Hedron Crabbing yourself can get you to Set Adrift as early as turn 2/3. I think there are several other scenarios such as trying to get delirium for Manic Scribe where milling yourself 3 is worth the risk. You also want to Crab yourself if you are playing against dredge early in the game. Hedron Crab and Mesmeric Orb give you 8 cards which is a 65.4% chance of having one in your opening 7 and a >75% chance of having one by Turn 3.
Desolation Tower (a colorless land) is an enormous cost. UB can get away with 3 colorless land, maybe 4 if you play 22 lands. Most Esper lists only play 2 Field of Ruin and Field of Ruin replaces itself with a colored land eventually. So you'd have to ask if this card is better than Field of Ruin game 1 and the answer is no. That makes me think the card would be in the sideboard or not at all. Which then goes back to the argument above being Set Adrift has much more flexibility which is essential for modern sideboard slots.
Is there any reason people are so set on Set Adrift instead of Echoing Truth?
Set Adrift (at best) costs 1 and at Sorcery speed returns 1 problem permanent to a library (where it can be milled away, presumably)
Echoing Truth costs 2, is an Instant, and puts all copies back in hand. Which means you can use it to bounce your Mesmeric Orb to prevent K-Command or Abrupt Decay.
Or - end of turn bounce Leyline(s) that are gumming up the works from Turn 0 and then go off with multiple mill spells next turn to end the game before they can replay them. Plus Echoing Truth serves as an out to keep attacking creatures (pretty great against delve creatures, tokens, Hollow One, and swarms of pumped up Humans and Robots)
I can see playing 1 copy of Set Adrift, in addition to 2 copies of Echoing Truth... but I've noticed lists running 3-4 Set Adrift and 0-1 Echoing Truth, which seems really greedy
Is there any reason people are so set on Set Adrift instead of Echoing Truth?
Echoing Truth is card disadvantage (generally). Also its not a removal, your opp can recast that bad card. Mill (our deck)) makes Set Adrift a real removal, generally 40% of our deck is mill spells plus lands become mill with Crab.
Is there any reason people are so set on Set Adrift instead of Echoing Truth?
Echoing Truth is card disadvantage (generally). Also its not a removal, your opp can recast that bad card. Mill (our deck)) makes Set Adrift a real removal, generally 40% of our deck is mill spells plus lands become mill with Crab.
so did you just ignore the rest of my post where I covered these issues?
Set Adrift (at best) costs 1 and at Sorcery speed returns 1 problem permanent to a library (where it can be milled away, presumably)
Echoing Truth costs 2, is an Instant, and puts all copies back in hand. Which means you can use it to bounce your Mesmeric Orb to prevent K-Command or Abrupt Decay.
Or - end of turn bounce Leyline(s) that are gumming up the works from Turn 0 and then go off with multiple mill spells next turn to end the game before they can replay them. Plus Echoing Truth serves as an out to stop attacking creatures (pretty great against delve creatures, tokens, Hollow One, and swarms of pumped up Humans and Robots)
Once again, Set Adrift cannot be used to do anything to protect your permanents from being destroyed, it cannot be used at instant speed, it solves only 1 single permanent at a time and can possibly cost less, but could also cost quite a bit more.
If your opponent has 2 Leyline of Sanctity on turn 0 and you play Set Adrift. You're basically screwed. It's going to be many turns before you can cast it, even with the Dredge discount, and then you have to draw and cast a 2nd one. All at sorcery speed.
If you have Echoing Truth, you can cast it EOT and possibly even do so in a turn where they fetched or you could use a Field of Ruin to enable to you to also cast an Archive Trap (or two). Then you get a turn to also cast several other mill spells. You should really only need to cast 2 or maybe 3 at most to have set up a win.
Your hand should be filled with mill spells since they have had Leyline down since turn 0, so you should be able to easily mill them for 30-50 cards over one end of turn and one full turn. That is more than enough to win, even if they re-cast the Leyline, especially with non-targeted mill like Mesmeric Orb and Manic Scribe working still also.
I really like Nephalia Drownyard as my mill land of choice so that is why I am running it over the 4th Field of Ruin. Psychic Strike is proving its worth against control decks. Since there is a decent amount of control in my meta (and they have shifted to running Leyline of Sanctity in response to my deck) I like the split in the sideboard on the bounce spells. Echoing Truth also helps clean up Lingering Soul tokens and the like from Pyromancer as well. I tried Set Adfrit for a while but it never worked as well as I would have liked so I switched to Winds of Rebuke and Echoing Truth. I am also thinking of giving Rite of Undoing a try. Eventually, once I get another Orb and Bridge they will also go into the deck but for now I play what I have.
