth Restoration Angel to complete the playset. When you have to shift gears into the control deck you want access to the full set. It also has synergy with Spellskite (the third spot) and Wall of Omens, and gives the deck another combo piece.
Sideboarding:
Melira Pod
Out 4 Remand 1 Izzet Charm
In 2 Rest in Peace 2 EE 1 Threads of Disloyalty
They have a lot of mana ramp and counters are not what you want to be doing in this matchup. RIP deals with their combo and makes a lot of their value creatures much weaker, allowing you to win the control game. EE is just a mass removal spell to clean up multiple one drop or other threats. Threads is fine in the match up. It’s good against any deck that plays Spellskite, but here it is slightly worse because they play so many sacrifice outlets.
GW Hexproof
Out 4 Bolt 4 Path
In 3 Negate 2 Clique 2 EE 1 Skite
This Matchup is good, they have a hard time beating Skite and your combo is faster than theirs.
GB
Out 4 Remand 2 Bolt 1 Twin 1 Pestermite
In 1 Skite 2 Threads 2 EE 2 RIP 1 Purge
This is one of the bad matchups. Liliana is hard to beat, Thrun is indestructible, they have lots of discard and Decay kills almost every good card in your deck. Remand comes out because temporary answers to their spells is not the way to win the matchup and the only good card to Remand is Liliana. The combo is unreliable so board out some pieces to be less all in on it, Bolt doesn’t kill Gofy or Thrun which are the main threats. RIP is amazing, it shrinks Gofy and makes Deathrite a squire. Threads is also very strong, taking a Gofy or a Bob is an easy way to get ahead. Unfortunately, Abrupt Decay is phenomenal against Threads and fine against RIP so you need to bring in another Skite.
UWR Control
Out 4 Bolt 4 Path 1 Pestermite
In 3 Negate 1 Combust 1 Spellskite 1 RIP 2 Clique 1 Counterflux
This matchup is fairly good, they can almost never tap out on their turn making their Colonnades much worse than yours. Restoration Angel is amazing, they normally don’t have too many ways to kill four-toughness creatures. It allows you to put on pressure and occasionally get card advantage off a Wall. Wall may seem bad in the matchup but it isn’t for three main reasons. Hitting land drops is crucial and any cyclers help hit lands, secondly it blocks Snapcaster which may seem small but when you board out a lot of removal this guy can deal too much damage. Thirdly, the Uwr control deck plays a limited amount of ways to kill four-toughness creatures so playing a Twin on a Wall just wins a lot of games. Even if they do have a way to kill it they are going to want to kill it before the Twin resolves giving you the opportunity to Remand the Twin back to your hand and have them waste one of their few Paths on a Wall. The way to lose this matchup is letting the control deck resolve a large Revelation, so tap out in the first six turns and then hold back and don’t play into the Rev.
Twin
Out 4 Bolt 4 Wall 1 Pestermite
In 2 Clique 3 Negate 1 Skite 1 Threads 1 Counterflux 1 Combust
The one time it is correct to board out the best card in the deck. Threads is fine, stealing Skite is very powerful in the matchup, but that doesn’t always happen, sometimes it won’t do anything. When playing this matchup just remember to be careful and apply pressure with Angels.
Affinity
Out 4 Remand
In 2 EE 1 Spellskite 1 Negate
Their spells are cheap, Remand is very lackluster. Negate is not great but it counters some important spells. I have not played the matchup a lot and it is very possible that a Clique is better in that spot.
RG
Out 4 Remand 1 Kiki
In 2 Threads 2 EE 1 Skite
This is a very good Matchup. They have little interaction with you combo and you have Wall of Omens! Kiki is often to slow and stumbling with high cost cards is a way you can lose.
Scapeshift
Out 4 Bolt 2 Path 1 Wall
In 2 Clique 3 Negate 1 Counterflux 1 Skite
This is a pretty even matchup. The games you lose you normally don’t have much control over. They ramp and kill you with more counters than you had. Do not hesitate on Pathing your Wall if you need land.
Burn - you're often forced to jam the combo in the matchup, and the deck isn't very good at that compared to twin or all in twin. You don't get to twin a wall and ride it like you do vs the fair decks, because you'll just get burned out.
U tron- You deck does two things just well enough to do either when needed but not well enough to shove it down an opponents throat. U tron is a very similar design philosophy, repeal and the counterspells it plays allows it to interact on the axis you are trying to play and its ability to jam sundering titan makes it a much harder matchup for you. Bringing in the counter package and cliques, trying to end the game before they get to their endgame is the best plan here.
