Back to the original post if some people can include some thoughts on missing card information or include some neglected facts on exsisting card information in a similiar pro/con/best format. It would help speed up/improve the original post.
Also- if there are any sideboard cards that have seen play that I have missed please list them and I'll gratefully add them to the lists.
Uh, Solar Flare is a ramp deck? What ramp card can we even PUT in our decks besides Sphere of the Suns, which most Flare lists do not run?
EDIT: I don't mean to be rude, OP, but would you mind proofreading some of the entries as the thread grows? Perhaps I've just misread this, but I imagine
is not what you meant to say.
I simply think your first post will end up being a great resource for new and mediocre Solar Flare players like myself, and it would be appealing if it was as professional as possible.
Thank you- hopefully adding "to be equiped" and "can" clarifies this enough.
Also added more pros and cons, match ups, and etc. to the original post.
The goal of this thread is in fact just as you say:
I simply think your first post will end up being a great resource for new and mediocre Solar Flare players like myself, and it would be appealing if it was as professional as possible.
Being rude isn't possible if your pointing out an error or typo in the post! Its in fact very helpful.
800.4c If an object that would be owned by a player who has left the game would be created in any zone, it isn't created. If a triggered ability that would be controlled by a player who has left the game would be put onto the stack, it isn't put on the stack.
Since Oblivion ring is a triggered ability it will not be put on the stack- Your Kaalia is in fact exiled forever.
Thank you for contributing! I'll try to update all cards and tags approperately. Since this is from stratch it may take a little bit to get done- On this subject of Snapcaster Mage inclusion- (I can probably add an area in the post which explains his pros and cons as well since he can play a role in sideboard options).
I personally have been running Snapcaster Mage as a 2+ of. I've experimented with him at 2, 3, and 4. A singleton always seemed too bland and didn't do much. So I've felt you need him consistantly but, not constantly. Snapcaster Mage is definantly a good card but, like I stated in the OP, people have different takes on this deck and as such board and play differently. In a heavy aggro tuned deck Snapcaster may not see much play since they role less on permission and more on board control. He acts more of a late game recursion for leaks and dissipates than kill spells. In an aggro variant of Solar Flare he can tend to be worthless as I've seen many aggro lists not running a whole lot of cards to flashback off him. It is definantly common though that he is atleast a 2 of in any form of deck for the simple fact he is a 2/1 flash body that can recure spells when we need them most.
Do you guys think having no Snapcasters mainboard compared to a playset or less of them can affect how you value your sideboard options and your number of cards used in it?
My personal answer would be yes- it turns 1 ofs into 2 ofs most of the time and if it gets milled your sideboard option could still be used.
Vacuum of the Planes4UU
World Enchantment {M}
Lands do not untap during each players untap step.
As Vacuum of the Planes enters the battlefield, all players tap all lands he or she controls and empties his or her mana pools. 2: Destroy Mana Exhaustion. It can't be regenerated. Any player may activate this ability. "The Planes deny us our magic. So let us deny them our Protection."
IIW: Create a card for the standard format (utalizes standard mechanics or would be a good/balanced fit in standard atm)
Today, I'd hope we take a second to look at something and consider our choices to our sideboard. Online Communities usually avoid Sideboard discussion and choices as it is in fact metagame dependant sometimes. We can however, weigh the pros and cons of a card against our matches to maybe come to a consensus of what an optimal sideboard/card choice against a certain deck is. Below is a long list of cards that have seen sideboard play. Some of them being only singletons but, some have seen entire play sets. While the Mainboard will affect the card numbers and in some cases the card choices we should still be able to figure out what the usual attack plan will turn into. Because of this we have three main board variants of Solarflare; The Control tuned for Control, The Control tuned for Aggro, and the Aggressive Solarflare.
What the Meta may bring:
G/W Tokens
Human Tribal Variant
Illusions
Mono Black Infect
Pod Variant
RDW
Solar Flare Mirror
Tempered Steel
U/B Control
Wolf Run Ramp
The sideboard various people could use can vary immensely. Some rely upon bringing in additional fatties or changing one threat for another while some have additional counter spells or kill spells. We also have a variety of tricks and utility choices at our disposal. To begin I think we should look at how our first game could go against some of the various decks in the current meta.
Key:
CTC= Control Tuned for Control
CTA=Control Tuned for Aggro
ASF=Aggressive Solarflare
G/W Tokens
CTC: Very unfavorable (25/75)
CTA: Slightly less Favorable (40/60)
ASF:
Human Tribal Variant
CTC: Favorable (65/35)
CTA: Very favorable (75/25)
ASF: Favorable (65/35)
Illusions
CTC:
CTA:
ASF:
Mono Black Infect
CTC: Slightly less Favorable (40/60)
CTA: Draw/Deck Dependant (50/50)
ASF: Very unfavorable (25/75)
Pod Variant
CTC: Very Favorable (75/25)
CTA: Very Favorable (75/25)
ASF: Draw/Deck Dependant (50/50)
Red Deck Wins
CTC: Extremely Unfavorable (10/90)
CTA: Slightly less Favorable (40/60)
ASF:
Solar Flare Mirror [Tuned for Aggro]
CTC: Favorable (65/35)
CTA: Draw/Deck Dependant (50/50)
ASF: Slightly less Favorable (40/60)
Solar Flare Mirror [Tuned for Control]
CTC: Draw/Deck Dependant (50/50)
CTA: Slightly less Favorable (40/60)
ASF: Favorable (65/35)
Aggressive Solar Flare Mirror
CTC: Slightly less Favorable (40/60)
CTA: Favorable (65/35)
ASF: Draw/Deck Dependant (50/50)
Tempered Steel
CTC: Very unfavorable (25/75)
CTA: Favorable (65/35)
ASF:
U/B Control
CTC: Favorable (65/35)
CTA: Very unfavorable (25/75)
ASF: Unfavorable (35/65)
Wolf Run Ramp
CTC: Unfavorable (35/65)
CTA: Favorable (65/35)
ASF: Draw/Deck Dependant (50/50)
Sideboard Construction: When a Beater is Benched it is commonly only seen as a 1 of or a split of 2 different beaters. Removal is played normally in a diverse amount of 5 to 6 cards. Tricks are normally played in a diverse amount also from 6 to 7 cards. Other cards vary sometimes filling the last slots to improve more often seen matchs.
