Similarly, if your opponent has lots of enchantments, you might want to sideboard in more answers to enchantments. However, it's nice to have access to Smash to Smithereens in your sideboard for when you face a deck that's particularly reliant on artifacts-like the one featured toward the end of this article. Except in extreme circumstances, players choose not to main deck cards like Smash to Smithereens out of fear those cards will be dead-useless-against certain opponents. What simpler way is there to accomplish that goal than to bring in the perfect answers for your opponent's threats?Ī classic example of a sideboard card is one that destroys artifacts and/or enchantments. You sideboard with the goal of making your deck better suited for a matchup. Let's go over a few of the useful things your sideboard can do for you. Building and using your sideboard well will be crucial to your tournament success. Sometimes, sideboarding can be the most important factor in determining how two decks will match up against one another. Because your sideboard cards can be more specialized-pinpoint focused for a certain task or matchup-they're often your most powerful tools. For a discussion of sideboarding in Limited, see this article.) Technically speaking, it's legal to play with a deck of more than 60 cards, but at all times your deck must be at least 60 cards and your sideboard must be at most fifteen cards. After Game 1, the players have the option to swap in any number of the fifteen cards from their sideboard in an effort to tailor their deck toward winning the next game. For the first game, both players play with their main decks-their primary 60 cards that will be the same for the start of every match. Tournament matches are typically determined by a best-two-out-of-three set of games. ![]() Harder still is the task of conveying just how important those cards are, and how vital it is to choose them carefully. It's a bit more challenging to teach them about the extra fifteen cards that come along with-yet are not part of-the deck. It can also just be a nice value piece in a competitive deck when you just don't have the money for that last really expensive card.It's easy to explain, even to someone unfamiliar with the game, that a Magic deck consists of 60 cards, with a limit of no more than four copies of any particular card (except for basic lands, of course). I don't think a tier 1 sharuum player is looking for this, but it could be a solid piece in a 75% build or a budget build. I don't think it's going to be hot garbage, but I don't see it as bad either. There are only a few situations that I can see this card being a problem. I just know that it seems to lend itself to Sharuum generating a stupid amount of value. The card will create value in Sharuum and it may cost you the game. If you counter it, then you're not countering a more integral piece. I also know that it can be quite potent in EDH.Īre you going to counter this spell against a Sharuum player? ![]() ![]() I agree with many when they say it's a do nothing card. It doesn't do anything by itself, but with some support it could be good. I don't know that it'll be particularly competitive however, I think it might be passable or even good in some decks.
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