

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. Bident of thasa is a similar effect with higher possible upside but performs the same in behind and parity quadrant.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 hope this helps depict why I will give this card the slot over military intelligence. I value the behind and parity quadrants the most. Parity: if you can't afford to attack this does nothing to help you

Trampling opponents will be harder to deal with and defense may be too slow but it's there.Īhead: card advantage if you have 2 creatures that can attack (does nothing without 2 creatures) don't have to deal damage to draw cards.ĭeveloping: Can come down early in the game to help pull you ahead. Ghostfire blade lets your thopeters trade with real creatures and help bring you back in the game.

Parity: token generation can go wide and give you expendable attackers to force blocks or get card advantage to pull you ahead of parity.īehind: slow defense but gives one chump block a turn while you dig to answers. Tokens can be used as ensoul targets, cheap Ghostfire equips, and extort fodder for silumgars sorcerer. TSN values assume you will reliably have an artifact, which the ensoul deck really should.Īhead: generate card advantage and increase your clock.ĭeveloping: comes down as your hand is empty and helps fuel back the cards spent. Having to attack with two creatures to get any value is a bigger downside to me than this value generating machine. I will take this over military intelligence in that shell any day. r/magicTCG is not produced, endorsed, supported by, or affiliated with Wizards of the Coast. Magic: The Gathering, including card images, symbols, and text, is © Wizards of the Coast, LLC, a subsidiary of Hasbro, Inc.
#THOPTER SPY NETWORK RULING HOW TO#
