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Eternal lands per deck
Eternal lands per deck












eternal lands per deck

The obvious downside to v3.4 is that Abrupt Decay isn’t as easy to cast versus taxing effects paired with Wasteland. You’re actually gaining a slot that deals with nuisance artifact (I’ve found Chalice of the Void often gets dropped for zero in this match-up). Online I have 82 matches against Death & Taxes with 18 losses (78% win-rate) at least six of these (possibly more) are from sideboard copies of Chalice of the Void. You actually lose one slot of being able to answer a creature based threat such as Thalia, Guardian of Thraben. The Bayou provides an extra land for casting things through taxing effects, while rarely important is a something to consider.

eternal lands per deck

You’re maintaining the same amount of slots, which is very nice. Now with v3.4 you side in Bayou, three Abrupt Decay and the two copies of Chain of Vapor. First, let’s look at Death & Taxes: With v3.3 you sided in six cards in this match, two copies of Echoing Truth, two copies of Perilous Voyage and the pair of Rending Volley.

eternal lands per deck

When looking at sideboard changes, I believe it’s crucial to look at how the cards impact match-ups. The lost matches against Eldrazi weren’t anything to do with the sideboard changes, both times my opponents did what their deck does or had very good draws. With me beating both of the tempo decks I saw and losing twice to Eldrazi Aggro. If you look at the match-up breakdown, I faced both prison decks and Delver of Secrets decks. Without cards like Echoing Truth or Perilous Voyage in the sideboard the need for the copy of the basic land diminishes.

eternal lands per deck

After playing sixteen rounds of competitive Magic in Washington, DC I can say that I never once missed the Island being in the deck. I was very hesitant at first as I’ve enjoyed the Island versus prison strategies as well as Delver of Secrets decks. Well… where does that leave us? Cutting the basic Island is the answer. Alternatively, you could run both Bayou and Tropical Island in the sideboard, but I’m not a fan of giving away two sideboard slots to support something that isn’t completely necessary. Meaning, if we want to keep basic Island in the deck, you have to live with only six fetch lands that find your sole green source – that’s an issue. The issue here is that Scalding Tarn doesn’t search for Bayou where Bloodstained Mire does, and conversely, Bloodstained Mire doesn’t find Tropical Island. In order to play basic Island, we split the secondary fetch lands in a two and two count – with Bloodstained Mire and Scalding Tarn. The issue is the green splash isn’t easy to add with the mana-base from Eternal Weekend (v3.3). GreenĪt this point, we’ve convinced ourselves that Abrupt Decay is worthwhile. This caused me to reevaluate the six “answer” slots in my sideboard, at this point, Abrupt Decay started making more and more sense. When walking around the event site, I noticed that the top two performing Miracles pilots both had Counterbalance in their seventy-five and even if I had Rending Volley, it wouldn’t have been good. I spent the last round of the event wondering the event site, watching matches, and thinking about the play mistake from the previous round which caused me to drop from the event. I was unhappy with this slot for weeks, but was afraid of taking it out and being cold to a resolved Ethersworn Canonist from Miracles. Announcement of changes, if any, take place on the release of each new standard legal set.After playing ten miserable rounds of Eternal Weekend (every round went way over time in round and the event itself was way too long), I was looking at my match-ups and I realized I sided in Rending Volley exactly once and didn’t use it. So you could spend 5 points on Ancestral Recall, and 2 points on Treasure Cruise, but then you miss out on cards like Demonic Tutor, or Mind Twist, or various other cards that also cost some of your seven points.Ĭhanges to the points list are made by the Points Committee to promote the health of the format. Each player is allowed 7 points worth of powerful cards. What differentiates this format from most Magic: The Gathering formats is the points list. The 7 Point Highlander format is a constructed format that allows players to play with a modified 60 card singleton deck with 15 card sideboard that utilises the Vintage format’s card pool and ban list. It has been played across Australia and New Zealand for over 25 years (since 1996) and is growing in popularity around the world, with players in Asia, Europe, and North and South America. 7 Point Highlander (also sometimes known as Australian Highlander) is a way to play the collectible card game, Magic: The Gathering.














Eternal lands per deck