Card Evaluation:
Batterskull
Pros: Resilient threat, 5 drop, lifelink + vigilance, gives an advantage to sacrifice outlits in the form of 0/0 germs, gives +4/+4 on other creatures when equipped; notably Snapcaster Mage
Cons: Very mana intensive recursion and equip, cannot be Unburied or Flashbacked, germ dies to dismember, useless against MBI
Where it shines: It acts as an early threat to any aggro based deck and keeps a constant pressure on the board.
Bloodline Keeper
Pros: Can create 2/2 fliers to block inkmoth or attack when the coast is clear, when flipped he double lords each token as well as turns into a 5/5, flier
Cons: When flipped he and his tokens are all vulnerable to ratchet bomb at 0, not recurrable via Sun Titan, 3/3 for 4 mana
Where it shines:
Consecrated Sphinx
Pros: Every card an opponent draws you MAY draw two cards, flyer, 6 toughness
Cons: 4 power, no immediate board effect or triggers
Where it shines: Against a slower match up for example the mirror or another control deck you can gain a very large card advantage against them.
Elesh Norn, Grand Cenobite
Pros: It gives +2/+2 to all of your creatures except itself, it gives -2/-2 to all your opponents creatures which commonly wipes most aggro deck's creatures, vigilence, 7 toughness
Cons: seven drop, 4 power, legendary
Where it shines: Elesh Norn is in most decks be it Mainboard or Sideboard, this is because she will wipe most aggro decks and be a threat at the sametime. Not only is she a threat but, she buffs every creature you control making them that much more deadly.
Frost Titan
Pros: Targeted removal costs 2 more against him, when he enters or attacks he keeps something from untapping for a turn
Cons:
Where it shines: Against a pod deck this can keep the opponent's pod from untapping while swinging in each turn.
Grave Titan
Pros: A 6/6 body that brings 2 2/2s, deathtouch, each time he attacks he allows 2 2/2s to be blockers for your opponent
Cons: His triggered ability is nullified by an enemy Elesh Norn
Where it shines:
Mirran Crusader
Pros: Has protection against green and red, double striker, three drop, can be recurred with Sun Titan
Cons: Human, double white
Where it shines: Against Wolf Run Ramp Mirran Crusader acts as a constant threat that cannot be removed and is a 5 turn clock. Making them either kill you faster or block with inkmoths or artifact creatures which hinders the primary way they kill us. Against RDW he also acts as a wall and threat making him versatile against our harder aggro matches.
Sheoldred, Whispering One
Pros: Constant Edict effect each opponent's upkeep, constant unburial effect each of your upkeeps, swampwalk, 6/6
Cons: 7 drop, no immediate board effect or triggers, effect only triggers once per turn
Where it shines: Against a control match up where it isn't often that they have a surplus of creatures to sacrifice Sheoldred pressures them to either deal with her immediately or be faced with an army of reanimated creatures and no creatures to block with.
Popularity: Rare
Wurmcoil Engine
Pros: Resilient to board sweeps due to splitting into 2 3/3s with lifelink and deathtouch, colorless, has lifelink and deathtouch
Cons: Artifact, no immediate board effect or triggers, doesn't do much against MBI's attack plan
Where it shines: Against most aggro decks Wurmcoil acts as both a threat and a retroactive defense as it increases your life total with each block and swing it does making their attack plan that much harder. If it dies it'll leave behind 2 3/3s one with lifelink and one with deathtouch which can continue to gain you life or block if needed.
Celestial Purge
Pros: Exiles the target, instant speed, only costs two mana
Cons: Only effective against black and red decks and effects only permanents.
Where it shines: Against MBI it can remove almost anything they have on the field except Lashwrithe and Phyrexian Crusader. Against RDW it will remove Chandra's Pheonix permanently and can answer koth cheaply.
Day of Judgment
Pros: 4 mana wipes the entire board of any creatures, gets rid of hexproof and shroud creatures,
Cons: Sorcery speed removal which doesn't kill inkmoths or idols, kills your creatures as well.
Where it shines: When the board begins to become over populated your able to refresh the game stated for a simple 4 mana investment, letting your late game plays to have mana up for counterspell back up.
Popularity: Extremely High, Commonly seeing 1 of in the Sideboard.
Dead Weight
Pros: Cheap effective removal, recurrable with Sun Titan, weakens anything it doesn't kill permanently, can kill Geist of Saint Traft when recurred with Sun Titan
Cons: Sorcery speed, cannot be flashbacked with Snapcaster Mage
Where it shines: In Sun Titan decks against aggro it causes them to require two creatures to simply block or keeps a constant kill speed for free up making you have a clear shot at their life total.
Dismember
Pros: Can kill indestructible creatures, Costs 1 mana and 4 life when needed
Cons: Cannot kill anything larger than 5 toughness, requires life payment to use early
Marrow Shards
Pros: Can be played for 2 life or only a single white, kills inkmoths and most MBI creatures.
Cons: Doesn't answer larger creatures, the creatures must be attacking
Where it shines: When your tapped out the opponent will generally be more willing to swing very offensively and take much larger risks with attackers, this allows you to still kill threats that could potentially kill you when your against wolfrun or most MBI creatures that aren't equipped.
Sever the Bloodline
Pros: Exiles the target, can hit multiple creatures, has flashback for 7
Cons: Can exile your creature with the same name, sorcery speed
Where it shines: Against the mirror match where Sun Titan and Phantasmal Images are running rampant you can pay a simple 4 mana to exile their threat as long as their images if they are copying the creature.
Tribute to Hunger
Pros: Bypasses hexproof and shroud, you gain life equal the the toughness sacrificed
Cons: The opponent chooses what to sacrifice, may not always remove the creature you need, can sometimes only gain 1 life.
Where it shines: If your having problems with hexproof or shroud creatures this can get around that and remove it while giving you life. The life gain can be relevant as it virtually 2 for 1s your opponent since it puts their plan back and removes a creature they could use.
Victum of Night
Pros: A better version of Doom Blade and Go For the Throat. Removes everything the other can't excluding select few cards.