BGx Rock (Jund and BG) 3-2
Jeskai Delver 1-0
Tron (RG, Mono-G, and Eldrazi) 3-0
Burn 0-1
Mardu Pyromancer 0-2
Grixis Shadow 0-1
Aggro decks (5C Domain Zoo, 8 Whack, Mono-W Humans) 0-3
Control decks (Jeskai and UW) 3-3
Random Combo (Waste Not Storm, Restore Balance, Alter of Blood) 1-2
UR Kiki Combo 0-1
Affinity 2-0
Artifact Combo (KCI and Tezzerator) 2-0
Living End (As Foretold) 0-1
Eldrazi and Taxes 1-0
Soul Sisters 1-0
KCI is as easy of a match up as Soot said. I extracted Scrap Trawler and my opponent just conceded on the spot. Tron is also a ridiculously easy match up. Extract a tron land and win. If you can't do this before tron is online you are going to have it rough, but that plan is successful most of the time.
I used to think Affinity was an impossible match up but now I'm thinking it is completely dependent on their opener. If they do not have the nuts then it is in our favor. In the control match ups I went 3-0 and then 0-3. As I said above, they shifted to siding in Leyline and also started playing Geist of Saint Traft. That's why I've started running Devour Flesh and Far // Away. By far the hardest things for me to deal with are large cheap threats like Tasigur, Angler, and Bedlam Reveler and, as you can see from my match ups, I'm 0-3 against those decks. Anyway, I figured I would add my $.02 to the conversation.
Is there any reason people are so set on Set Adrift instead of Echoing Truth?
Echoing Truth is card disadvantage (generally). Also its not a removal, your opp can recast that bad card. Mill (our deck)) makes Set Adrift a real removal, generally 40% of our deck is mill spells plus lands become mill with Crab.
so did you just ignore the rest of my post where I covered these issues?
Set Adrift (at best) costs 1 and at Sorcery speed returns 1 problem permanent to a library (where it can be milled away, presumably)
Echoing Truth costs 2, is an Instant, and puts all copies back in hand. Which means you can use it to bounce your Mesmeric Orb to prevent K-Command or Abrupt Decay.
Or - end of turn bounce Leyline(s) that are gumming up the works from Turn 0 and then go off with multiple mill spells next turn to end the game before they can replay them. Plus Echoing Truth serves as an out to stop attacking creatures (pretty great against delve creatures, tokens, Hollow One, and swarms of pumped up Humans and Robots)
Once again, Set Adrift cannot be used to do anything to protect your permanents from being destroyed, it cannot be used at instant speed, it solves only 1 single permanent at a time and can possibly cost less, but could also cost quite a bit more.
If your opponent has 2 Leyline of Sanctity on turn 0 and you play Set Adrift. You're basically screwed. It's going to be many turns before you can cast it, even with the Dredge discount, and then you have to draw and cast a 2nd one. All at sorcery speed.
If you have Echoing Truth, you can cast it EOT and possibly even do so in a turn where they fetched or you could use a Field of Ruin to enable to you to also cast an Archive Trap (or two). Then you get a turn to also cast several other mill spells. You should really only need to cast 2 or maybe 3 at most to have set up a win.
Your hand should be filled with mill spells since they have had Leyline down since turn 0, so you should be able to easily mill them for 30-50 cards over one end of turn and one full turn. That is more than enough to win, even if they re-cast the Leyline, especially with non-targeted mill like Mesmeric Orb and Manic Scribe working still also.
You asked for reasons to choose Set Adrift, I gave them. I didnt say Set Adrift is a better card. But I prefer Set Adrift as a nice universal answer in my sideboard. Echoing Truth has its advantages. But using a card as removal that really is not a removal is not convenient for me. Card disadvantage is a also a big minus for me. I play with 9 creatures, so token strategies arent a big trouble to me so value of ET falls. Also our deck is not a combo, returning Orb or something to our hand shouldnt be a big advantage (you trade cards anyway). End of turn advantage isnt too high for me also, we are not a draw go deck with mana ready at all times. But I still weigh instant speed high.
