Hey everyone new to the forums. Need help building a sideboard for this to take to fnm this coming Friday. https://deckbox.org/sets/2203802
Its basically a reanimation deck. The streamer who made it runs it on arena however so theres no sideboard. To see the deck in action watch it here https://m.youtube.com/watch?v=KIVRSnPCPR8
So as a modern player for the last 5 years what cards am I gonna need in my sideboard to protect my combo pieces mostly?
I... are you talking about the right deck? You are talking about a reanimation-combo deck but the video and decklist you link to have no "reanimation" (only putting cards back into your library) and no obvious combo (just strong synergies).
Actually, I think that you might be going at this from the wrong direction. At the moment, there really aren't any cards in your colors that CAN protect your spell-based combos. Most protection in your colors is aimed at protecting creatures (which you don't run) and Golgari Findbroker can only return permanents (which is rarely relevant to your game plan).
For your sideboard, I might recommend...
1 Vraska's Contempt (to side in if your creature kill is less useful... seeing how it kills both phoenixes, Teferi, and Karn)
2 Golden Demise (to side in against go-wide decks where your single-target kill is less useful.
1 March of the Multitudes. This card was run in the original deck for a good reason. If you somehow fight a mirror matchup where the opponent will never deck, your deck needs to side in a win condition.
1 Cleansing Nova This is the only card in your deck that can answer 7/6 dino-slaughter and you may find matches where you need it ASAP.
3 Azor's Gateway (against matches with a lower creature count, where digging and huge mana matter more than an extra kill spell).
4 Assassin's Trophy (while this deck doesn't want to accelerate your opponent too much in the early game, this card should not be discounted. Having another (cheap) spell to take out planeswalkers is key, it can wipe out utility lands in a mirror match, and it can still kill creatures (without being dead against creature-lite strategies. Real A+ card.
3 Settle the Wreckage (Antoher way to take down the hexproof dino that doubles as an answer to go-wide strategies. Same problem with ramping foe that you get with Trophy but this card will really be worth it when it's worth it.
Of course, this sideboard is just off the top of my head so take it with a grain of salt.
So, I run this deck on MTGA too, so I'm familiar with it. First thing worth changing is pulling two forests for an overgrown tomb and a temple garden. Just evens out the mana a big since you only need green for blessing and March. Your biggest issue I can see is you've cut the March of the Multitudes so I can't actually see how you're planning to win (original deck runs March and Azor's Gateway). The main strength of the deck is getting Primal Wellsprings flipped to cast big finishers, but all you've got in there is the original deck's Sanguine Sacrament.
I would cut the power stones for some combination of Azor's Gateway, Treasure Map, Thaumatic Compass and then either 2x March of Multitudes or 2x Banefire.
Try to remember the original builder of Hypercancer designed the deck to annoy people to death, rather than win legitimately, which is why he refuses to March for less than 100. If you want to win with it, you need a win con. (I have a friend who runs a similar list that he didn't have the primal amulets so he took it a Dawn of Hope direction instead which also works reasonably well)
On the sideboard, definitely some Settle the Wreckages, more Cleansing Novas (though as a note, not the only way to deal with Tyrants, thanks to Detection Tower, but more ways to hit it is better)
Other than that, you can definitely run extras of some of the removal suite (so more Demises/craving for the aggro matchup), the deck can have a weak matchup against counters (only way a mill deck can take you on is counter the blessings, worse if it's exile) and targeted discard so see what you can think of there, maybe some duress. Also you're susceptible to your ixalan's bindings being ixalan's bindingsed.
Also once RNA becomes legal you'll want to swap out your Murders for Mortifies. I think there was also a new card that was strictly superior to Golden Demise. Also gives you access to Orzhov cards like the thing that gives all enemy creatures -1/-1, etc.
Hey everyone new to the forums. Need help building a sideboard for this to take to fnm this coming Friday. https://deckbox.org/sets/2203802
Its basically a reanimation deck. The streamer who made it runs it on arena however so theres no sideboard. To see the deck in action watch it here https://m.youtube.com/watch?v=KIVRSnPCPR8
So as a modern player for the last 5 years what cards am I gonna need in my sideboard to protect my combo pieces mostly?