Cons: Situational ackwardness when something is a Vampire, Zombie, or Werewolf, costs double black, doesn't answer Phyrexian Crusader, or Stormkirk Noble
Where it shines: Lategame removal where color cost normally doesn't matter as much this will kill mostly anything you need.
Virulent Wound
Pros: Cheap effective removal against Inkmoth and other 1 toughness creatures, costs only a single black, weakens the creature permanently if it doesn't kill it.
Cons: Very ineffective against titans or very large creatures when a destroy effect is much more needed.
Where it shines: It allows us to deal with Inkmoths and most of MBI much easier before they equip and gives us mana to keep up for counterspells or keep digging.
Popularity: Extremely Rare
Wring Flesh
Pros: Cheap effective removal against Inkmoth and other 1 toughness creatures, costs only a single black, weakens the creature's attack by three if it doesn't kill it, possibly allowing a snapcaster mage to trade or kill the attacker when blocking without losing the mage itself.
Cons: Lasts only until end of turn and isn't very effective at removing titans or large threats when a destroy effect is much more needed.
Where it shines: It allows us to deal with Inkmoths and most of MBI much easier before they equip and gives us mana to keep up for counterspells or keep digging.
Azure Mage
Pros: An early threat against a control match up, can constantly draw cards given the mana at instant speed, recurrable with Sun Titan
Cons: Human, 2/1, mana intensive
Where it shines: When you need to out card advantage your opponent you can generate infinite card advantage by having Azure Mage on the field while slowly beating your opponent down.
Popularity: Extremely Rare
Curse of Death's Hold
Pros: Neutralizes inkmoth and moorland haunt threat, acts as a board wipe to all low toughness creatures on the battlefield and nutters the higher ones, most decks cannot remove it easily and won't see it coming.
Cons: Beast Within and Oblivion Ring are common removal suits that are boarded in against us and can take care of this, costs 5 mana
Where it shines: Against tokens, humans, and MBI this card nearly shuts off their entire deck. Forcing them to either dig for removal or win with other less frequent threats at a slower rate.
Popularity: Moderate, Commonly seen as a 1 or 2 of.
Disperse
Pros: Can reset loyalty counters, charge counters, and even prevent damage from creatures, gives another chance to be countered, can be flashbacked by Snapcaster Mage
Cons: Cannot answer lands that are animated, doesn't permanently answer a card only temporarily
Where it shines: A versatile sideboard option that can temporarily answer any threat you were not able to counter at the time, prevent death for a turn, or clear that last blocker to delieve the killing blow.
Dissipate
Pros: Additional conterspells that exile the card.
Cons: Takes sideboard slots.
Where it shines: When sideboarding against the control match up you can prepare to outcounter them by having a higher probability of a counterspell in hand.
Popularity: Moderately High, Commonly seeing 2 of to total a playset after boarding.
Divine Offering
Pros: Instant speed artifact removal, gains life equal to the casting cost, 2 mana
Cons:
Where it shines:
Flashfreeze
Pros: Additional counterspells, hard counter, 2 mana.
Cons: Only counters red or green spells.
Where it shines: Against Wolf Run Ramp it can counter almost anything they cast without worrying about them paying more mana to counter it's effect.
Gideon Jura
Pros: Forces aggro to target a large target before continuing with you, can remove tapped creatures, attacks for 6 and is indestructible, commonly will atleast redirect 8+ damage away from your life total.
Cons: 5 mana drop, hero of bladehold gets around his first ability if they want.
Where it shines: In MBI and lower attack aggro decks have a very tough time removing him, he can buy you ample amount of time to attack and block creatures until you wish to go on the offensive.
Karn, Liberated
Pros: Can exile any permanent needed, can restart the game with a great advantage, constant removal/premptive removal, starts with 6 loyalty
Cons: 7 mana
Where it shines: In any match that you can manage to reach late game and land him he will bring a constant threat that they must deal with or try to win when the game is restarted at a disadvantage.
Where it shines: Against the control mirror or a heavy spell deck that doesn't rely upon a lot of creatures.
Popularity: High, Seeing play in most lists as a 1 to 2 of.
Nevermore
Pros: Preventive measure from a harmful card from being cast, 3 mana, recures with Sun Titan triggers
Cons: Can affect your spells too, no board effect, the named card can be cast again if it is removed
Where it shines: Against Wolf Run Ramp it prevents the usage of Green Sun's Zeniths or Primeval Titans from hitting play. Lowering their mana ramp capabilities and their toolbox given by Green Sun's Zenith.
Oblivion Ring
Pros: Removal to any nonland permanent we aren't able to easily deal with, recures with Sun Titan triggers, costs 3 mana
Cons: If the Oblivion Ring is removed they get their permanent back, is a manditory trigger that may force you to exile something of yours if an opponent responds to it being cast.
Where it shines: The card commonly warrants 1-3 slots mainboard. Normally you can use the extra as it allows your unfilled slots to be removal to almost anything you want. Letting you have a very versitile and effective sideboard choice.
Revoke Existence
Pros: Destroys any artifact or enchantment, 2 mana.
Cons: Sorcery speed
Where it shines:
Spellskite
Pros: 4 toughness, 2 drop, recurrable with Sun Titan, colorless, can redirect harmful spells for 2 mana or a single blue until it is dealt with
Cons: Mindslaver can kill you, 0 power
Where it shines: Against RDW it acts as both a wall and a constant redirect for most of their burn as well as preventing shrine.
Surgical Extraction
Pros: Removes the target as well as gives you the option to remove them all from their deck, can be played for 2 life instead of mana, Instant
Cons: Does not affect the battlefield, requires the target to be in the graveyard
Where it shines: Against a problematic card that has been dealt with once before or a counterspell that was used this can remove all of the cards from their deck. This forces them to play without the card and can sometimes even remove cards from their hand.
Timely Reinforcements
Pros: Will commonly net you 6 life and 3 1/1s, costs only 3 mana, easily recurable with snapcaster mage, non-human tokens.
Cons: Does nothing against infect damage, cannot block hero of oxid rigids, can be responded to and sometimes have no effect.
Where it shines: Against most aggro/burn decks it will buy you enough time to reach turn 5 or 6. Normally 2 for 1s or 4 for 1s certain decks and allows you to have a little offense if you need to.
Popularity: Extremely High, Commonly seeing 3 to 4 in the Sideboard.
