Elemental lands, having 0 CMC, count as even creatures. Still, with the current meta so heavily relying on odd-costed creatures, it’s pretty easy to hit a ton of them.īe careful using this spell, though, because it can very easily exile lands you’ve turned into 3/3 creatures with Nissa, Who Shakes the World. It can only hit even or uneven creatures, whichever you choose. Board WipesĮxtinction Event is an all-round great mass removal spell. Make sure to use these spells well to get into your end game plan as soon and safely as possible. It can literally be the difference between sitting at three mana or ramping into your fifth. ![]() It stops a card from being cast for one turn, putting the spell on either the top or at the bottom of the opponent's library.Ī single turn is huge in Sultai Midrange. Aether Gust, on the other hand, is our honorary third “counter” spell. Depending on the meta, you can always add more counterspells if needed. Our counterspell package is on the light side, only running two copies of Essence Scatter. Your opponent kept a shady hand? It’s time to Thoughtseize and ruin their game. And since we’re black aligned, that's what we want to benefit from. It’s a very degenerate card that can disrupt the flow of pretty much any deck. There’s a lot of merchandise out there with text like “turn 1 Thoughtseize, ” and for good reason. Hand DisruptionĪs for hand disruption, nothing beats Thoughtseize. If the opponent is running cards your Heartless Act and Fatal Push can't deal with, there are a bunch of Casualties of Wars in the sideboard to take their place. This is our only planeswalker removal pre-sideboard, so try not to waste it on creatures in a non-aggro matchup. Boards that went far too wide with tokens or the same creature are also a great target. This one mainly gets rid of pesky enchantments and artifacts. Our second-best removal spell is Maelstrom Pulse. This is our fifth creature-specific removal spell, not quite as good as Fatal Push sitting at 2-CMC, but it can get the job done. This allows it to destroy any creature of 4-CMC or less instead. Thanks to the abundance of copies of Fabled Passage in the deck, you can even use your lands as a means to activate Revolt on the Push. Single Target Removalįirst we have Fatal Push, a versatile spell that allows you to remove a 2-CMC or less creature for just one mana. Our package is split into single target removal, hand disruption, counterspells, and board wipes. When your opponent has just played their second land, you’re likely ready to cast your Nissa, Who Shakes the World next turn already. ![]() Having both on the board is very hard to beat, especially if you get to be on the play when the game starts. At the same time, Uro can come back from the graveyard as a massive 6/6 creature that draws you cards and gains you life. Nissa can turn lands into 3/3 elemental creatures with vigilance. The best part about this ramp package is that Nissa and Uro both function as independent win conditions. ![]() The Ramp Spellsįor our ramp spells, we have four copies of Growth Spiral, four copies of Uro, Titan of Nature's Wrath, and four copies of Nissa, Who Shakes the World. If you’re up against problematic opponents, the sideboard provides plenty of tools to stop most strategies. At this point, it becomes effortless to keep on drawing and ramping further, casting sweepers, removal, and simply countering whatever may disrupt your game plan. Once Nissa is on the field, though, you’re nearly doubling your available mana, if not more, with her plus ability since most of our lands are forests. Usually, this opens up plays like a board wipe on turn 3 or a Nissa, Who Shakes the World on turn 4. Still, generally speaking, Sultai Midrange functions by focusing on controlling the opponent during turn 1, followed by some power-ramping during turn 2 and 3. I’ve briefly gone over the strategy already.
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