This isn't reanimation or a combo deck. It's like a life gain deck that doesn't do anything. I've seen a number of people playing this on arena, and I usually race them dead in BO1. There's no way this deck will take BO3. Once they know they have nothing to worry about, they'll pressure you without overcommitting and just kill you.
You really need some win conditions that kick in before turn 20. If you don't get a strong sequence you will eventually get overrun, or give them enough time to disrupt you
The deck works pretty well against aggro actuall. It's weaker against discard-heavy Dimir and counterspells from Jeskai more than anything aggro throws at them.
OP's deck is definitely a bit wrong though, since his deck really is missing all the win conditions
The deck in OP's link is short a few cards. Proper version of the deck runs a couple of March of the Multitudes.
I'm messing around atm testing a copy of Ethereal Absolution in there as backup and it did most of the work for me in the game I got it out, before I finally drew the March and put the enemy out of their misery.
Sanguine Sacrament can't be a wincon, it's a stallcon. You don't win a match by making game one take an hour.
Unless you're suggesting the only way to win the game is to run the opponent out of cards, in which case you die to counterspells against sacrament, or anyone exiling your blessings.
So with this extremely badly named deck, you hope to win by gaining a zillion life and eventually decking your opponent? So if your opponents just does his thing, takes time during their turn or any other decision, you draw every single round placing you halfway on the ladder? I don't think that's something you should be aiming at unless you expect everyone to scoop for no reason.
So with this extremely badly named deck, you hope to win by gaining a zillion life and eventually decking your opponent? So if your opponents just does his thing, takes time during their turn or any other decision, you draw every single round placing you halfway on the ladder? I don't think that's something you should be aiming at unless you expect everyone to scoop for no reason.
The name is from a YouTube video. I never saw the original Hypercancer video, but in Hypercancer 2: The Re-Cancering the deck actually became something fairly playable, other than the fact the core combo (Azor's Gateway and Sanguine Sacrament) crashes MTG Arena. The rebuilt version of the deck used the life gain to get Azor's Gateway to produce enough mana to put out hundreds of soldiers with March of the Multitudes. There has since been a Hypercancer 3: The Final Cancer where the objective of the deck was the same, but it ran a single Ajani's Welcome because he wanted to win via timeout by burying the opponent under Welcome triggers. So, y'know, that sets the tone for the guy who built the deck. (He played one game with it, spent 45 minutes trying to stop his opponent decking himself, finally drew the Welcome and the opponent scooped before he could play it)
Either way, with some tweaks the second version of the deck was quite playable (weak to Dimir control but holds up fairly well otherwise), and I messed with the list again yesterday now Allegiance is on Arena. When I get a chance (and remember how to use the deck input tool) I'll post my version.
Dudes a joke, and it's hilarious. Please don't take him seriously.
Private Mod Note
():
Rollback Post to RevisionRollBack
Used to be on here as Draconek, since the Twitch takeover...who knows...
MTGO: Draconek
Standard: URW Control UB Control
Modern: BRG Living End GR Aggro GW Value
Legacy:
Currently not playing
The guy who made the deck made it as a joke, yes. But it actually worked as a pretty decent control deck in its second iteration until RNA came out and the BW parts became partly obsolete.
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from Pete Venters »
I couldn't have put it better myself.
To post a comment, please login or register a new account.
https://deckbox.org/sets/2203802
Its basically a reanimation deck. The streamer who made it runs it on arena however so theres no sideboard. To see the deck in action watch it here https://m.youtube.com/watch?v=KIVRSnPCPR8
So as a modern player for the last 5 years what cards am I gonna need in my sideboard to protect my combo pieces mostly?
Actually, I think that you might be going at this from the wrong direction. At the moment, there really aren't any cards in your colors that CAN protect your spell-based combos. Most protection in your colors is aimed at protecting creatures (which you don't run) and Golgari Findbroker can only return permanents (which is rarely relevant to your game plan).
For your sideboard, I might recommend...
1 Vraska's Contempt (to side in if your creature kill is less useful... seeing how it kills both phoenixes, Teferi, and Karn)
2 Golden Demise (to side in against go-wide decks where your single-target kill is less useful.
1 March of the Multitudes. This card was run in the original deck for a good reason. If you somehow fight a mirror matchup where the opponent will never deck, your deck needs to side in a win condition.
1 Cleansing Nova This is the only card in your deck that can answer 7/6 dino-slaughter and you may find matches where you need it ASAP.
