Sideboard Guide/DeepDive
Added 2023-12-15 13:56:18 +0000 UTCRhinos:
In: 2 Void Mirror, 2 Chalice of the Void, 2 Tamiyo’s Safekeeping,
Out: 1 Hangarback Walker, 1 Haywire Mite, 1 Zabaz, the Glimmer Wasp, 1 Ancient Stirrings, 1 Agatha’s Soul Cauldron, 1 Pithing Needle
Gameplay:
Game 1: Your best cards are Patchwork Automaton and Urza’s Saga. Try do get big constructs and go wide. Usually, they can’t handle your stuff. Be careful of Tishana's Tidebinder – if you expect them to have it. Make you constructs Main phase (if you are on the play) or in responds to their fetches or cascade spells (on the draw). If they have no mana open and you can go for the kill game 1 go for it because they usually have no answers.
Game 2-3: Mostly the same approach as game 1 with the difference of the hate piece is your deck. Keep hands with at least a Patchwork Automaton, Urza’s Saga + Safekeeping (cause of FOV) or hate piece. Always keep in mind which cards they can have to remove your artefacts. Usually they play 1-3 Boseiju, who Endures, 2 Flame of Anor, 2-3 Force of Vigor – everything is covered by Welding Jar and Safekeeping (also don’t fear graping Welding Jar of Saga)
Amulet Titan:
In: 2 Damping Sphere, 3 Nature’s Claim, 2 Dismember
Out: 4 Hangarback Walker, 2 Ancient Stirrings, 1 Shadowspear
Gameplay:
Game 1: One of the worst matchups for Scales right now. They are usually one or two turns faster than we are and their interaction with boseiju, who endures (normally, they are on 2-3 copies in the mainboard) is searchable of the Titan etb. The only ways we usually win this matchup game 1 is by combo killing them turn 3/4 or killing their sagas/amulets (Haywire Mite/Boseiju, Who Endures) to slow them down. Also remember that you can kill their bounce land in responds to the untap trigger with Boseiju, Who Endures – so they don’t get mana and still must bounce a land.
Game 2-3: Don’t be afraid to mull for your sideboard cards – you need at least a Nature’s Claim/Haywire mite to deal with their Saga/amulet or Damping Sphere to slow them down. After you slowed them down pressure/kill them because we wont win the long game against titan – they have The One Rings and are able to kill us in one single turn. Needle target are pretty situational – The One Ring -> Boseiju, Who Endures/EE -> Tolaria West/Slayers Stronghold
UR Murktide:
In: 2 Tamiyo’s Safekeeping, 2 Dismember
Out: 1 Haywire Mite, 1 Zabaz, the Glimmerwasp, 1 Ancient Stirrings, 1 Hangarback Walker
Gameplay:
Game 1: Like in the Rhinos Mu your best cards are Patchwork Automaton and Urza’s Saga. Try do get big constructs and go wide. Usually, they can’t handle your stuff. Be careful of Tishana's Tidebinder– if you expect them to have it. Make you constructs Main phase (if you are on the play) or in responds to their fetches or plays Consider/Preordain (on the draw). If they have no mana open or arent delirious with just one red source left (and you can play around 2 or 3 dmg with welding jar or modular) you can go for the kill because they usually have no zero-mana answer.
Game 2-3: Mostly the same approach as game 1 with the difference to try to play around their cheap counter – usually the only way you lose is that they out tempo you with Ragavan, Counter, Counter into Murktide. Dismember is for Ragavan, Shredder and DRC cause most of the time you can’t kill the Murktide. Use your Pithing Needle almost always to name Engineered Explosives and don’t be scared to grab a Welding Jar of the 3rdchapter of Urzas Saga.
Tron:
In: 2 Tamiyo’s Safekeeping, 1 Pithing Needle, 2 Damping Sphere
Out: 4 Hangarback Walker, 1 Shadowspear
Gameplay:
Game 1: Try to kill them turn 3 or 4 with the Arcbound Ravager, Walking Ballista/Inkmoth Nexus, Zabaz, the Glimmerwasp, The Ozolth/ Hardened Scales and any other Artefact combo kill (you lose the long game). So, this means you mull aggressively – even to 5 if your hand isn’t fast enough. Boseiju, Who Endures is also pretty good in this mu. It kills their land for 2 mana (with Zabaz out for 1 mana) and delays their Tron mana. Pithing Needle targets game 1: K4rn, Oblivion Stone, Expedition Map or The One Ring.
