Originally Posted by
Einherjer
@funnywille: Read the last 2 pages, we've talked about the Burn-MU quite a lot there :)
@MUD: Lol, someone asked me on Twitter too. This MU seems to trouble everybody. First, I'll you what my score in high-level-tournaments is. 0-1-1. Yes, that spectatular! Even though this deck is by far easier to beat than MUD it's still troublesome, at least some variants. If they have the Cloudpost-engine it's super tough, because its basically Cloudpost. If they play the Vintage-version then we have the best shot, as killing and countering is no problem. But if they play the Port+Skull - version it's tough once again, at least when the opponent knows how to operate this deck. As said previously, I wouldn't worry too much about this MU. It is winable, but a decent keep vs unknown will probably not cut it. All you basically want is a Top, Removal and Counterspells. Let their easy lockpieces resolve (like sphere of resistance, trinisphere and other stuff) and try to get them by just dealing with their creatures and Karn.
@Shardless BUG: Glad you picked the worst MU of them all :D - Sure let's get into it.
Shardless BUG is one of the decks in the current metagame that has the best shot of supressing Miracles in the long run of a tournament - meaning it is def. possible for Miracles to displatch one Shardless BUG on its way for the Top8, but also that reaching Top8 is going to be very tough if there are many Shardless BUG players in the room, because they'll get you, eventually. Their strengths lie in the fact that they abuse many angles of attack, reaching from Tarmogoyf beatdown, to creating CA with Ancestral Vision to Planeswalkers. Dealing with one, sometimes even two angles is no problem at all. Getting to fight the war on all three angles on the other hand is a tough one, and the basic reason why this MU isn't good at all. I tested the MU against one of the best Shardless-players (Lejay) and our 20-match-test-row ended in a fashion that represents the percentage of how this MU plays out if neither of the decks is overly tuned to beat the other one. --> 9:11. I obviously tested this MU more than just 20 games, but games against masters of their deck add more value to the testing than hundreds of matches against somebody.
Due to the natura of their restrictive deckbuilding you shouldn't worry about any countermagic, with the exception of the omnipresent Force of Will. This makes resolving Entreat the Angels pretty easy, which wins the game on the spot, most of the time. Preboard they might have Toxic Deluge, however they can't afford to keep it in in the sideboarded games and will probably rely on something like Maelstrom Pulse. - so keep those Angels flashy if you can.
So let's get to how to board:
3 Tundra
2 Volcanic Island
4 Flooded Strand
4 Scalding Tarn
2 Arid Mesa
4 Island
2 Plains
4 Brainstorm
4 Ponder
4 Sensei's Divining Top
4 Counterbalance
4 Force of Will
3 Snapcaster Mage
2 Counterspell
4 Swords to Plowshares
4 Terminus
1 Council's Judgement
3 Jace, the Mind Sculptor
2 Entreat the Angels
SB: 2 Red Elemental Blast
SB: 2 Rest in Peace
SB: 1 Pyroblast
SB: 2 Engineered Explosives
SB: 1 Counterspell
SB: 2 Flusterstorm
SB: 1 Disenchant
SB: 2 Vendilion Clique
SB: 1 Council's Judgement
SB: 1 Keranos, God of Storms
There is no such thing as a 100% correct boarding plan. There's a general direction that's correct and you can choose to which extent you will follow this approach, but following its direction is mandatory.
So first we are looking at the sideboard, what do we want in the sideboarded games?
Keranos is obviously very good against Shardless BUG, and very good doesn't even catch how insane he is there. Council's Judgement deals with everything but Creeping Tar Pit - sure. Vendilion Cliques pressure Planeswalkers, can kill the opponent and are able to chump-block, easy include. Disenchant will answer some evil stuff like Sylvan Library, at the very worst it deals with a Shardless Agent. Flusterstorms aren't good here. Counterspell is easily on of the best cards here, auto-include. Engineered Explosives are very potent when it comes to dealing with various threats from multiple angles. So it's correct to put them in. REBs and Pyros are very good as Jace + Vision are two of the main-threats here, whereas RIP isn't good enough. So we now have:
1 Keranos
1 Judgement
2 Clique
1 Disenchant
1 Counterspell
2 EE
2 REB
1 Pyro
That's 11 cards, which is quite a lot. Now let's look at we can take out:
Force of Will is not where we want to be, due to the nature of FoW, you all know that. Counterbalance is pretty unrelieable, not only due to Decay but mostly due to the fact that we have to deploy Counterbalance fast, in order to counter Vision, which then let's them Decay it EoT or in their Upkeep, leaving us with less ressources and therefore ensuring their Vision to resolve, which is crucial. Swords to Plowshares isn't at its best here, too, but is still a powerful tool to deal with a card like Creeping Tar Pit, which can be rather annoying to handle, otherwise.
The first thing you have to ask yourself is whether you want all 3 REB or only 2. Going less than 2 is no choice, as REB answers Jace+Vision, which is very crucial to our game plan. I'd go with three in the second game, and cut to two if I see enourmous amounts of Wastelands. But generally it might be correct to take all 4.
The next step to think about is how afraid you are of Sylvan Library and other mean enchantments/artefacts. You do have access to up to 5 answers to it, being 2 Judgement, 2 EE and 1 Disenchant. Despite the fact that EE does not deal with Null Rod it might be too much. I think that 4 is the minimum, and 5 being the maximum, with Disenchant being the 5th card, which can get the axe, depending on how you wish to board.
From all the cards that are coming out, Swords to Plowshares is the one that can stay the most, so this should be the place where fill mainboarded cards back to the sideboarded deck should you decide to not include all the possible options. So if you want to be on the safer side you can bring in less REBs and keep more Swords.
This leaves me with the following approach, but as said above, you can easily board a card more or less, the direction is all that matters here.
-4 Force of Will
-4 Counterbalance
-2 Swords to Plowshares
+2 Vendilion Clique
+1 Counterspell
+1 Keranos, God of Storms
+2 Engineered Explosives
+1 Council's Judgement
+2 Red Elemental Blast
+1 Pyroblast
General tips for the MU:
Utilize Terminus to combat their enourmous CA.
Counter Vision with Counterspell as you can. It may not be worth countering with your Force of Will, though - at least if you don't hardcast it.
Be patient with the deployance of your game-ending threats (Jace, Entreat, Keranos)
Counterbalance can counter Ancestral Vision with a Land on top
Waste most of your effort on their Planeswalkers + Vision. Their creatures will be dealt with, eventually. (hopefully)
Okay, well this wasn't as extensive as I'd have liked it to be, but I gotta head to university now, if anything is unclear, leave a comment below and I'll go into more detail. Do you disagree? I'd gladly hear your counter-opinion!
Greetings