3 Azor's Gateway (against matches with a lower creature count, where digging and huge mana matter more than an extra kill spell).
4 Assassin's Trophy (while this deck doesn't want to accelerate your opponent too much in the early game, this card should not be discounted. Having another (cheap) spell to take out planeswalkers is key, it can wipe out utility lands in a mirror match, and it can still kill creatures (without being dead against creature-lite strategies. Real A+ card.
3 Settle the Wreckage (Antoher way to take down the hexproof dino that doubles as an answer to go-wide strategies. Same problem with ramping foe that you get with Trophy but this card will really be worth it when it's worth it.
Of course, this sideboard is just off the top of my head so take it with a grain of salt.
So, I run this deck on MTGA too, so I'm familiar with it. First thing worth changing is pulling two forests for an overgrown tomb and a temple garden. Just evens out the mana a big since you only need green for blessing and March. Your biggest issue I can see is you've cut the March of the Multitudes so I can't actually see how you're planning to win (original deck runs March and Azor's Gateway). The main strength of the deck is getting Primal Wellsprings flipped to cast big finishers, but all you've got in there is the original deck's Sanguine Sacrament.
I would cut the power stones for some combination of Azor's Gateway, Treasure Map, Thaumatic Compass and then either 2x March of Multitudes or 2x Banefire.
Try to remember the original builder of Hypercancer designed the deck to annoy people to death, rather than win legitimately, which is why he refuses to March for less than 100. If you want to win with it, you need a win con. (I have a friend who runs a similar list that he didn't have the primal amulets so he took it a Dawn of Hope direction instead which also works reasonably well)
Other than that, you can definitely run extras of some of the removal suite (so more Demises/craving for the aggro matchup), the deck can have a weak matchup against counters (only way a mill deck can take you on is counter the blessings, worse if it's exile) and targeted discard so see what you can think of there, maybe some duress. Also you're susceptible to your ixalan's bindings being ixalan's bindingsed.
Also once RNA becomes legal you'll want to swap out your Murders for Mortifies. I think there was also a new card that was strictly superior to Golden Demise. Also gives you access to Orzhov cards like the thing that gives all enemy creatures -1/-1, etc.
This isn't reanimation or a combo deck. It's like a life gain deck that doesn't do anything. I've seen a number of people playing this on arena, and I usually race them dead in BO1. There's no way this deck will take BO3. Once they know they have nothing to worry about, they'll pressure you without overcommitting and just kill you.
You really need some win conditions that kick in before turn 20. If you don't get a strong sequence you will eventually get overrun, or give them enough time to disrupt you
OP's deck is definitely a bit wrong though, since his deck really is missing all the win conditions
This is not a deck I have seen anywhere yet, I dont see a wincon.
Throw in some Demonlord Belzenlok or Doom Whisperer, maybe...
I'm messing around atm testing a copy of Ethereal Absolution in there as backup and it did most of the work for me in the game I got it out, before I finally drew the March and put the enemy out of their misery.
Sanguine Sacrament is the win con.
Unless you're suggesting the only way to win the game is to run the opponent out of cards, in which case you die to counterspells against sacrament, or anyone exiling your blessings.
The name is from a YouTube video. I never saw the original Hypercancer video, but in Hypercancer 2: The Re-Cancering the deck actually became something fairly playable, other than the fact the core combo (Azor's Gateway and Sanguine Sacrament) crashes MTG Arena. The rebuilt version of the deck used the life gain to get Azor's Gateway to produce enough mana to put out hundreds of soldiers with March of the Multitudes. There has since been a Hypercancer 3: The Final Cancer where the objective of the deck was the same, but it ran a single Ajani's Welcome because he wanted to win via timeout by burying the opponent under Welcome triggers. So, y'know, that sets the tone for the guy who built the deck. (He played one game with it, spent 45 minutes trying to stop his opponent decking himself, finally drew the Welcome and the opponent scooped before he could play it)
Either way, with some tweaks the second version of the deck was quite playable (weak to Dimir control but holds up fairly well otherwise), and I messed with the list again yesterday now Allegiance is on Arena. When I get a chance (and remember how to use the deck input tool) I'll post my version.
MTGO: Draconek
Standard:
URW Control
UB Control
Modern:
BRG Living End
GR Aggro
GW Value
Legacy:
Currently not playing