White Sun's Zenith
Pros: Instant speed, creates 2/2 attackers or blockers, non-human, Zenith effect
Cons: Zenith effect, triple white, requires a lot of mana to be effective
Where it shines:
Witchbane Orb
Pros: Removes any curses on you, gives you hexproof
Cons: 4 drop, no immidiate effect
Where it shines: Against RDW it prevents burn spells and shrine from being directed at your face, making their ground units be your primary concern only.
Popularity: Very Low
Ghost Quarter
Pros: Can answer an inkmoth or wolfrun, an extra land for the control mirror
Cons: They get a basic land untapped, colorless mana when tapped
Where it shines: Ghost Quarter is sometimes the lesser evil when dealing with Wolf Run Ramp or Inkmoths. Keeping it up will allow you to respond to Wolf Run activations on Inkmoths to avoid possibly dying. It can also mana fix you if really needed.
Nephilia Drownyard
Pros: Alternate Mill win condition, an extra land for the control mirror, can mill yourself if you are looking for flashback spells or targets for snapcaster
Cons: Colorless mana when tapped
Where it shines: Against mirror matchs and U/B this allows us to retroactively attack their library if their life total isn't possible due to various reasons. Alternatively you can mill yourself to find answers for snapcaster or put flashback cards into your graveyard.
Nihil Spellbomb
Pros: Single mana investment that stays until you need it, possible can-trip for a single black, free to activate, recurrable with Sun Titan
Cons: Cannot prevent a card that is already being flashbacked from the graveyard, only usable once unless recured.
Where it shines: Against any deck that utalizes the graveyard heavily this can prevent them from doing so with ease. It also replaces itself if you pay a black when you activate it letting you dig into your deck while preventing your opponent from using their graveyard.
Questions to Dwell Upon when making your Sideboard:
Do you think having no Snapcasters mainboard compared to a playset or less of them can affect how you value your sideboard options and your number of cards used in it?
Do you think that playing a Sun Titan or more can/should affect the choices you have in your sideboard? Maybe for the possibility of recursion or not to a point it wouldn't be good enough if you didn't play Sun Titan?
Mental Trauma3BR
Sorcery {R}
Target opponent shuffles his or her library, then exiles cards from the top his or her library until he or she exiles three nonland cards. Search that player's graveyard, hand, and library for all nonland cards that share a name with a card exiled this way and exile them. Then that player shuffles his or her library. "Let's take a look at that brain of yours... It could do without this- this- and this also..."
Creator's Note:
If "Mental Trauma" doesn't fit a physical injury for the judging please remember that mental trauma can infact be caused by severe injury done to the head or another part of the body.
IIW: Create a card for the standard format (utalizes standard mechanics or would be a good/balanced fit in standard atm)
Gnawing InsanityB
Sorcery {R}
When you cast Gnawing Insanity, any player may discard two cards. If a player does, counter Gnawing Insanity.
Target opponent reveals his or her hand. You choose a card from it. That player discards that card.
Flashback- 2B "Your obsession will be your undoing."
IIW: Design a Standard card. (It has M12, SoM, or Inn mechanics for example)
Royal Null Mage2W
Creature - Human Wizard {R}
Defender
Privileged 2.
You have hexproof. "My duty is to protect you. No matter the cost." -Royal Null Mage
1/4
Null Sun's ZenithXBW
Sorcery M
Exile target permanent with converted mana cost X or less from the battlefield.
Put target creature card with converted mana cost X or less from a graveyard onto the battlefield under your control.
Shuffle Null Sun's Zenith into its owner's library.
IIW: Design a Standard card. (It has M12, SoM, or Inn mechanics for example)
It's a great creature for draw-go. It is virtually impossible to kill and has evasion. 4x Lantern Spirit + 2x Batterskull would be all you need in that type of deck then just play tons of utility spells and counters
The problem is that mono-U draw go wouldn't be very viable in this format
That would mean you need 9 mana open to do this each turn (12 if u want to also return the batterskull). I would much rather have a frost titan and a counter spell in hand.
The card just doesn't warrant enough impact to consider. On turn 3 you can't play it safely, turn 4 theres a ton of plans you could do that would blow this out of the water and late game you need a ton of mana just to keep a 2/1 alive. While all they need is an inkmoth to block it.
Nethivor4BB
Creature - Lhurgoyf Horror {M}
As Nethivor enters the battlefield, exile your hand.
Nethivor's power is equal to the number of cards exiled.
Threshold - Exile seven cards in your graveyard: Return Nethivor from your graveyard to the battlefield. Activate this ability only if seven or more cards are in your graveyard and only any time you could cast a sorcery.
*/4
{Side note: Yes- I know Dredge exsists.}
IIW: Anything you want! Points for balance, originality, and style. Be it Simple or Complex!
In a debate with a friend I was asked the following question (I'm usually the more rules-guru of the group) however, I'd like to make sure with a higher level judge.
Parrallel Lives is in play and he attacks with Hero of Bladehold or Kessig Cagebreakers. The tokens that enter play tapped and attacking- Parrallel Lives WILL put more into play however, the question that remains is are they also tapped and attacking?
I've come to the ruling No... but- rereading parallel lives I've come to rethink this because lives only doubles the number the original source would put into play and doesn't put any tokens into play itself.
1. Yes, Yes, Yes, and Yes.
2.
a. Yes but, only if you choose to return him to the COMMANDER zone and not to have him remain in the RFG zone (two seperate zones)
b. This would be answer a. Whenever you cast your general another time after the first you add 2 to the casting cost. So if you exile him and choose to instead put him in the commander zone you may pay 2 additional mana plus his cmc to cast him.
c. Yes- BUT, if you choose to put him into the Commander zone rather than keeping him in the RFG zone you cannot. The Unstoppable ash champion trigger will lose track of him if you change him from the RFG zone to the commander.
d. Explained above- There is only one card though. It doesn't produce a copy of your general for any reason.
In general- The Champion mechanic will work as follows: You champion your general and it goes to exile- you may choose to put it into the Commanger zone rather than keeping it in exile but, keep in mind if he moves to the commander zone the champion trigger will lose track of the general and he will not return to play if he dies. Instead- if he remains Exiled (you cannot recast him from this zone) then when the Champion dies he will return to play.
