A topic I want to adress is the side board for an UB Build.
At this moment I think in the line of the following cards:
Suppose to play a list similar to the one masrke proposed at the beginning of the topic.
My own fifteen cards sideboard list will contain ( at now ):
2 Tormod's Crypt
2 Plague Spitter
2 Hurkyll's Recall
2 Echoing Truth
2 Thoughtsize
2 Extirpate
2 Duress
1 Darkblast
I usually don't switch too many cards against well known opponents, unless they are playing some narrow or hatable decks. Anytime I need too many cards to face a deck, I retrospectively find my sideboard choices weird or unfocused.
Duress, Thoughtsize ( possibly Exirpate ) enter in against Tezz, Oath & TPS
Grave Hate against Dragon & Ichorid
PlagueS, ETruth & Darkblast versus Bant, Fish, Beatz
HRecall, Darkblast (& only if opponents have enough redundancy: ETruth ) vs. 2c.Stax, 5c.Stax, WelderMUD, MUD
With possibly the most versatile and flexible cards' choices available for black & blue, I tried to cover different matchups with focused helps: UB version of EuroTPS are solid; they are not going to need too many cards or change too much when facing opponents. I can adapt well the major game plan with minor changes ( such as up to 5 or 6 cards ).
My plan is to add singolar cards capable of dealing with multiple threats trading themselves with a lot of opponents cards.
With this porpouse in mind I choose:
* grave hate*
among the cards able to deal with the most of opponents graveyard: winners are by far Crypts & Extirpate. Entire graves will be eaten in a single shot by TCrypts while Exirpate will shut up opponents winning routes when coupled or not with discarding effects
*control combo hate*
while Duress is my single last 1x1 sideboard card, both thoughtsize & extirpate can break opponents hands or defences. They are able to reach and deal with different ranges of threats, usually slowing them down more than you.
*artifact hate*
despite the fact maindeck proposed is largely able to interact with permanents and opponents board, a quick CotV@1 can be more than a walk in the part to deal with: with this fear in mind, I'll add multiple HRecall, spreading as much as I can the cc of my bouncers, leaving MUDs almost unable to softly lock me with chalices. A single bouncer will neutralize key parts of artifact.dec board. EoT bouncer usually put so much edge in your favour that even if you are forced to repeat the route twice or more in order to win it is simpler for you rather than opponents would consume to hard lock you.
*aggro hate*
I may had made some unusual choices but I will underline here how strong they are for me: instead of stealing creatures from opponents board, I resolve plague spitter with different porpourses. It has a nice body, selfresistant to his own ability, it will instantly kill all the fairies, weenies & elders all around, when killed can erase 2/2 creatures, it isn't ReBable and will help you to shorten your storm routine. It seems great to me. Board will be emptied and only greater attackers will remain untouched: ETruth & Bouncers will completely shut opponents down. Couple them with Darkblast and you'll have a recurring nightmare for Aggro and Aggrocontrol decks.
When you couple
I'm intrigued by the Top/Repeal draw engine. Seems very, very good in today's field.
with
Also, even though there is a ton more aggro AND aggrocontrol in Europe, I still love Spell Pierce. That card seems amazing. As you know what the field is like over there, I'll take your word that it's strictly worse than Drain there.
You'll soon realize how better will be dealing since game 1 with board instead of spells adding more *spells devoted* sideboard cards during game 2&3.
Barring opponents nearly unstoppable first/second turn wins, you'll be happy to deal with enchantments, creatures & lock pieces ( I'm supposing it will be far more difficult to stop opponents threats from being resolved rather then dealing with them when on battlefield ) with bouncers, blockers & permanents. Counting that Null Rod is one of the most frequent and far more threatening among them, I strongly reccommend you not to rely too much on Top/Key/Vault and to use them only as subsidiary drawing/winning tools. Again, Spell Pierce need the correct timing to be effective and become a dead draw when opponents start resolving spells before you caught into it. It is correct to think about being able to win
even if opponents resolve their threats rather than playing
through them such as in the past.
MaxxMatt