Quote What about cards that are situationally powerful? For example, Energy Flux isn't one of the games most powerful cards by any means. It's too narrow in scope. Against certian decks, however, it will win games on its own. At my last tournament I made the mistake of running Rack and Ruin instead of Energy Flux, thinking that Cunning Wish for Rack and Ruin would be enough. It wasn't.
There are still slots in your sideboard for cards like that. It's just that it feels like there's something wrong to me if you need to use 15 slots to shore your deck up all the time. Around 7-10 usually feels like plenty to me. Part of this comes from getting diminishing returns from the cards that you're siding in after a point. Many decks COULD potentially side out Duress against aggro, but it's still a fairly good card there so unless you're bringing in something on the level of CoP: Red it seems like wasted space that you could apply to Wishes.
Quote Cunning Wish forces us to bastardize our sideboards from time to time, playing with inferior cards simply because they are wishable. Look at Coffin Purge. It is inferior to Tormod's Crypt in just about every way, other than that it is wishable. Yet, even if Dragon is a bad match-up and it is prevalant, we would most likley only run two or three Purges instead of running four Crypts in the board.
While I think it's debatable whether Crypt or Purge is better, like I've said above it's more like you should divide your sideboard into two segments. The first segment consists of cards that you actually side in, and the second segment consists of the Wish targets. There's also a little bit of blurring from time to time, which works in your favor. To use an anti-artifact deck sideboard, category one would consist of your Energy Fluxes and category two would be your Rack and Ruins of the world. The category one cards are almost always better than the category two cards. However, if you can find the mythical category three cards (like for instance, Artifact Mutation in this example but also cards like StP and REB,) you get to avoid the bastardization.
Quote Also, we have a tendency to run three Wishes and we move all of our situational creature kill to the board, along with some card drawing (so Wish is never dead), a disenchant killer and some anti-artifact cards. This leaves us only two to three slots for non-wishable cards that can shore-up bad match-ups. COP Red or Deed are cards that come to mind in Keeper and Hulk.
Just like how I said above that we need to tighten our maindecks, the same holds espescially true for the Wishes. Trying to find category three cards instead of category two cards (which granted is not always possible,) ruthlessly paring very situational cards, or finding cards that can do multiple roles is the best for this. For instance, I am probably going to simply cut Fire/Ice from my Hulk SB since between Artifact Mutation, REB, BEB, and Berserk I can kill any creature short of Morphling, Nantuko Shade, and Academy Rector. Similarly, Naturalize hasn't really been pulling its weight so it might become either a Capsize or Stifle, both of which while not necessarily as powerful at killing enchantments (the only enchantment that you can't handle otherwise that would serve to be a problem is Abyss,) can do more in general (such as stop Maze of Ith.)
Quote So, if you know your metagame it can be a very good idea to skip the Wishes and pack the maindeck "hate", if you can even call it hate. If you have a Suicide or Goblin Sligh heavy meta, then three Fire/Ice and a Deed maindeck might take the place of three Wishes and something else in Hulk, for example. It narrows the scope of the deck but it makes bad match-ups survivable as you don't have to Cunning Wish for Fire/Ice to deal with the first turn Goblin Lackey or Hypnotic Specter. This also allows you far more flexibility in sideboarding in that you can remove the four Fire/Ice and one Deed in favor of four Crypts or three Energy Flux and another Deed.
And this in a way brings me back to one of my initial points, in that you should eliminate the number of dead cards in your deck by playing cards that are "always good." Fire/Ice is always good because it cycles, but not as good as Swords to Plowshares at killing single creatures. However, if your environment consists almost entirely of creatures, then Swords to Plowshares (as opposed to say the Cunning Wish that you replaced them with) become "always good."