Standard – Dimir X Sideboard Guide | HOB week 1
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Standard – Dimir X Sideboard Guide | HOB week 1

Since this marks the start of the RCQ season for Standard, we will now focus on more competitive decks that can help us secure an RC invite. While we are still focusing on Dimir, we believe the Dimir X version is the superior choice for this week. 

Similar to the previous bannings during the Vivi-Cauldron meta, players are unlikely to abandon their decks entirely. Instead, they will adapt and refine their existing builds, largely because switching to a completely different deck can be quite expensive. In the weeks immediately following the ban, expect Prowess players to gravitate toward Izzet Spellementals builds, Cub players to focus on Landfall variants, and Gran-Gran enthusiasts to stick with a control deck even without Granny. The good news is that Dimir X has a strong win rate against these decks.

https://mfy.gg/guides/view/standard-dimir-x-sideboard-guide-hob-week--9XesNDS9MRr

u/Ken_the_Great — 5 days ago
▲ 9 r/StandardMTG+2 crossposts

[Standard] Dimir Midrange Sideboard Guide | MSH week 5

Dimir Midrange’s MVP is Kaito, and there is no doubt to that. However, the current meta has a lot of anti-Kaito gameplay (e.g., burn spells that targets Kaito, Erode, go-wide strategy leaving the Kaito open from attacks). Thus, we are trying to make Kaito to be plan B rather than the main plan. 

 

Thus, our main plan here is to aggro the opponent with the Skeletons package, followed by the ninjutsu/sneak strategy, or the ninjutsu/sneak strategy on its own. 

 

The following line of play can made on the early turns: 

 

a.    Plan A: Skeleton aggro line

 

The ideal line of play using our main plan is: turn 1, Forsaken Miner; Turn 2, Case of the Stashed Skeleton; and Turn 3, Corpses of the Lost. Other lines of play that will be discussed below can be done after this line of play. 

 

b.    Plan B: Oroku Saki / Kaito line

 

Turn 1, one-drop creature; turn 2 Oroku Saki, and just destroy the creatures that the opponent will play to allow Oroku Saki attack for another 3. Then you have the Kaito strategy.. and we all know how this works. 

free sb guide here: https://mfy.gg/guides/view/standard-dimir-midrange-sideboard-guide-ms-5R10jXraLHM

mfy.gg
u/Ken_the_Great — 25 days ago
▲ 10 r/StandardMTG+1 crossposts

[Standard] Dimir Midrange Sideboard Guide | MSH week 3 - 4

https://mfy.gg/guides/view/standard-dimir-midrange-sideboard-guide-ms-TFeqElCL7Rp

After play testing against cub, prowess, and jeskai lessons deck (20 each), we came up with an updated list:

Deck list:

We divided the deck list as shown below for easy visual:  

Creature enablers / early game threats 

4 Dream Beavers

4 Spyglass Sirens

4 Floodpits Drowner

Turn 2 or 3 threats / removal spell eater / wincon if not answered early 

3 Super Shredder

2 Oroku Saki, Shredder Rising 

WinCon threats 

3 Enduring Curiosity

4 Kaito, Bane of Nightmares

Spot removal suit

3  Requiting Hex

2  Bitter Triumph

2  Shoot the Sheriff 

Board wipe suit

1 Deadly Cover-Up

Counterspell suit

3  We Say Thee Nay!

1  Spell Snare

Lands 

4  Gloomlake Verge 

4  Multiversal Passage 

4  Watery Grave 

3  Hidden Lair 

3  Island 

3  Swamp 

2  Soulstone Sanctuary 

1  Restless Reef 

 

Sideboard against creature decks 

2  Day of Black Sun

2  Strategic Betrayal

1  Essence Scatter

Sideboard against control decks 

2  Duress

1  Annul

1  Disdainful Stroke

1  Flashfreeze

1  Negate

1  The Unagi of Kyoshi Island

Sideboard against graveyard decks 

2  Ghost Vacuum

1  Soul-Guide Lantern

Playtest notes:

By now, we know that Dimir Midrange needs to gain tempo advantage during the first 3 turns of the game for high chances of winning. Losing the tempo during these turns is lights out. That’s why some of the lists before use at least 3 copies of Starting Town. 

We are just focusing on on-the-play pre-sideboard gameplay, as there are a lot of nuances and scenarios when it comes to on-the-draw or post-sideboard gameplay. However, you can use this section to determine your winning lines should the game be draggy and you will get the tempo back during the mid to late game. 

For Turn 1: 

You will need to cast your 1-drop creatures (e.g., Dream Beavers, Spyglass Siren). These 1-droppers should enable you a sneak attack with Oroku Saki on turn 2, a scry, map ability on turn 2 to further fix your hand if necessary, or prepare a turn-3  tempo swing with Kaito.