Scapeshift - again effectively a "hybrid deck," Jamming twin is a primary gameplan, and even with a full counter package you shouldn't expect to be able to win the second the second counterwar. jamming important spells and remanding them in response to their cryptic is the best way to challenge the decks resources.
UWR control and midrange - we often get to just out card UWR control in game one, which typically takes ~35minutes, all my matches either end in two games(2-0 me) or 1-0-1 for me because you're able to stress their path to exiles to the point where eventually you can twin a wall and ride it or have a celes. col. go unanswered. in contrast you get to draw 3-4 of your paths in these long games and they can it really kill you through them if you're remanding them through. UWR control is also a matchup where remanding your own spells is a primary gameplan. you should also always hold resto to blink a celes. col. or jam it when it can draw you a card and they are tapped out. Life totals are actually relevant and fetching to preserve your life is important. they often need to throw 2 bolts at your x-4 dudes which means that they have a very hard time burning you out.
Midrange on the other hand can be very challenging. The games are more tempo oriented and celes. col. doesn't play as big a role. since they are better at closing out the game then the control versions you're going to have a hard time just riding a wall to victory.
Jund - since we are playing a hybrid deck thought seize is very good vs us. It is easy to see what plan our hand has put us on and disrupt it with a thoughtseize. Goyf is also a good card (who knew) and is the primary reason for threads in the sideboard. You basically have to assume you can't combo them out and try to play a fair game. I'm thinking about going up to 2 batterskulls in my sideboard and boarding out the combo completely aside from resto/kiki becaus ethey basically always have abrupt decay/terminate. UR twin is much better at jamming the combo then us and even they board it out and go for the grim lavamancer/pestermite beats plan, as twin is almost always "4 mana, get 2-1'd" in post board games. it's also a miserable topdeck under a lili lock.
Interactions:
- Against decks with few creatures, Wall of Omens and Path to Exile can seem pretty bad. Sometimes you just need a land no matter the cost. Target your own Wall of Omens with your Path to Exile to build your own Rampant Growth!
- Between Splinter Twin and the best card in the deck: Wall of Omens. If you have an extra Twin or you don’t think you opponent has removal don’t be afraid to put it on a Wall. Drawing two cards a turn will end the game very quickly and provides a chump blocker every turn to buy time until you draw into more gas.
- Between Spellskite and Angel. If you redirect the target of a spell to Skite you can then Angel and blink the Skite countering the spell. This trick is especially effective when your opponent is casting a removal spell on Resto because you can’t blink it with your other Angel.
- Twin on a Restoration Angel, which happens more than one would suspect, playing a Deceiver Exarch or Pestermite will allow an infinite combo: you make a copy of Angel and blink the Exarch and untap the Angel and rinse and repeat.
Alt sideboard:
2 Ancient Grudge
3 Anger of the Gods
1 Celestial Purge
1 Counterflux
1 Detention Sphere
2 Negate
2 Rest in Peace
1 Rule of Law
1 Spellskite
1 Stony Silence
Alt deck 1:
2 Sulfur Falls
2 Cascade Bluffs
1 Plains
4 Celestial Colonnade
1 Hallowed Fountain
1 Sacred Foundry
1 Mountain
2 Island
2 Steam Vents
4 Arid Mesa
4 Scalding Tarn
3 Restoration Angel
4 Wall of Omens
1 Snapcaster Mage
1 Spellskite
2 Kiki-Jiki, Mirror Breaker
4 Deceiver Exarch
1 Pestermite
1 Vendilion Clique
1 Electrolyze
1 Pyroclasm
4 Remand
4 Splinter Twin
4 Lightning Bolt
4 Path to Exile
1 Cryptic Command
Sideboard
1 Spellskite
1 Electrolyze
1 Cryptic Command
1 Negate
1 Timely Reinforcements
2 Rest in Peace
2 Threads of Disloyalty
1 Celestial Purge
1 Wear/Tear
Alt deck 2:
Creatures:17
2 Spellskite
4 Wall of Omens
4 Deceiver Exarch
1 Pestermite
4 Restoration Angel
2 Kiki-Jiki, Mirror Breaker
Spells:19
4 Lightning Bolt
4 Path to Exile
1 Izzet Charm
4 Remand
2 Electrolyze
4 Splinter Twin
Lands:24
4 Arid Mesa
2 Cascade Bluffs
4 Celestial Colonnade
1 Hallowed Fountain
2 Island
2 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
1 Sulfur Falls
Sideboard:15
1 Combust
3 Negate
2 Engineered Explosives
2 Rest in Peace
1 Spellskite
2 Threads of Disloyalty
2 Vendilion Clique
1 Counterflux
1 Celestial Purge
There are basically three open spots in this maindeck. Izzet charm is one of them. The Charm is not a necessary inclusion to the deck but it is nice to have an additional answer to Liliana of the Veil that can double as a removal spell. The second is adding the fourth Restoration Angel to complete the playset. When you have to shift gears into the control deck you want access to the full set. It also has synergy with Spellskite (the third spot) and Wall of Omens, and gives the deck another combo piece.