Enchantment {U}
Whenever a creature enters the battlefield under an opponent's control, put a 2/2 green troll creature token onto the battlefield under your control.
Next: Spontanious Convulsions
Also- if there are any sideboard cards that have seen play that I have missed please list them and I'll gratefully add them to the lists.
Thank you- hopefully adding "to be equiped" and "can" clarifies this enough.
Also added more pros and cons, match ups, and etc. to the original post.
The goal of this thread is in fact just as you say:
Being rude isn't possible if your pointing out an error or typo in the post! Its in fact very helpful.
Since Oblivion ring is a triggered ability it will not be put on the stack- Your Kaalia is in fact exiled forever.
I personally have been running Snapcaster Mage as a 2+ of. I've experimented with him at 2, 3, and 4. A singleton always seemed too bland and didn't do much. So I've felt you need him consistantly but, not constantly. Snapcaster Mage is definantly a good card but, like I stated in the OP, people have different takes on this deck and as such board and play differently. In a heavy aggro tuned deck Snapcaster may not see much play since they role less on permission and more on board control. He acts more of a late game recursion for leaks and dissipates than kill spells. In an aggro variant of Solar Flare he can tend to be worthless as I've seen many aggro lists not running a whole lot of cards to flashback off him. It is definantly common though that he is atleast a 2 of in any form of deck for the simple fact he is a 2/1 flash body that can recure spells when we need them most.
Do you guys think having no Snapcasters mainboard compared to a playset or less of them can affect how you value your sideboard options and your number of cards used in it?
My personal answer would be yes- it turns 1 ofs into 2 ofs most of the time and if it gets milled your sideboard option could still be used.
World Enchantment {M}
Lands do not untap during each players untap step.
As Vacuum of the Planes enters the battlefield, all players tap all lands he or she controls and empties his or her mana pools.
2: Destroy Mana Exhaustion. It can't be regenerated. Any player may activate this ability.
"The Planes deny us our magic. So let us deny them our Protection."
IIW: Create a card for the standard format (utalizes standard mechanics or would be a good/balanced fit in standard atm)
The Art of the Sideboard
[Banner created by Red_Death01]
*Current Work In-Progress*
Today, I'd hope we take a second to look at something and consider our choices to our sideboard. Online Communities usually avoid Sideboard discussion and choices as it is in fact metagame dependant sometimes. We can however, weigh the pros and cons of a card against our matches to maybe come to a consensus of what an optimal sideboard/card choice against a certain deck is. Below is a long list of cards that have seen sideboard play. Some of them being only singletons but, some have seen entire play sets. While the Mainboard will affect the card numbers and in some cases the card choices we should still be able to figure out what the usual attack plan will turn into. Because of this we have three main board variants of Solarflare; The Control tuned for Control, The Control tuned for Aggro, and the Aggressive Solarflare.
What the Meta may bring:
G/W Tokens
Human Tribal Variant
Illusions
Mono Black Infect
Pod Variant
RDW
Solar Flare Mirror
Tempered Steel
U/B Control
Wolf Run Ramp
The sideboard various people could use can vary immensely. Some rely upon bringing in additional fatties or changing one threat for another while some have additional counter spells or kill spells. We also have a variety of tricks and utility choices at our disposal. To begin I think we should look at how our first game could go against some of the various decks in the current meta.
Key:
CTC= Control Tuned for Control
CTA=Control Tuned for Aggro
ASF=Aggressive Solarflare
G/W Tokens
CTC: Very unfavorable (25/75)
CTA: Slightly less Favorable (40/60)
ASF:
Human Tribal Variant
CTC: Favorable (65/35)
CTA: Very favorable (75/25)
ASF: Favorable (65/35)
Illusions
CTC:
CTA:
ASF:
Mono Black Infect
CTC: Slightly less Favorable (40/60)
CTA: Draw/Deck Dependant (50/50)
ASF: Very unfavorable (25/75)
Pod Variant
CTC: Very Favorable (75/25)
CTA: Very Favorable (75/25)
ASF: Draw/Deck Dependant (50/50)
Red Deck Wins
CTC: Extremely Unfavorable (10/90)
CTA: Slightly less Favorable (40/60)
ASF:
Solar Flare Mirror [Tuned for Aggro]
CTC: Favorable (65/35)
CTA: Draw/Deck Dependant (50/50)
ASF: Slightly less Favorable (40/60)
Solar Flare Mirror [Tuned for Control]
CTC: Draw/Deck Dependant (50/50)
CTA: Slightly less Favorable (40/60)
ASF: Favorable (65/35)
Aggressive Solar Flare Mirror
CTC: Slightly less Favorable (40/60)
CTA: Favorable (65/35)
ASF: Draw/Deck Dependant (50/50)
Tempered Steel
CTC: Very unfavorable (25/75)
CTA: Favorable (65/35)
ASF:
U/B Control
CTC: Favorable (65/35)
CTA: Very unfavorable (25/75)
ASF: Unfavorable (35/65)
Wolf Run Ramp
CTC: Unfavorable (35/65)
CTA: Favorable (65/35)
ASF: Draw/Deck Dependant (50/50)
Sideboard Construction:
When a Beater is Benched it is commonly only seen as a 1 of or a split of 2 different beaters.
Removal is played normally in a diverse amount of 5 to 6 cards.
Tricks are normally played in a diverse amount also from 6 to 7 cards.
Other cards vary sometimes filling the last slots to improve more often seen matchs.
Card Evaluation:
Batterskull
Pros: Resilient threat, 5 drop, lifelink + vigilance, gives an advantage to sacrifice outlits in the form of 0/0 germs, gives +4/+4 on other creatures when equipped; notably Snapcaster Mage
Cons: Very mana intensive recursion and equip, cannot be Unburied or Flashbacked, germ dies to dismember, useless against MBI
Where it shines: It acts as an early threat to any aggro based deck and keeps a constant pressure on the board.
Blade Splicer
Pros:
Cons:
Where it shines:
Bloodline Keeper
Pros: Can create 2/2 fliers to block inkmoth or attack when the coast is clear, when flipped he double lords each token as well as turns into a 5/5, flier
Cons: When flipped he and his tokens are all vulnerable to ratchet bomb at 0, not recurrable via Sun Titan, 3/3 for 4 mana
Where it shines:
Consecrated Sphinx
Pros: Every card an opponent draws you MAY draw two cards, flyer, 6 toughness
Cons: 4 power, no immediate board effect or triggers
Where it shines: Against a slower match up for example the mirror or another control deck you can gain a very large card advantage against them.