So its a tempo card, the more your list tempo oriented the better is ET. For control lists, its disadvantages are big.
So its a tempo card, the more your list tempo oriented the better is ET. For control lists, its disadvantages are big.
This sums it up exactly. If you're just looking to stall out your opponent and don't mind if the permanent (you use only Leyline of Sanctity as an example) comes back, then ET is great. If it's something you need to remove permanently, thinking Jace, Teferi, Gideon of the Trials and such, then you need actual removal, which Set Adrift usually works for. Different cards for different styles. We're not a Draw-go deck playing at instant speed, but I do see your point about being able to bounce Leyline EoT and then have all your mana open to cast spells on your turn - in this scenario it's likely that you haven't done anything on your previous turn due to the Leyline, so would have mana open.
I've been running 2x Void Snare and 1x Echoing Truth in my list lately, was hoping the one mana cheaper on Void Snare would leave me with a little bit more mana to cast spells after bouncing a problem permanent. I actually ran into double Leyline the other night against a friend, and I managed to have a Void Snare and a Set Adrift in my hand, with an Orb on the table. The plan was to bounce one, top of library the other, mill during his untap phase, and Surgical both of them away. Of course, a counterspell on the Set Adrift foiled my plans.
Everyone keeps bringing up Leyline and im like, why?
Who's playing Leyline right now? I mean, i'm looking at these event lists and no one.
plenty of decks play Leyline. Consider that since Leyline basically shuts down the mill deck, it would be important to have a couple of ways to answer it
also, Smallpox is awful for Mill. It does nothing for the goal of milling. It costs BB which is an issue usually. It means you lose a Hedron Crab most of the time. It means you lose life and cards from hand, which does nothing positive for you. It's completely NOT the card you want in basically any point of the game.
Lol. I mostly play UB Control Mill without Hedron Crab. And I haven't seen a Leyline in over a year. Smallpox isn't that bad when you play a set of Snapcaster Mage.
I guess if our meta had more burn, mill or 8 rack type decks people would but everything is so creature based or control.
Another idea -
How about Bontu's Last Reckoning? A lot of the top tier decks throw up their hand in the first few turns but not many have ways to fill their hands back up. Missing a turn doesn't seem so bad, especially if you Mesmeric Orb on 2. Eh. They'd maybe mill 3 of lands. 6 before your next turn.
Would consider Thoughseize over Inquisition because of Bontu (take out t4-5 threat) but maybe keep it to sb. Loss of life is real.
SB would consist of counterspells, Thoughtseize for combo, another Incusrion, grave hate.
To be honest, you're really playing a less than optimal UB control deck with Mill instead of counters. I would recommend either focusing more on mill and cutting about 4 removal spells and replacing the Tasigurs and Liliana's with Hedron Crabs and be a mill deck, or cut the Glimpse, Mesmeric Orb, Archive Traps and Crypt Incursions and play some countermagic and be UB control.
Instead of trying to do two separate things suboptimally, do one thing well
How's that doing for mill players? Focusing on the one thing it does well? Or UB Control?
Jund is considered aggro but it plays like control. Before Bloodbraid it played 12ish creatures.
I think if people were to make a list and tweak it the way yall move an Orb or Crab or play Upnu over Drownyard something could stick.
Something needs to change. Or everyone can keep hoping Mirko gives us something in Ravinca3.
I'm working on UBg version for Decay and Pulse. Maybe Birds for t2 Fraying. Also gives us Nature's Claim.
Or UR for Pyromancer Ascension. Early self mill, Blood Moon, low CC spells, cantrips. But fewer answers so it needs to hit hard and fast. (Bluemoon Ascension with mill)
Private Mod Note
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Modern:
Fish
U/W Control
U/B Control
U/B Control Mill, U/R Ascension Mill, BUG Mill
G Tron, Eldrazi Tron, Eldrazi Aggro
Junkie Doran
U/W Ephara Flash
Splendid Dredge
The issue is - why are you playing an awful/slow win condition (milling) in your control deck? If you're not going to play a deck focused on milling them as much as possible with minimal interaction necessary, then you might as well just play control with actual control cards and actual control win conditions.
Go ahead and brew, but you're going to find out fast when you play against tier 1 and tier 2 decks that an unfocused mish-mash of control and mill will not hold up in the long run.