Game 2-3: You have a great tool with Damping Sphere to play longer games. It shuts down their Tron and they must play the fair game. Protect your key cards with Safekeeping -> the Arcbound Ravager, Walking Ballista/Inkmoth Nexus, Pithing Needle or Damping Sphere
Yawgmoth
In: 2 Tamiyo’s Safekeeping, 1 Pithing Needle, 1 Grafdigger’s Cage, 2 Dismember
Out: 4 Hangarback Walker, 1 Zabaz, the Glimmerswasp, 1 Ancient Stirrings
Gameplay:
Game 1: In my opinion a matchup depending on the skill of both payers. Most important card is Pithing Needle if you can’t handle their board with a big Walking Ballista or kill them fast. Always name Yawgmoth, Thran Physician. You don’t lose the game if you able to deal with Yawgmoth, Thran Physician because their midrange plan isn’t that good anymore after dropping most copies of Strangleroot Geist.
Game 2-3: You get all the tools to win post sb games. Cage is amazing because they can’t search their library for creatures anymore and the 2nd Pithing Needle makes it hard for them to activate Yawgmoth, Thran Physician. Keep mana open to protect your hate pieces and try to win with a big contruct or Patchwork Automaton with Shadowspear or your modular counter movement.
5C Omnath Control:
In: 2 Tamiyo’s Safekeeping, 2 Dismember, 1 Needle
Out: 1 Ancient Stirrings, 1 Shadowspear, 1 Zabaz, the Glimmerswasp, 1 Agatha’s Soul Cauldron, 1 Hangarback Walker,
Gameplay:
Game 1: As you already know your best cards in these contollish matchups are Patchwork Automaton and Urza’s Saga. Try do make constructs and use all of you ressources to make sure you can keep up with their Omnath/The One Ring Engine. Use Pithing Needle to Name Wrenn and Six or The one Ring pre sideboard (TOR>W6) - answer The One Ring or you are going to lose because of their card advantage. If you go for the kill, be carefull cause of Solitude – watch their play pattern and try to read them if the have it. Also remember you Haywire Mite to exile their Leyline Bindings to get your stuff back or do it in responds to the trigger so it won’t be exiled.
Game 2-3: Mostly the same approach as game 1 with the difference of the hate piece is your deck. Keep hands with at least a Patchwork Automaton, Urza’s Saga + Safekeeping (cause of FOV). Always keep in mind which cards they can have to remove your artefacts. Usually they play 1-2 Boseiju, who Endures and 2-3 Force of Vigor in addition to their mainboard stuff – everything is covered by Welding Jar (except for Solitude and Leyline Binding) and Safekeeping (also don’t fear graping Welding Jar of Saga)
Living End:
In: 2 Void Mirror, 2 Chalice of the Void, 2 Tamiyo’s Safekeeping,
Out: 4 Patchwork Automaton, 1 Haywire Mite, 1 Pithing Needle
Gameplay:
Game 1: Arcbound Ravager is an absolute all-star in this matchup, and if you know you’re playing against Living End game 1, you should mulligan to either a Ravager or an Agatha’s Soul Cauldron.
Ravager lets you sacrifice all your creatures with living end on the stack, to then return them with the Living End. If you have a large amount of counters to throw around, you can leave a Zabaz, Ravager, or Hangarback on the battlefield, and you will get your modular or thopter trigger after the creatures return from the graveyard.
Game 2-3: Postboard prioritise getting a chalice/Void Mirror on the battlefield, and ideally a way to protect it in Safekeeping or Welding Jar. When exiling creatures with Agatha’s Soul Cauldron, Oliphaunt should always be the first target, as the trample often presents a lethal attack in one turn. Don’t be disheartened after a Living End resolves, as you can often win after surviving a single attack through their very limited interactions.
Burn:
In: 2 Tamiyo’s Safekeeping, 3 Nature’s Claim
Out: 4 Ancient Stirrings, 1 Pithing Needle
Gameplay:
Game 1: Make sure you can play to the board reasonably early, a patchwork or hangarback on turn 2 is important here, as the way you most commonly lose to burn is an unchecked Goblin Guide or Monastery Swiftspear.
Game 2-3: Postboard they will have 2-4 smash to smithereens, possibly some copies of Wear//Tear, Path to exile, and Deflecting Palm. Smash to Smithereens gets blown out hard by casting Safekeeping or Claim on your own permanent, as this nets you 5-7 life in the exchange. The Urza’s Saga plan works very well, as do quicker combo kills as their interaction is very telegraphed. Burn is the best matchup scales can hope for, and it’s very favoured.
