![]() ![]() And the more angles you can attack from, the better chance you have of doing so. It's all about sticking a threat that your opponent cannot effectively answer. Most often, though, you'll sideboard with the goal of diversifying your threats. Sideboarding is about perfecting your deck for the matchup, and a few minor upgrades can be a big part of that. A Goblins deck might be interested in Subterranean Scout against a deck full of annoying blockers. Against a deck with board sweepers, a creature like Hangarback Walker can give you a bit more resilience. During sideboarding, you get to take out some of your ineffective creature removal and increase your concentration of threats, which ought to be tremendously helpful.Īlternatively, you might just make some upgrades to your existing threats. Imagine, for example, that you face a control deck that features very few creatures. You might go about this in a number of different ways.įirst, you might simply add more threats in an attempt to overload your opponent's answers. On the flip side, you can also use your sideboard to find a new threat that your opponent will (hopefully) struggle with. Playing Game 1 ought to show you exactly what "the job" is in the case at hand. Your sideboard lets you find the perfect tool for any job. If he or she has a particularly devastating spell, perhaps Negate is your best bet. ![]() If your opponent is trying to win via a swarm of cheap creatures, you might want a board sweeper like Languish. 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. ![]() Thopter Spy Network's first ability has an “intervening ‘if' clause.” That means (1) the ability won't trigger at all unless you control an artifact as your upkeep begins, and (2) the ability will do nothing if you don't control an artifact as it resolves.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).However, if at least one artifact creature you control has first strike and others don't, or if an artifact creature you control has double strike, the ability could trigger twice per combat: once in each combat damage step. The last ability will trigger, at most, once per combat damage step per player.Whenever one or more artifact creatures you control deal combat damage to a player, draw a card. At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying. ![]()
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