Academy Ruins is interesting, I suppose as a hedge against milling one of your 2 Bridges. Other than minor differences in mana and a couple sideboard choices, I'm within 3-4 cards of this decklist currently with my version and very happy with it.
Basically my list has +1 Bridge, +1 Snapcaster Mage, -1 Surgical -1 Visions of Beyond and move the 2 Crypt Incursion to the sideboard and play 2 Cast Down in their place (I could easily see those being swapped as this list though)
Leylines have dropped in metagame share since Bogles and U/W are seeing less play. Storm's popularity has also waned a bit and Ad Nauseum is pretty much nonexistent, so there are just less Leyline playing decks and fewer decks that Leylne functions well against.
There's also an increase in Graveyard and Artifact based decks, which is also putting pressure on sideboards to be able to have slots that cover multiple matchups and flexibility, which incidentally lowers the likelihood that Leyline are sideboarded since they really only function in playsets which takes up a lot of sideboard real estate
Desolation Tower (a colorless land) is an enormous cost. UB can get away with 3 colorless land, maybe 4 if you play 22 lands. Most Esper lists only play 2 Field of Ruin and Field of Ruin replaces itself with a colored land eventually. So you'd have to ask if this card is better than Field of Ruin game 1 and the answer is no. That makes me think the card would be in the sideboard or not at all. Which then goes back to the argument above being Set Adrift has much more flexibility which is essential for modern sideboard slots.
Set Adrift (at best) costs 1 and at Sorcery speed returns 1 problem permanent to a library (where it can be milled away, presumably)
Echoing Truth costs 2, is an Instant, and puts all copies back in hand. Which means you can use it to bounce your Mesmeric Orb to prevent K-Command or Abrupt Decay.
Or - end of turn bounce Leyline(s) that are gumming up the works from Turn 0 and then go off with multiple mill spells next turn to end the game before they can replay them. Plus Echoing Truth serves as an out to keep attacking creatures (pretty great against delve creatures, tokens, Hollow One, and swarms of pumped up Humans and Robots)
I can see playing 1 copy of Set Adrift, in addition to 2 copies of Echoing Truth... but I've noticed lists running 3-4 Set Adrift and 0-1 Echoing Truth, which seems really greedy
G Green Stompy
RG Shamans
UB Mill
UG Infect
WUBRG Slivers!
so did you just ignore the rest of my post where I covered these issues?
Once again, Set Adrift cannot be used to do anything to protect your permanents from being destroyed, it cannot be used at instant speed, it solves only 1 single permanent at a time and can possibly cost less, but could also cost quite a bit more.
If your opponent has 2 Leyline of Sanctity on turn 0 and you play Set Adrift. You're basically screwed. It's going to be many turns before you can cast it, even with the Dredge discount, and then you have to draw and cast a 2nd one. All at sorcery speed.
If you have Echoing Truth, you can cast it EOT and possibly even do so in a turn where they fetched or you could use a Field of Ruin to enable to you to also cast an Archive Trap (or two). Then you get a turn to also cast several other mill spells. You should really only need to cast 2 or maybe 3 at most to have set up a win.
Your hand should be filled with mill spells since they have had Leyline down since turn 0, so you should be able to easily mill them for 30-50 cards over one end of turn and one full turn. That is more than enough to win, even if they re-cast the Leyline, especially with non-targeted mill like Mesmeric Orb and Manic Scribe working still also.
2 Flooded Strand
4 Polluted Delta
2 Watery Grave
3 Darkslick Shores
1 Oboro, Palace in the Clouds
1 Shelldock Isle
3 Island
2 Swamp
3 Field of Ruin
1 Nephalia Drownyard
Creatures
3 Snapcaster Mage
4 Hedron Crab
3 Mesmeric Orb
1 Ensnaring Bridge
Instants
4 Visions of Beyond
4 Archive Trap
2 Crypt Incursion
3 Fatal Push
3 Surgical Extraction
Sorcery
4 Glimpse the Unthinkable
3 Breaking // Entering
3 Mind Funeral
1 Collective Brutality
3 Ravenous Trap
2 Psychic Strike
1 Far // Away
2 Devour Flesh
1 Surgical Extraction
2 Winds of Rebuke
2 Echoing Truth
1 Night of Souls' Betrayal
1 Damnation
I really like Nephalia Drownyard as my mill land of choice so that is why I am running it over the 4th Field of Ruin. Psychic Strike is proving its worth against control decks. Since there is a decent amount of control in my meta (and they have shifted to running Leyline of Sanctity in response to my deck) I like the split in the sideboard on the bounce spells. Echoing Truth also helps clean up Lingering Soul tokens and the like from Pyromancer as well. I tried Set Adfrit for a while but it never worked as well as I would have liked so I switched to Winds of Rebuke and Echoing Truth. I am also thinking of giving Rite of Undoing a try. Eventually, once I get another Orb and Bridge they will also go into the deck but for now I play what I have.