Elesh Norn, Grand Cenobite
Pros: It gives +2/+2 to all of your creatures except itself, it gives -2/-2 to all your opponents creatures which commonly wipes most aggro deck's creatures, vigilence, 7 toughness
Cons: seven drop, 4 power, legendary
Where it shines: Elesh Norn is in most decks be it Mainboard or Sideboard, this is because she will wipe most aggro decks and be a threat at the sametime. Not only is she a threat but, she buffs every creature you control making them that much more deadly.
Frost Titan
Pros: Targeted removal costs 2 more against him, when he enters or attacks he keeps something from untapping for a turn
Cons:
Where it shines: Against a pod deck this can keep the opponent's pod from untapping while swinging in each turn.
Grave Titan
Pros: A 6/6 body that brings 2 2/2s, deathtouch, each time he attacks he allows 2 2/2s to be blockers for your opponent
Cons: His triggered ability is nullified by an enemy Elesh Norn
Where it shines:
Mirran Crusader
Pros: Has protection against green and red, double striker, three drop, can be recurred with Sun Titan
Cons: Human, double white
Where it shines: Against Wolf Run Ramp Mirran Crusader acts as a constant threat that cannot be removed and is a 5 turn clock. Making them either kill you faster or block with inkmoths or artifact creatures which hinders the primary way they kill us. Against RDW he also acts as a wall and threat making him versatile against our harder aggro matches.
Sheoldred, Whispering One
Pros: Constant Edict effect each opponent's upkeep, constant unburial effect each of your upkeeps, swampwalk, 6/6
Cons: 7 drop, no immediate board effect or triggers, effect only triggers once per turn
Where it shines: Against a control match up where it isn't often that they have a surplus of creatures to sacrifice Sheoldred pressures them to either deal with her immediately or be faced with an army of reanimated creatures and no creatures to block with.
Popularity: Rare
Wurmcoil Engine
Pros: Resilient to board sweeps due to splitting into 2 3/3s with lifelink and deathtouch, colorless, has lifelink and deathtouch
Cons: Artifact, no immediate board effect or triggers, doesn't do much against MBI's attack plan
Where it shines: Against most aggro decks Wurmcoil acts as both a threat and a retroactive defense as it increases your life total with each block and swing it does making their attack plan that much harder. If it dies it'll leave behind 2 3/3s one with lifelink and one with deathtouch which can continue to gain you life or block if needed.
Celestial Purge
Pros: Exiles the target, instant speed, only costs two mana
Cons: Only effective against black and red decks and effects only permanents.
Where it shines: Against MBI it can remove almost anything they have on the field except Lashwrithe and Phyrexian Crusader. Against RDW it will remove Chandra's Pheonix permanently and can answer koth cheaply.
Day of Judgment
Pros: 4 mana wipes the entire board of any creatures, gets rid of hexproof and shroud creatures,
Cons: Sorcery speed removal which doesn't kill inkmoths or idols, kills your creatures as well.
Where it shines: When the board begins to become over populated your able to refresh the game stated for a simple 4 mana investment, letting your late game plays to have mana up for counterspell back up.
Popularity: Extremely High, Commonly seeing 1 of in the Sideboard.
Dead Weight
Pros: Cheap effective removal, recurrable with Sun Titan, weakens anything it doesn't kill permanently, can kill Geist of Saint Traft when recurred with Sun Titan
Cons: Sorcery speed, cannot be flashbacked with Snapcaster Mage
Where it shines: In Sun Titan decks against aggro it causes them to require two creatures to simply block or keeps a constant kill speed for free up making you have a clear shot at their life total.
Dismember
Pros: Can kill indestructible creatures, Costs 1 mana and 4 life when needed
Cons: Cannot kill anything larger than 5 toughness, requires life payment to use early
Where it shines:
Doom Blade
Pros:
Cons: Cannot kill black creatures
Where it shines:
Go For the Throat
Pros:
Cons: Cannot kill Artifact creatures
Where it shines:
Marrow Shards
Pros: Can be played for 2 life or only a single white, kills inkmoths and most MBI creatures.
Cons: Doesn't answer larger creatures, the creatures must be attacking
Where it shines: When your tapped out the opponent will generally be more willing to swing very offensively and take much larger risks with attackers, this allows you to still kill threats that could potentially kill you when your against wolfrun or most MBI creatures that aren't equipped.
Ratchet Bomb
Pros:
Cons:
Where it shines:
Sever the Bloodline
Pros: Exiles the target, can hit multiple creatures, has flashback for 7
Cons: Can exile your creature with the same name, sorcery speed
Where it shines: Against the mirror match where Sun Titan and Phantasmal Images are running rampant you can pay a simple 4 mana to exile their threat as long as their images if they are copying the creature.
Tribute to Hunger
Pros: Bypasses hexproof and shroud, you gain life equal the the toughness sacrificed
Cons: The opponent chooses what to sacrifice, may not always remove the creature you need, can sometimes only gain 1 life.
Where it shines: If your having problems with hexproof or shroud creatures this can get around that and remove it while giving you life. The life gain can be relevant as it virtually 2 for 1s your opponent since it puts their plan back and removes a creature they could use.
Victum of Night
Pros: A better version of Doom Blade and Go For the Throat. Removes everything the other can't excluding select few cards.
Cons: Situational ackwardness when something is a Vampire, Zombie, or Werewolf, costs double black, doesn't answer Phyrexian Crusader, or Stormkirk Noble
Where it shines: Lategame removal where color cost normally doesn't matter as much this will kill mostly anything you need.
Virulent Wound
Pros: Cheap effective removal against Inkmoth and other 1 toughness creatures, costs only a single black, weakens the creature permanently if it doesn't kill it.
Cons: Very ineffective against titans or very large creatures when a destroy effect is much more needed.
Where it shines: It allows us to deal with Inkmoths and most of MBI much easier before they equip and gives us mana to keep up for counterspells or keep digging.