Hammer:
In: 3 Nature’s Claim, 1 Pithing Needle, 2 Dismember
Out: 4 Patchwork Automaton, 2 Welding Jar
Gameplay:
Game 1: Hammer’s scariest starts are where they come out of the gate quickly with an attacking hammer on turn 2 or 3. Anything else can often be beat with your superior Urza’s Saga tokens, Walking Ballista, Haywire Mite, or just an inkmoth kill of your own. Getting Haywire Mite under Soul Cauldron is also a nearly guaranteed win, as without Hammer or Saga, they can’t get a creature above 2 power.
Game 2-3: Postboard getting into slow games is highly advantageous to you, as Hammer plays significantly more dead cards. Their Ornithopters, Springleaf Drums, and Esper Sentinels become significantly worse if both decks slow down and add interaction. Watch out for Cursed Totem, as this and a creature with Hammer can be very rough to beat. Prioritise hands that can present an early Ballista with some counters, or an Urza’s Saga to fetch a Mite or Pithing Needle. Lots of interaction postboard is also good, as your topdecks outdo theirs.
Mono Black Coffers:
In: 2 Tamiyo’s Safekeeping, 2 Nature’s Claim, 1 Pithing Needle
Out: 1 Ancient Stirrings, 1 Shadowspear, 1 Zabaz, the Glimmerswasp, 1 Agatha’s Soul Cauldron, 1 Haywire Mite
Gameplay:
Game 1: As always in these matchups your best cards are Patchwork Automaton and Urza’s Saga. Slow role your Urza’s Saga so they don’t kill it with their Field of Ruins. Don’t overbuild your board cause of Damnation. Play Zabaz, the Glimmerwasp on the 1st turn so you can dodge the Edict on your Patchwork. Also deal with Karn, the great Creator - Needle it and EE, The One Ring or Field of Ruin. Sacrifice Inkmoth Nexus in repsonds to their Field effects so they don’t get a land of it.
Game 2-3: Postboard usually play out the same way with the difference that your are able to fizzle their Field effects with Nature’s Claim and Tamiyo’s Safekeeping. Use the 2nd Needle like mentioned above.
Twiddle Storm
In: 2 Tamiyo’s Safekeeping, 2 Damping Sphere, 1 Grafdigger’s Cage, 1 Nature’s Claim
Out: 1 Ancient Stirrings, 1 Shadowspear, 4 Hangarback Walker
Gameplay:
Game 1: It's a pretty uninteractive and fast matchup game 1. Try to kill him turn 3 or 4 with your combo kill. If your opponent finds a The One Ring you can shut it down with Pithing Needle or Haywire mite.
Game 2-3: Usually you have to deal with cards like Engineered Explosives, Flame Slash and Brotherhood's End after sideboarding. Like in game 1, try to put pressure on him and kill him quickly. Additional Needle target is Engineered Explosives (TOR > EE). Damping Sphere and Cage slow the opponent down and stop their combo so try to protect these key cards. Also remember if they cast Underworld Breach and cast their first spell from graveyard you can respond with Claim/Haywire Mite and kill the Underworld Breach.
Heliod Combo:
In: 2 Tamiyo’s Safekeeping, 2 Dismember, 1 Grafdigger’s Cage, 1 Nature’s Claim, 1 Pithing Needle
Out: 2 Ancient Stirrings, 4 Hangarback Walker, 1 Zabaz, the Glimmerswasp,
Gameplay:
Game 1: Like Yawgmoth, this matchup is very tricky to play. Your opponent can kill you very quickly with his combo. You usually win all fair games. But you have very good answers in your mainboard - Pithing Needle to call Walking Ballista or Spike Feeder to turn on one of the two combos. Haywire mite is also a great card as it can exile Heliod, Sun-Crowned and Agatha's Soul Cauldron. Also, not to be forgotten is the possibility to win through your opponent's infinite life combo with Inkmoth Nexus.
Game 2-3: Usually these decks play Force of Vigor, Boseiju, who Endures, Haywire mite and Skyclave Apperation which are their only interaction cards after sideboarding. Just like in game 1, shut down their combo with your hate cards and try to protect them with Welding Jar and Tamiyo's Safekeeping.