A couple changes I am thinking of. Dropping the third Island for an Ipnu Rivulet, dropping one Mind Funeral for a second Collective Brutality. I think the 3rd Ravenous Trap in the sideboard could be something else, maybe a Darkness.
Matchups:
BGx Rock (Jund and BG) 3-2
Jeskai Delver 1-0
Tron (RG, Mono-G, and Eldrazi) 3-0
Burn 0-1
Mardu Pyromancer 0-2
Grixis Shadow 0-1
Aggro decks (5C Domain Zoo, 8 Whack, Mono-W Humans) 0-3
Control decks (Jeskai and UW) 3-3
Random Combo (Waste Not Storm, Restore Balance, Alter of Blood) 1-2
UR Kiki Combo 0-1
Affinity 2-0
Artifact Combo (KCI and Tezzerator) 2-0
Living End (As Foretold) 0-1
Eldrazi and Taxes 1-0
Soul Sisters 1-0
KCI is as easy of a match up as Soot said. I extracted Scrap Trawler and my opponent just conceded on the spot. Tron is also a ridiculously easy match up. Extract a tron land and win. If you can't do this before tron is online you are going to have it rough, but that plan is successful most of the time.
I used to think Affinity was an impossible match up but now I'm thinking it is completely dependent on their opener. If they do not have the nuts then it is in our favor. In the control match ups I went 3-0 and then 0-3. As I said above, they shifted to siding in Leyline and also started playing Geist of Saint Traft. That's why I've started running Devour Flesh and Far // Away. By far the hardest things for me to deal with are large cheap threats like Tasigur, Angler, and Bedlam Reveler and, as you can see from my match ups, I'm 0-3 against those decks. Anyway, I figured I would add my $.02 to the conversation.
So its a tempo card, the more your list tempo oriented the better is ET. For control lists, its disadvantages are big.
G Green Stompy
RG Shamans
UB Mill
UG Infect
WUBRG Slivers!
This sums it up exactly. If you're just looking to stall out your opponent and don't mind if the permanent (you use only Leyline of Sanctity as an example) comes back, then ET is great. If it's something you need to remove permanently, thinking Jace, Teferi, Gideon of the Trials and such, then you need actual removal, which Set Adrift usually works for. Different cards for different styles. We're not a Draw-go deck playing at instant speed, but I do see your point about being able to bounce Leyline EoT and then have all your mana open to cast spells on your turn - in this scenario it's likely that you haven't done anything on your previous turn due to the Leyline, so would have mana open.
I've been running 2x Void Snare and 1x Echoing Truth in my list lately, was hoping the one mana cheaper on Void Snare would leave me with a little bit more mana to cast spells after bouncing a problem permanent. I actually ran into double Leyline the other night against a friend, and I managed to have a Void Snare and a Set Adrift in my hand, with an Orb on the table. The plan was to bounce one, top of library the other, mill during his untap phase, and Surgical both of them away. Of course, a counterspell on the Set Adrift foiled my plans.
Who's playing Leyline right now? I mean, i'm looking at these event lists and no one.
I get it completely wrecks the deck and this could be a meta issue but i'm thinking i want to focus on combo and aggro.
Anyway, main reason I'm here-
Has anyone used Smallpox in UB Mill?
Fish
U/W Control
U/B Control
U/B Control Mill, U/R Ascension Mill, BUG Mill
G Tron, Eldrazi Tron, Eldrazi Aggro
Junkie Doran
U/W Ephara Flash
Splendid Dredge
plenty of decks play Leyline. Consider that since Leyline basically shuts down the mill deck, it would be important to have a couple of ways to answer it
also, Smallpox is awful for Mill. It does nothing for the goal of milling. It costs BB which is an issue usually. It means you lose a Hedron Crab most of the time. It means you lose life and cards from hand, which does nothing positive for you. It's completely NOT the card you want in basically any point of the game.