Popularity: Extremely Rare
Wring Flesh
Pros: Cheap effective removal against Inkmoth and other 1 toughness creatures, costs only a single black, weakens the creature's attack by three if it doesn't kill it, possibly allowing a snapcaster mage to trade or kill the attacker when blocking without losing the mage itself.
Cons: Lasts only until end of turn and isn't very effective at removing titans or large threats when a destroy effect is much more needed.
Where it shines: It allows us to deal with Inkmoths and most of MBI much easier before they equip and gives us mana to keep up for counterspells or keep digging.
Azure Mage
Pros: An early threat against a control match up, can constantly draw cards given the mana at instant speed, recurrable with Sun Titan
Cons: Human, 2/1, mana intensive
Where it shines: When you need to out card advantage your opponent you can generate infinite card advantage by having Azure Mage on the field while slowly beating your opponent down.
Popularity: Extremely Rare
Curse of Death's Hold
Pros: Neutralizes inkmoth and moorland haunt threat, acts as a board wipe to all low toughness creatures on the battlefield and nutters the higher ones, most decks cannot remove it easily and won't see it coming.
Cons: Beast Within and Oblivion Ring are common removal suits that are boarded in against us and can take care of this, costs 5 mana
Where it shines: Against tokens, humans, and MBI this card nearly shuts off their entire deck. Forcing them to either dig for removal or win with other less frequent threats at a slower rate.
Popularity: Moderate, Commonly seen as a 1 or 2 of.
Disperse
Pros: Can reset loyalty counters, charge counters, and even prevent damage from creatures, gives another chance to be countered, can be flashbacked by Snapcaster Mage
Cons: Cannot answer lands that are animated, doesn't permanently answer a card only temporarily
Where it shines: A versatile sideboard option that can temporarily answer any threat you were not able to counter at the time, prevent death for a turn, or clear that last blocker to delieve the killing blow.
Dissipate
Pros: Additional conterspells that exile the card.
Cons: Takes sideboard slots.
Where it shines: When sideboarding against the control match up you can prepare to outcounter them by having a higher probability of a counterspell in hand.
Popularity: Moderately High, Commonly seeing 2 of to total a playset after boarding.
Divine Offering
Pros: Instant speed artifact removal, gains life equal to the casting cost, 2 mana
Cons:
Where it shines:
Flashfreeze
Pros: Additional counterspells, hard counter, 2 mana.
Cons: Only counters red or green spells.
Where it shines: Against Wolf Run Ramp it can counter almost anything they cast without worrying about them paying more mana to counter it's effect.
Gideon Jura
Pros: Forces aggro to target a large target before continuing with you, can remove tapped creatures, attacks for 6 and is indestructible, commonly will atleast redirect 8+ damage away from your life total.
Cons: 5 mana drop, hero of bladehold gets around his first ability if they want.
Where it shines: In MBI and lower attack aggro decks have a very tough time removing him, he can buy you ample amount of time to attack and block creatures until you wish to go on the offensive.
Guresome Encore
Pros:
Cons:
Where it shines:
Jace, Memory Adept
Pros:
Cons:
Where it shines:
Karn, Liberated
Pros: Can exile any permanent needed, can restart the game with a great advantage, constant removal/premptive removal, starts with 6 loyalty
Cons: 7 mana
Where it shines: In any match that you can manage to reach late game and land him he will bring a constant threat that they must deal with or try to win when the game is restarted at a disadvantage.
Memoricide
Pros:
Cons:
Where it shines:
Mental Misstep
Pros: Hard counter, costs 2 life or 1 mana
Cons: Can only counter 1 drop spells.
Where it shines: Against RDW this spell can counter a lot of key cards including Stormkirk Nobles which can cause problems if unanswered.
Midnight Hauntings
Pros: Provides two 1/1 fliers at instant speed
Cons: Worse than Timely Reinforcements against ground-based decks
Where it shines: In the Mono-Black Infect and Tempered Steel matchups.
Negate
Pros: Hard Counter, only 2 mana
Cons: Cannot counter creatures
Where it shines: Against the control mirror or a heavy spell deck that doesn't rely upon a lot of creatures.
Popularity: High, Seeing play in most lists as a 1 to 2 of.
Nevermore
Pros: Preventive measure from a harmful card from being cast, 3 mana, recures with Sun Titan triggers
Cons: Can affect your spells too, no board effect, the named card can be cast again if it is removed
Where it shines: Against Wolf Run Ramp it prevents the usage of Green Sun's Zeniths or Primeval Titans from hitting play. Lowering their mana ramp capabilities and their toolbox given by Green Sun's Zenith.
Oblivion Ring
Pros: Removal to any nonland permanent we aren't able to easily deal with, recures with Sun Titan triggers, costs 3 mana
Cons: If the Oblivion Ring is removed they get their permanent back, is a manditory trigger that may force you to exile something of yours if an opponent responds to it being cast.
Where it shines: The card commonly warrants 1-3 slots mainboard. Normally you can use the extra as it allows your unfilled slots to be removal to almost anything you want. Letting you have a very versitile and effective sideboard choice.
Phantasmal Image
Pros:
Cons:
Where it shines:
Purify the Grave
Pros:
Cons:
Where it shines:
Revoke Existence
Pros: Destroys any artifact or enchantment, 2 mana.
Cons: Sorcery speed
Where it shines:
Spellskite
Pros: 4 toughness, 2 drop, recurrable with Sun Titan, colorless, can redirect harmful spells for 2 mana or a single blue until it is dealt with
Cons: Mindslaver can kill you, 0 power
Where it shines: Against RDW it acts as both a wall and a constant redirect for most of their burn as well as preventing shrine.
Popularity: Moderate, Seeing 2 in lists.
Stony Silence
Pros:
Cons:
Where it shines:
Surgical Extraction
Pros: Removes the target as well as gives you the option to remove them all from their deck, can be played for 2 life instead of mana, Instant
Cons: Does not affect the battlefield, requires the target to be in the graveyard
Where it shines: Against a problematic card that has been dealt with once before or a counterspell that was used this can remove all of the cards from their deck. This forces them to play without the card and can sometimes even remove cards from their hand.
Timely Reinforcements
Pros: Will commonly net you 6 life and 3 1/1s, costs only 3 mana, easily recurable with snapcaster mage, non-human tokens.