Affinity:
In: 3 Nature’s Claim, 1 Pithing Needle, 2 Dismember
Out: 4 Patchwork Automaton, 2 Welding Jar
Gameplay:
Game 1: The game against Affinity is a race. Their strongest cards in game 1 are Urza's Saga, Cranial Plating and Shadowspear. Most of the times their constructs are much stronger than yours since even your opponent's lands are artifacts. The best way to win the game is with a very large Walking Ballista (ping their creatures or them to death) or with Inkmoth Nexus. Good interactive cards are Boseiju, who Endures, Haywire mite and Pithing Needle (kill/exile/shut down their key cards).
Game 2-3: After sideboarding, the game plan doesn't change much. Keep his key cards in check and try to kill him as quickly as possible.
Creativity:
In: 2 Tamiyo’s Safekeeping, 2 Nature’s Claim,
Out: 1 Zabaz, the Glimmerswasp, 3 Ancient Stirrings,
Gameplay:
Game 1: Creativity is one of the decks where early pressure is so crucial. With their draws it is possible to put two Archons of Cruelty into play on turn 4. Use Pithing Needle to take out Wrenn and Six. Exile their Fable of the Mirror breaker/Leyline Binding with Haywire mite. Patchwork is strong to pressure them and Hangarback Walker is the perfect sacrifice target for the Archons' trigger. Don’t try play the long game against them. A niche trick to fizzle the Indomitable Creativity is to remove/regenerate the chosen target – for example with a Walking Ballista ping or using Welding Jar’s ability to regenerate their clue/treasure token.
Game 2-3: The post sideboard games play out pretty much the same way as game 1 with the exception that you both have more hate cards. Like I already mentioned pressure is key.
UB shadow
In: 2 Tamiyo’s Safekeeping,
Out: 1 Haywire Mite, 1 Ancient Stirrings,
Gameplay:
Game 1: This matchup usually plays out like UR Murktide. Your best cards are Patchwork Automaton and Urza’s Saga. Try do get big constructs and go wide. Usually, they can’t handle your stuff. Be careful of Tishana's Tidebinder– if you expect them to have it. Make you constructs Main phase (if you are on the play) or in responds to their fetches or plays Consider/Preordain (on the draw). Pressure carefully all his life total because of the creature Death's Shadow. Let him do the damage first with the fetchlands and afterwards try to swing with one lethal attack.
Game 2-3: Mostly the same approach as game 1 with the difference to try to play around their cheap counter – usually the only way you lose is that they out tempo you with Thougtseize, counter, counter into Murktide or Death’s Shadow. Use your Pithing Needle almost always to name Engineered Explosives and don’t be scared to grab a Welding Jar of the 3rd chapter of Urzas Saga. Don’t rely too much on contruct token in post board games because of Dress Down – it can be a real blow out if they kill your 2 contructs and counter a Arcbound Ravager with it.
Domain Zoo:
In: 2 Tamiyo’s Safekeeping, 3 Nature’s Claim, 2 Dismember
Out: 3 Ancient stirrings, 1 pithing needle, 1 Agatha´s soul cauldron, 1 Zabaz, 1 Hangarback Walker
Gameplay:
Game 1: This matchup plays a lot like burn as your life total is actually in danger. They usually play 4 bolts, 4 tribal flames, so any time your life total is at 10 you should be careful. Still, their deck is fairly clunky and sometimes they cannot double flame you because they don´t have double red. Always double check the status of their lands, since their manabase is their weakest point. Playing fairly defensive is fine here, since they have a hard time beating big enough constructs, patchworks with shadowspear and even an army of thopter tokens. Sometimes, just like versus burn, you will need to race. Other times you can just defend and kill them on one shot. The main trick under their sleeve is Scion of Draco´s ability to give trample, first strike or lifelink to other creatures, so keep and eye out for that!
Game 2-3: Claims are excellent because they both counter their bindings, kill their dracos and buff your life total in case your opponent decides to go for the burn kill. Dismember their Kavu´s on sight. The main weapon they have post board is wear and tear, so if they leave a suspicious white mana up, consider delaying your saga. This matchup gets better the more experience you get at playing it, since it is not so linear as others and you need to read the situation in order to make the best choices.