Sideboarding:
Melira Pod
Out 4 Remand 1 Izzet Charm
In 2 Rest in Peace 2 EE 1 Threads of Disloyalty
They have a lot of mana ramp and counters are not what you want to be doing in this matchup. RIP deals with their combo and makes a lot of their value creatures much weaker, allowing you to win the control game. EE is just a mass removal spell to clean up multiple one drop or other threats. Threads is fine in the match up. It’s good against any deck that plays Spellskite, but here it is slightly worse because they play so many sacrifice outlets.
GW Hexproof
Out 4 Bolt 4 Path
In 3 Negate 2 Clique 2 EE 1 Skite
This Matchup is good, they have a hard time beating Skite and your combo is faster than theirs.
GB
Out 4 Remand 2 Bolt 1 Twin 1 Pestermite
In 1 Skite 2 Threads 2 EE 2 RIP 1 Purge
This is one of the bad matchups. Liliana is hard to beat, Thrun is indestructible, they have lots of discard and Decay kills almost every good card in your deck. Remand comes out because temporary answers to their spells is not the way to win the matchup and the only good card to Remand is Liliana. The combo is unreliable so board out some pieces to be less all in on it, Bolt doesn’t kill Gofy or Thrun which are the main threats. RIP is amazing, it shrinks Gofy and makes Deathrite a squire. Threads is also very strong, taking a Gofy or a Bob is an easy way to get ahead. Unfortunately, Abrupt Decay is phenomenal against Threads and fine against RIP so you need to bring in another Skite.
UWR Control
Out 4 Bolt 4 Path 1 Pestermite
In 3 Negate 1 Combust 1 Spellskite 1 RIP 2 Clique 1 Counterflux
This matchup is fairly good, they can almost never tap out on their turn making their Colonnades much worse than yours. Restoration Angel is amazing, they normally don’t have too many ways to kill four-toughness creatures. It allows you to put on pressure and occasionally get card advantage off a Wall. Wall may seem bad in the matchup but it isn’t for three main reasons. Hitting land drops is crucial and any cyclers help hit lands, secondly it blocks Snapcaster which may seem small but when you board out a lot of removal this guy can deal too much damage. Thirdly, the Uwr control deck plays a limited amount of ways to kill four-toughness creatures so playing a Twin on a Wall just wins a lot of games. Even if they do have a way to kill it they are going to want to kill it before the Twin resolves giving you the opportunity to Remand the Twin back to your hand and have them waste one of their few Paths on a Wall. The way to lose this matchup is letting the control deck resolve a large Revelation, so tap out in the first six turns and then hold back and don’t play into the Rev.
Twin
Out 4 Bolt 4 Wall 1 Pestermite
In 2 Clique 3 Negate 1 Skite 1 Threads 1 Counterflux 1 Combust
The one time it is correct to board out the best card in the deck. Threads is fine, stealing Skite is very powerful in the matchup, but that doesn’t always happen, sometimes it won’t do anything. When playing this matchup just remember to be careful and apply pressure with Angels.
Affinity
Out 4 Remand
In 2 EE 1 Spellskite 1 Negate
Their spells are cheap, Remand is very lackluster. Negate is not great but it counters some important spells. I have not played the matchup a lot and it is very possible that a Clique is better in that spot.
RG
Out 4 Remand 1 Kiki
In 2 Threads 2 EE 1 Skite
This is a very good Matchup. They have little interaction with you combo and you have Wall of Omens! Kiki is often to slow and stumbling with high cost cards is a way you can lose.
Scapeshift
Out 4 Bolt 2 Path 1 Wall
In 2 Clique 3 Negate 1 Counterflux 1 Skite
This is a pretty even matchup. The games you lose you normally don’t have much control over. They ramp and kill you with more counters than you had. Do not hesitate on Pathing your Wall if you need land.
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