If you don’t have your 1-drop creature during your turn 1, our team has the following consensus: (1) Against cub decks, mulligan unless you have at least 2 removals or at least 1 removal and 1 counterspell, because it will be a major tempo swing if they have 2 cubs. For purposes of this paragraph, consider floodpits as a removal. (2) Against control / pseudo-control decks (e.g., jeskai lessons, 4c control, izzet spellementals, dimir excruciator), mulligan unless you have at least 2 2-drop. Based on our playtests, most of losses happen if you don’t have anything to cast on turn 2 and 3. During the first 3 turns, you need to cast spells in order for the control decks to interact against your threats. By turn 4, if you don’t put enough threats in the table, they are already in the tempo advantage given the amount of available interaction in their hand and card-draw advantage. (3) Against prowess decks, at least 2 interactions, or combination of card that will allow you to sneak Oroku Saki in turn 3 or ninjutsu Kaito in turn 3. Although they have a lot of removal against these 2 ninjas, the goal here is to force them to interact with you, given that they also have a lot of cards that can push for card advantage. If you don’t force interaction from them during the first 3 turns, they will just play their card advantage spells, further fixing their hand, and reserving their interactions against your wincon threats (e.g., curiosity, kaito). 

For turn 2: 

Based on our playtests, even with cub decks, it is still advisable to sneak Oroku in turn 2 as compared to casting a removal against the cub or casting Floodpits Drowner, as it will give you card advantage, pseudo-burn effect, and pseudo removal in turn 3. 

Chances are, if you’re playing against a seasoned cub deck player, they no longer cast cub at turn 2 with an open mana given the amount of removal in the current meta. They will likely cast another mana dork or another cheap threat. Them casting Surak is also not a problem at turn 2 as long as Oroku was sneaked at turn 2 based on our playtests with these decks. 

As mentioned, Oroku is like a pseudo spot removal/card draw/burn spell, all at once. To explain, you get to draw a card and burn your opponent at turn 2 for 3 damage, and force your opponent to chump block him at turn 3, otherwise, you will again burn your opponent for another 3 damage, and draw a card. 

For turn 3: 

If you 1-drop survives, or you successfully sneaked in Oroku, or flashed-in Floodpits, it is time to Kaito on turn 3, which is the usual Dimir Midrange turn 3. If Kaito is still not in your hands by this time, a Shredder on turn 3 is also viable. Based on our playtests, Shredder can be a good aggro-tempo play on turn 3 because opponents are forced to target him with removal spells, otherwise he will just get bigger. As discussed below, playtests reveal that Shredder offers more value than Loki. With Shredder in turn 3, this will give you a 1 mana open for counter-spells or removal. 

Sideboard guide can be viewed in our Metafy link for free.

 

u/Ken_the_Great — 1 month ago

Standard – FREE Dimir Midrange Sideboard Guide | MSH week 2

https://metafy.gg/guides/view/standard-dimir-midrange-sideboard-guide-ms-7SNS6cSf73k

3 Deep-Cavern Bat 

4 Dream Beavers 

4 Enduring Curiosity 

4 Floodpits Drowner 

4 Gloomlake Verge 

3 Island 

4 Kaito, Bane of Nightmares 

3 Loki, God of Mischief 

3 Multiversal Passage 

1 Nowhere to Run 

3 Requiting Hex 

2 Restless Reef 

1 Shoot the Sheriff 

1 Bitter Triumph

2 Soulstone Sanctuary 

2 Spell Pierce 

4 Spyglass Siren 

2 Oroku Saki, Shredder Rising

5 Swamp 

1 Deadly Cover-Up 

4 Watery Grave 

 

// SIDEBOARD

3 Day of Black Sun 

4 Duress 

2 Flashfreeze 

1 Ghost Vacuum 

2 Qarsi Revenant 

2 Strategic Betrayal

1 Wan Shi Tong

reddit.com
u/Ken_the_Great — 2 months ago
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[Standard] FREE Dimir Midrange Sideboard Guide | MSH week 2

https://metafy.gg/guides/view/standard-dimir-midrange-sideboard-guide-ms-7SNS6cSf73k

3 Deep-Cavern Bat 

4 Dream Beavers 

4 Enduring Curiosity 

4 Floodpits Drowner 

4 Gloomlake Verge 

3 Island 

4 Kaito, Bane of Nightmares 

3 Loki, God of Mischief 

3 Multiversal Passage 

1 Nowhere to Run 

3 Requiting Hex 

2 Restless Reef 

1 Shoot the Sheriff 

1 Bitter Triumph

2 Soulstone Sanctuary 

2 Spell Pierce 

4 Spyglass Siren 

2 Oroku Saki, Shredder Rising

5 Swamp 

1 Deadly Cover-Up 

4 Watery Grave 

 

// SIDEBOARD

3 Day of Black Sun 

4 Duress 

2 Flashfreeze 

1 Ghost Vacuum 

2 Qarsi Revenant 

2 Strategic Betrayal

1 Wan Shi Tong

Testing notes:

 1.    Playing on the aggressive curve gives us huge tempo 

The majority of our wins follow one or more of the following sequences:

Turn 1

·      Deploy any one-drop flier to set up future Kaito or Oroku Saki attacks.

