Originally Posted by
dionykos
-Sideboard: my core is usually
3 Krosan Grip
1 Rest In Peace
1 Null Rod
2 Absolute Law
2 Meddling Mage
2 Surgical Extraction
The rest varies quite a lot depending on what I expect and what I want to test.
Null Rod: for DnT, Miracles, Storm. I've always ran 1, however apart from DnT I never really wanted a second one.
Meddling Mage: I already have plenty of Fow/Fluster MD for combo, so the best way to attack them is via another angle: permanent hate (Rod does that too vs Storm)
Absolute Law: Mainly for recursive removal, like Lands (PF, Vortex) or URx Delver (Bolt, YP, Lavamancer). The UK loves lands so I often pack 2.
3 Grip: I know Miracles players have started siding out CB against Infect, but when they don't this build really needs an answer to CB. It does great against Top and the random Moon/Moat that people have because of Eldrazi now.
0 Removal: I just don't understand StP/Dismember in this deck. Everything we play is way more powerful than something that trades against a creature. Against Delver it's only good imo if they have a single blocker or a Lavamancer (but I have Law). It's not good vs Eldrazi, too many threats and Chalice. Bad vs Elves too. I just don't understand it. Maybe if you play 6 removal cards then you have a new plan vs Delver but until then I'd rather play 0
- Tundra: I was playing Savannah initially but 6 months ago I switched and I find it a lot better: I have 4 more spells that require U (1 Fluster, 3 Ponder).
It's really hard for your opponent to cut you off green anyway, and more often than not they save Wasteland for Nexus. The only time they don't is on the first couple of turns but then you can fetch accordingly. Also, Tundra is the first thing you fetch if you have your forest out already.
You could play the UG fastland in this slot, or even an Island, but I'm not sure it's worth losing a slot in SB (even though I like not showing the Tundra g1).
- Probe: I think you'd lose too much info about your opening hand, chances of opening 2/3 cantrips would be too high. Imo they fight for the same slots as Ponder. Also, you don't want to see too many Cantrip when you cast one, you want to sculpt your hand or find a missing piece.
As we said the goal is to grind by default, the window for the kill often present itself when your opponent is out of removal and starts tapping out for threats. It's often not hard to spot this switch or identify when you can't wait anymore, you don't really need Probe for that.
Pump spells are used as protection spells or to get rid of a blocker half the time.
- Counterspells: I think FoW has never been better now that the two top decks are Miracles and Eldrazi. On these 7 slots, I always played at least of couple of Fluster (just amazingly synergistic with the deck) and a mix of FoW/Dazes. I wouldn't go beyond 8, because I already have 4 Vines (best grind card), so the concentration of reactive spells would be too high.
Daze looses value quite quickly when you grind. And it's really not great vs Grixis as they see your hand with Probe/Therapy and have Shaman. And I don't think it's that good to protect Hierarch OTD, loss of tempo is too annoying.
- Berserk: I think it's absolutely necessary to trample through blockers, I find myself digging for one quite often so I want to find it. When you go long your elves lose value quickly. The free wins Berserk give is just a nice bonus, and against fair decks with few blockers (typically Miracles), I side out 2.
I will post SB tables later.