Hardened Scales
In: 3 Nature´s claims, 1 Pithing needle, 2 Dismembers
Out: 4 Patchwork automaton, 1 Shadowspear, 1 Welding jar
Gameplay:
Game 1: This matchup is hard. Whoever gets a Scales, cauldron or saga down first usually has the upper hand so if you know you are playing it, don´t be afraid to mulligan. Ballista wars are generally lost by whoevers moves first, so plan accordingly. Try to the best of your ability to keep track of how your opponent might kill you and prevent it if possible. One neat trick is that you can welding jar your opponent´s Zabaz activation.
Game 2-3: Games are decided by the same factor but now we have back breaking interaction. Claiming their saga´s/scales or their loaded Ozolith is a great way to win. Some play Force of Vigor in their sideboard and I think that is really bad, but if they do Force you don´t despair. They most likely had to pitch a very important spell to do so. Needle can be tricky to use, but if you name your opponents ballista, you can sacrifice the needle to ravager when you go for your own ballista kill. Cauldron and mite are an easy way to win, if you can get that going before your opponent.
Merfolk
In: 2 dismembers, 3 Nature´s claim, 2 Tamiyo’s Safekeeping,
Out: 2 Welding jars, 3 ancient stirrings, 1 Zabaz, the Glimmerwasp, 1 Pithing needle
Gameplay:
Game 1: This matchup is sort of a race. They have a lot of answers to Urza´s saga, but if they don´t answer it they have a hard time beating it. Ballista obviously shines and kills can come from flying threads, since fish don´t fly or through a large ballista. Patchwork and shadowspear also do the trick a lot of the time. You don´t have infinite time in this matchup since they will eventually find a lord and an Tideshaper to give islandwalk to all their attackers. Tishana´s tidebinder is annoying but also 3 mana, so it can be played around. Game 1 if they are not casting their spells on their turn and they leave 3 mana up, expect Tidebinder.
Game 2-3: They form into a sort of control deck. They will have some amount of countermagic like Stern Scolding or ceremonious rejection, probably 4 dismembers, subtely and even spreading seas. Thus, they will lack threads to kill you fast. In this case they key is to not play into their countermagic. If they don´t have vial, then basically won´t be casting their spells if they hold their mana up, and they only run 20 lands. If you can at some point play saga, protect it for a turn with tamiyo and start making karnstrucks, you should be able to win. On the contrary if they get to counter your threads, then a single Svylelum and a lord can get them there. In short: patience. Cliams target vial on sight, and also Deeproot pilgrimage and cursed totem.
Jund Saga
In: 2 Nature´s claim 2 Tamiyo´s safekeeping,
Out: 1 Zabaz, 1 Shadowspear, 1 Ancient Stirrings 1 Agatha´s soul cauldron
Gameplay:
Game 1: This matchup should be easy but there are a couple of ways to lose it. First one is beat down by tarmogoyf backed with removal, second it boseiju loops, third is wrenn and six looping sagas after you are both hellbent. This matchup you are the aggressor since all their cards are trying to trade and if you constantly trade you will lose. They take a lot of damage from lands and have no fliers, so inkmoth nexus is a powerful tool. It is important to put max pressure without going all in, but sometimes if the situation is dire you might as well all in because if you give them time, they will find answers anyway.
Game 2-3: Postboard they bring some more artifact hate. Be aware that if they don´t present Jegantha they might be on Force of Vigor. For the most part, targeting their sagas is a good way to win. A big hangarback is also very hard for them to beat, but be aware of tear asunder.
Belcher
In: 2 Damping sphere, 3 Nature´s claim, 1 Tamiyo´s safekeeping,1 Pithing needle
Out: 4 Hangarback walkers, 1 Shadowspear, 1 zabaz, 1 Agatha´s soul cauldron
Gameplay:
Game 1: This is an unfavored match up that can be won with crafty play. For starters, boseiju destroys their lands. Preboard, their only kill is belcher so if you get needle down you should win. You can also go freely all in since their only interaction will be spikefield hazard. If they recross the path, bottom anything non boseiju and boseiju their land after they reforge the soul. They are usually pretty tight on mana and you can stop the combo this way. You always target the red mana if you can.
Game 2-3: Needle alone will not cut it because there is another kill that involves pyromancer ascension, manamorphose and bala ged recovery. After they recross the path they will stack ascension into 4 manamorphose and balaged which basically will mean they can draw their entire deck and have infinite mana and recast every card in their deck, which usually means death by spikefield hazard. That is why the claims come in, they can snipe ascensions as they cast the first manamorphose. With this and a needle, you should be able to beat them down with whoever shows up. On the play Id keep t4 kills, but on the draw those are too slow.