Turn 2

·      Sneak in Oroku Saki for a surprise three damage and a card draw.

·      Flash in Floodpits Drowner to place a stun counter while setting up a future Kaito or Oroku Saki attack.

·      Cast Loki to bait removal. If left unanswered, Loki generates significant card advantage, while also allowing Deep-Cavern Bat (“DCB”) to strip key cards from the opponent’s hand without immediately drawing removal.

Turn 3

·      Ninjutsu Kaito into play, which remains the deck’s primary game plan.

·      If Oroku Saki was not deployed on Turn 2, sneak it in on Turn 3 while leaving one blue mana available for Spell Pierce to protect it from removal.

2.    Oroku Saki, Shredder Rising

During the early stages of our playtesting, Oroku Saki consistently caught opponents off guard. Most opponents are comfortable letting our one-drop flyer connect, assuming the damage is insignificant. However, once Oroku Saki is sneaked into play, the attack suddenly becomes three damage and a card draw, creating a substantial tempo swing.

Since Oroku only costs two mana to sneak into play, it can also function as a pseudo-removal spell. By attacking with Oroku, you can force unfavorable blocks from your opponent. For decks that use damage based removal, it would be better to always attack with Oroku since they could just bolt it easily. 

When deciding between Oroku Saki, Loki, DCB, and Floodpits Drowner on Turn 2, we generally recommend prioritizing Oroku Saki. It immediately generates card advantage while pressuring the opponent to answer it. If they do spend removal on Oroku, your remaining two-drops are more likely to survive, allowing you to extract additional value from them in subsequent turns 

Throughout our playtesting, we also found that Oroku’s repeated card draw significantly improved our ability to play a longer game. The additional resources allowed us to keep pace with midrange and control decks well into the late game.

Finally, Oroku becomes especially threatening against control decks. Countering a removal spell aimed at Oroku often results in a massive tempo swing. If Oroku survives to attack again, it represents six total damage and two cards drawn over two combat steps—an exchange that many control decks struggle to recover from.

3.    Loki, God of Mischief

If Oroku Saki is unavailable on Turn 2, the next best play is usually Loki. Deploying Loki early allows you to generate additional value from the ETB abilities of Floodpits Drowner and DCB, giving you a steady source of card advantage throughout the game.

We also considered Sunset Saboteur as an alternative two-drop because it can generate card advantage whenever it attacks. Its ability to target creatures also provides some utility. However, after extensive playtesting, our team reached a consensus that this line of play is generally too slow. It often concedes the tempo to the opponent, particularly against aggressive decks featuring Badgermole Cub.

Similar to Oroku Saki, Loki proved invaluable in our games against control decks. Throughout our playtesting, Loki’s repeated card draw allowed us to keep pace in longer games by replenishing our resources and maintaining pressure even after multiple removal spells. Left unanswered, Loki quickly snowballs into a significant source of card advantage, forcing control decks to answer it before it overwhelms them.

4.    Selesnya Ouroboroid / Landfall matchup

Regardless of the winning lines discussed above, we consistently found the Selesnya/Landfall matchup to be the most challenging. The deck was often able to out-value us in the late game through its sources of pseudo card advantage, particularly Earthbended Lands. As the game progressed, it became increasingly difficult to maintain our tempo advantage.

Our win rate against Selesnya improved after increasing Day of Black Sun from two to three copies. This significantly increased the likelihood of drawing a board wipe, allowing us to reset the battlefield and regain control of the game. We also chose to main-deck one copy of Deadly Cover-Up, which not only strengthens the Selesnya matchup but also serves as an effective answer against Jeskai Revelation decks.

Against decks that rely on hexproof effects, Nowhere to Run consistently overperformed. Its ability to answer otherwise difficult-to-remove threats makes it an excellent metagame choice. If your local meta contains a significant number of hexproof strategies, we recommend increasing the number of Nowhere to Run in the main deck or sideboard.