I guess if our meta had more burn, mill or 8 rack type decks people would but everything is so creature based or control.
Another idea -
How about Bontu's Last Reckoning? A lot of the top tier decks throw up their hand in the first few turns but not many have ways to fill their hands back up. Missing a turn doesn't seem so bad, especially if you Mesmeric Orb on 2. Eh. They'd maybe mill 3 of lands. 6 before your next turn.
Anyway, a turn before Damnation can be huge.
4 Mesmeric Orb
4 Archive Trap
4 Fatal Push
2 Bontu's Last Reckoning
2 Cast Dwon
1 Dismember
4 Thought Scour
3 Inquisition of Kozilek
2 Surgical Extraction
2 Liliana of the Veil
2 Tasigur, the Golden Fang
2 Crypt Incursion
Would consider Thoughseize over Inquisition because of Bontu (take out t4-5 threat) but maybe keep it to sb. Loss of life is real.
SB would consist of counterspells, Thoughtseize for combo, another Incusrion, grave hate.
Debating on making a Delver of Secrets,Jace's Phantasm, Weight of Precint Six, Nighthowler for creature threats with mill. T4 attack with Jace's Phantasm bestowed with Nighthowler for the win lol.
Small mill with 4 Elixir of Immortality. everything cantrips.
IDK... something needs to change. Can't wait for that one card to break open Mill. Burning an opponents deck isn't getting it done.
Fish
U/W Control
U/B Control
U/B Control Mill, U/R Ascension Mill, BUG Mill
G Tron, Eldrazi Tron, Eldrazi Aggro
Junkie Doran
U/W Ephara Flash
Splendid Dredge
Instead of trying to do two separate things suboptimally, do one thing well
Jund is considered aggro but it plays like control. Before Bloodbraid it played 12ish creatures.
I think if people were to make a list and tweak it the way yall move an Orb or Crab or play Upnu over Drownyard something could stick.
Something needs to change. Or everyone can keep hoping Mirko gives us something in Ravinca3.
I'm working on UBg version for Decay and Pulse. Maybe Birds for t2 Fraying. Also gives us Nature's Claim.
Or UR for Pyromancer Ascension. Early self mill, Blood Moon, low CC spells, cantrips. But fewer answers so it needs to hit hard and fast. (Bluemoon Ascension with mill)
Fish
U/W Control
U/B Control
U/B Control Mill, U/R Ascension Mill, BUG Mill
G Tron, Eldrazi Tron, Eldrazi Aggro
Junkie Doran
U/W Ephara Flash
Splendid Dredge
Go ahead and brew, but you're going to find out fast when you play against tier 1 and tier 2 decks that an unfocused mish-mash of control and mill will not hold up in the long run.
4 Manic Scribe
2 Collective Brutality
4 Glimpse the Unthinkable
4 Archive Trap
2 Crypt Incursion
3 Fatal Push
3 Surgical Extraction
4 Visions of Beyond
2 Ensnaring Bridge
4 Mesmeric Orb
1 Academy Ruins
2 Darkslick Shores
3 Field of Ruin
1 Flooded Strand
3 Island
1 Marsh Flats
4 Polluted Delta
3 Shelldock Isle
2 Swamp
2 Watery Grave
1 Surgical Extraction
1 Dismember
4 Leyline of the Void
2 Set Adrift
1 Fatal Push
1 Damnation
1 Echoing Truth
2 Night of Souls' Betrayal
1 Yahenni's Expertise
Basically my list has +1 Bridge, +1 Snapcaster Mage, -1 Surgical -1 Visions of Beyond and move the 2 Crypt Incursion to the sideboard and play 2 Cast Down in their place (I could easily see those being swapped as this list though)
I've always played UB mill, and have tried a few variants. Mine is based around a very similar list which did well on MTGO a while back.
So far I havn't had a problem with people playing leylines, but I feel this type of list is the best balance between aggro and resiliency.
Currently active
- Humans
- Evolve Zoo
There's also an increase in Graveyard and Artifact based decks, which is also putting pressure on sideboards to be able to have slots that cover multiple matchups and flexibility, which incidentally lowers the likelihood that Leyline are sideboarded since they really only function in playsets which takes up a lot of sideboard real estate