Cons: Does nothing against infect damage, cannot block hero of oxid rigids, can be responded to and sometimes have no effect.
Where it shines: Against most aggro/burn decks it will buy you enough time to reach turn 5 or 6. Normally 2 for 1s or 4 for 1s certain decks and allows you to have a little offense if you need to.
Popularity: Extremely High, Commonly seeing 3 to 4 in the Sideboard.
Unburial Rites
Pros:
Cons: Sideboard Slot
Where it shines:
White Sun's Zenith
Pros: Instant speed, creates 2/2 attackers or blockers, non-human, Zenith effect
Cons: Zenith effect, triple white, requires a lot of mana to be effective
Where it shines:
Witchbane Orb
Pros: Removes any curses on you, gives you hexproof
Cons: 4 drop, no immidiate effect
Where it shines: Against RDW it prevents burn spells and shrine from being directed at your face, making their ground units be your primary concern only.
Popularity: Very Low
Ghost Quarter
Pros: Can answer an inkmoth or wolfrun, an extra land for the control mirror
Cons: They get a basic land untapped, colorless mana when tapped
Where it shines: Ghost Quarter is sometimes the lesser evil when dealing with Wolf Run Ramp or Inkmoths. Keeping it up will allow you to respond to Wolf Run activations on Inkmoths to avoid possibly dying. It can also mana fix you if really needed.
Nephilia Drownyard
Pros: Alternate Mill win condition, an extra land for the control mirror, can mill yourself if you are looking for flashback spells or targets for snapcaster
Cons: Colorless mana when tapped
Where it shines: Against mirror matchs and U/B this allows us to retroactively attack their library if their life total isn't possible due to various reasons. Alternatively you can mill yourself to find answers for snapcaster or put flashback cards into your graveyard.
Nihil Spellbomb
Pros: Single mana investment that stays until you need it, possible can-trip for a single black, free to activate, recurrable with Sun Titan
Cons: Cannot prevent a card that is already being flashbacked from the graveyard, only usable once unless recured.
Where it shines: Against any deck that utalizes the graveyard heavily this can prevent them from doing so with ease. It also replaces itself if you pay a black when you activate it letting you dig into your deck while preventing your opponent from using their graveyard.
Questions to Dwell Upon when making your Sideboard:
Do you think having no Snapcasters mainboard compared to a playset or less of them can affect how you value your sideboard options and your number of cards used in it?
Do you think that playing a Sun Titan or more can/should affect the choices you have in your sideboard? Maybe for the possibility of recursion or not to a point it wouldn't be good enough if you didn't play Sun Titan?
What sees the most play in your meta?
Sorcery {R}
Target opponent shuffles his or her library, then exiles cards from the top his or her library until he or she exiles three nonland cards. Search that player's graveyard, hand, and library for all nonland cards that share a name with a card exiled this way and exile them. Then that player shuffles his or her library.
"Let's take a look at that brain of yours... It could do without this- this- and this also..."
Creator's Note:
If "Mental Trauma" doesn't fit a physical injury for the judging please remember that mental trauma can infact be caused by severe injury done to the head or another part of the body.
IIW: Create a card for the standard format (utalizes standard mechanics or would be a good/balanced fit in standard atm)
Sorcery {R}
When you cast Gnawing Insanity, any player may discard two cards. If a player does, counter Gnawing Insanity.
Target opponent reveals his or her hand. You choose a card from it. That player discards that card.
Flashback- 2B
"Your obsession will be your undoing."
IIW: Design a Standard card. (It has M12, SoM, or Inn mechanics for example)
Creature - Human Wizard {R}
Defender
Privileged 2.
You have hexproof.
"My duty is to protect you. No matter the cost." -Royal Null Mage
1/4
IIW: Whatever you want.
Sorcery M
Exile target permanent with converted mana cost X or less from the battlefield.
Put target creature card with converted mana cost X or less from a graveyard onto the battlefield under your control.
Shuffle Null Sun's Zenith into its owner's library.
IIW: Design a Standard card. (It has M12, SoM, or Inn mechanics for example)
That would mean you need 9 mana open to do this each turn (12 if u want to also return the batterskull). I would much rather have a frost titan and a counter spell in hand.
The card just doesn't warrant enough impact to consider. On turn 3 you can't play it safely, turn 4 theres a ton of plans you could do that would blow this out of the water and late game you need a ton of mana just to keep a 2/1 alive. While all they need is an inkmoth to block it.
Creature - Lhurgoyf Horror {M}
As Nethivor enters the battlefield, exile your hand.
Nethivor's power is equal to the number of cards exiled.
Threshold - Exile seven cards in your graveyard: Return Nethivor from your graveyard to the battlefield. Activate this ability only if seven or more cards are in your graveyard and only any time you could cast a sorcery.
*/4
{Side note: Yes- I know Dredge exsists.}
IIW: Anything you want! Points for balance, originality, and style. Be it Simple or Complex!
Parrallel Lives is in play and he attacks with Hero of Bladehold or Kessig Cagebreakers. The tokens that enter play tapped and attacking- Parrallel Lives WILL put more into play however, the question that remains is are they also tapped and attacking?
I've come to the ruling No... but- rereading parallel lives I've come to rethink this because lives only doubles the number the original source would put into play and doesn't put any tokens into play itself.
2.
a. Yes but, only if you choose to return him to the COMMANDER zone and not to have him remain in the RFG zone (two seperate zones)
b. This would be answer a. Whenever you cast your general another time after the first you add 2 to the casting cost. So if you exile him and choose to instead put him in the commander zone you may pay 2 additional mana plus his cmc to cast him.
c. Yes- BUT, if you choose to put him into the Commander zone rather than keeping him in the RFG zone you cannot. The Unstoppable ash champion trigger will lose track of him if you change him from the RFG zone to the commander.
d. Explained above- There is only one card though. It doesn't produce a copy of your general for any reason.
In general- The Champion mechanic will work as follows: You champion your general and it goes to exile- you may choose to put it into the Commanger zone rather than keeping it in exile but, keep in mind if he moves to the commander zone the champion trigger will lose track of the general and he will not return to play if he dies. Instead- if he remains Exiled (you cannot recast him from this zone) then when the Champion dies he will return to play.