 

reddit.com
u/Ken_the_Great — 2 months ago

Standard – FREE Dimir Midrange Sideboard Guide | MSH week 2

https://metafy.gg/guides/view/standard-dimir-midrange-sideboard-guide-ms-7SNS6cSf73k

3 Deep-Cavern Bat 

4 Dream Beavers 

4 Enduring Curiosity 

4 Floodpits Drowner 

4 Gloomlake Verge 

3 Island 

4 Kaito, Bane of Nightmares 

3 Loki, God of Mischief 

3 Multiversal Passage 

1 Nowhere to Run 

3 Requiting Hex 

2 Restless Reef 

1 Shoot the Sheriff 

1 Bitter Triumph

2 Soulstone Sanctuary 

2 Spell Pierce 

4 Spyglass Siren 

2 Oroku Saki, Shredder Rising

5 Swamp 

1 Deadly Cover-Up 

4 Watery Grave 

 

// SIDEBOARD

3 Day of Black Sun 

4 Duress 

2 Flashfreeze 

1 Ghost Vacuum 

2 Qarsi Revenant 

2 Strategic Betrayal

1 Wan Shi Tong

reddit.com
u/Ken_the_Great — 2 months ago
▲ 0 r/spikes

[Standard] Dimir Midrange Sideboard Guide | MSH Week 1

https://mfy.gg/guides/view/standard-dimir-midrange-sideboard-guide-ms-MqFpimaEPaL

(This is not mine btw)

Decklist

Main

3 Deep-Cavern Bat

3 Dream Beavers

3 Enduring Curiosity

3 Floodpits Drowner

3 Tishana's Tidebinder

2 Bitterbloom Bearer

2 Preacher of the Schism

1 Emeritus of Ideation

1 Loch Mare

1 Wan Shi Tong, Librarian

3 Requiting Hex

2 Bitter Triumph

2 Shoot the Sheriff

2 Spell Snare

2 Day of Black Sun

3 Kaito, Bane of Nightmares

4 Gloomlake Verge

4 Swamp

4 Watery Grave

3 Island

2 Multiversal Passage

2 Restless Reef

2 Soulstone Sanctuary

2 Starting Town

1 Fountainport

Sideboard

2 Annul

2 Duress

2 Flashfreeze

2 Get Out

2 Negate

1 Deadly Cover-Up

1 Lord Skitter, Sewer King

1 Requiting Hex

1 Strategic Betrayal

1 The Unagi of Kyoshi Island

Izzet Prowess

In:

1 Strategic Betrayal

1 Deadly Cover-Up

2 Flashfreeze

2 Get Out

2 Annul

1 Requiting Hex

Out:

3 Kaito, Bane of Nightmares

3 Dream Beavers

3 Deep-Cavern Bat

Jeskai Lessons

In:

2 Duress

2 Flashfreeze

2 Negate

1 Unagi of Kyoshi Island

Out:

3 Floodpits Drowner

2 Preacher of the Schism

2 Bitter Triumph

Mono-Green Landfall

In:

2 Annul

2 Flashfreeze

1 Deadly Cover-Up

2 Negate

1 Requiting Hex

1 Strategic Betrayal

Out:

3 Kaito, Bane of Nightmares

3 Dream Beavers

3 Deep-Cavern Bat

Dimir Excruciator

In:

2 Duress

2 Get Out

2 Negate

1 Deadly Cover-Up

1 Lord Skitter, Sewer King

1 Strategic Betrayal

Out:

2 Bitter Triumph

2 Shoot the Sheriff

2 Spell Snare

2 Day of Black Sun

1 Requiting Hex

Izzet Spellementals

In:

2 Duress

1 Deadly Cover-Up

2 Negate

2 Flashfreeze

2 Get Out

1 Strategic Betrayal

Out:

2 Day of Black Sun

3 Requiting Hex

2 Preacher of the Schism

3 Deep-Cavern Bat

Mardu Discard

In:

2 Get Out

1 Deadly Cover-Up

Out:

1 Kaito, Bane of Nightmares

2 Spell Snare

Azorious Momo

1 Requiting Hex

1 Strategic Betrayal

Out:

2 Spell Snare

u/Ken_the_Great — 2 months ago

Brewing budget rogue Standard decks from bulk rares — would players buy this?

So I’ve been thinking about a small MTG side hustle/project and wanted to get the community’s thoughts on whether this is interesting or just cope brewing lol.

I mostly play Standard and I have a ton of bulk rares/uncommons lying around. My idea is to brew rogue but actually competitive-ish Standard decks using mostly cheap cards/bulk rares, test them heavily, create matchup + sideboard guides, then sell the complete physical deck package at a premium to players who want to join the Standard format.

Questions:

  1. Would you ever buy something like this?
  2. What would make it valuable enough for you to pay a premium over raw card value?
  3. Would content/testing matter more than the cards themselves?
  4. Is there a market for “rogue deck packages” in Standard?
  5. Any obvious flaws with this idea?

Would appreciate honest feedback before I sink too much time into it.

reddit.com
u/Ken_the_Great — 3 months ago