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Gami's Sultai Soulflayer (Pioneer) [Revision 270]

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Zeige Revision 270. There is a more recent version of this deck.


Hi, I'm Gami and this is my Pioneer Soulflayer list! If you want to play a graveyard combo deck that isn't Greasefang, you're in the right place!
This deck is built to maximise the power of Soulflayer and Urborg Scavengers to apply early pressure with a hard to remove threat.


Deck Info:


>Noteable Inclusions:

Gifted Aetherborn - Blocking vs aggressive decks and/or forcing opponents to trade into it is very strong, especially when we don't mind if it dies. Makes the aggro matchups better game one. May become less relevant if you decide to swing the deck to play more aggro hate mainboard, but in this current version is invaluable.

Ledger Shredder - Shredder can block vs aggo and get damage in against control, all while forcing our opponents to think about how many spells they're casting and furthering or gameplan. A worthy four of in the deck.

Samut, Voice of Dissent - This deck is less all-in on creatures for Soulflayer to delve than most, only having six main exile targets. Zetapla is fairly standard, Samut less so. The reason why, is that almost any combination of Samut and another creature, is fairly powerful, where other options needed three to four different creatures to have been milled to be a real threat without Zetalpa. This means we can run fewer threats overall and have much higher card quality.

Saiba Cryptomancer - Helps our main threat dodge edicts and single target removal. A counterspell would also fit here, but being able to be exiled away for value if milled or destroyed is huge utility.

>Noteable Exclusions:

Cragplate Baloth - Hexproof and haste is fine, but only really good as the first Urborg Scavengers target, even then, Scavengers can still be removed in response.

Adult Gold Dragon - A similar story, extra lifelink is good, but I don't think it's better than Samut. Losing the ability to hardcast it over something like the Aetherborns also isn't ideal, when the reason you'd want more lifelink is more aggro in the meta, so early blockers are key.

Neoform / Atraxa, Grand Unifier - There's an argument that the Atraxa Neoform variant is a better deck, but I think we can be equally consistent, if not more so, and pose a bigger, harder to remove threat, even if it doesn't refill our hand.

Founding the Third Path - I like this card a lot, it's able to colour fix, cast two spells in one for Ledger Shredder and reuse spells from the graveyard, a lot of what the deck wants to do. But there's one issue, we want to do as much as we can at instant speed, to be able to hold up countermagic and removal when it matters most, so this being a non-creature sorcery speed spell isn't where we want to be in this deck.

Lands - Nineteen is low, but when the most expensive card we're actually trying to cast in the deck is Urborg Scavengers at three mana and we have 16 ways to filter and draw cards at two mana or less, the deck runs well. Two land hands are perfectly keepable if they have 1-2 dig spells.
The average mana value is 1.7 if we take into account the mana we actually intend to pay for each card. Using Frank Karsten's fairly well respected method for calculating the number of lands needed in a deck, that being 19.59 + (1.90 * average cmc) – (0.28 * cheap card advantage spells), we get 19.59 + (1.90 * 1.7) – (0.28 * 16) = 18.34. Even if we treat Boseiju as half a land, this still gives us above what we need, so hopefully this gives you some confidence.

>Currently Testing:

Glissa Sunslayer - Alternate pressure against control and destroys grave hate if needed.

Saiba Cryptomancer - Dodging Sheoldred's Edict and any targeted removal, while also being hexproof delve fodder feels great. Worst case can simply be flashed in to chump block and be "discarded" for 1U. May be too complex and a simple counterspell would work better.

Mystical Dispute - Worst case a 2U Mana Leak, best case helps us win the counter wars against decks like UW Spirits and Control.

Duress - Not sure if more disruption is needed, but it's feeling strong against control and combo.


Sideboard Theory:


> Rakdos Midrange:

Their Problem Cards:

Go Blank - Exiles graveyards, importantly sorcery speed.
Extinction Event - Kills any Soulflayer setup.
Liliana of the Veil - Can force us to sacrifice a Soulflayer, bypassing all our protection.
Unlicensed Hearse - Exiles graveyards at instant speed repeatably.

Game One:

Favoured for us, their only relevant interaction mainboard is Graveyard Trespasser and Bloodtithe Harvester. Both are only at sorcery speed, so can be played around pretty easily.

Post-Board:

A little harder as any number of Extinction Event, Unlicensed Hearse, Liliana of the Veil, Sheoldred's Edict, Go Blank and Necromentia come in. These all get discarded by Thoughtseize and countered by Stubborn Denial.
Be careful if Sacrifice reveals Jegantha, the Wellspring game one but not game two, this means they likely have brought in Lelyline of the Void.

Changes:

In:
1x Abrupt Decay - Hitting a resolved threat is still necessary.
1x Assassin's Trophy - Used mostly as a second copy of Abrupt Decay, but can also hit Leyline of the Void if needed.
1x Glissa Sunslayer - Removing Fables and planeswalkers is very useful. Difficult to block, a good source of card advantage while also providing good keywords for the Soulflayer pile.

Out:
2x Stubborn Denial - Can hit wraths, but we want a slightly higher card quality as resources will be precious
1x Otherworldly Gaze - We want to interact early, so our one mana dig spells become slightly worse.

> Nykthos Ramp:

Their Problem Cards:

Karn, the Great Creator - Access to sideboard and silver bullets game 1.
Storm the Festival - Generates a lot of advantage that is difficult to come back from.
Nykthos, Shrine to Nyx - Nykthos is manageable as long as we can keep devotion off the board and answer whatever they play.
Kiora, Behemoth Beckoner - Untaps Nykthos and generates tons of mana.

Game One:

Tough, but winnable. If they get a good hand, we have to interact early or we lose, if they get a normal hand, interacting early makes it likely we win.
Keep them off high devotion if you can, don't focus desperately hard on getting a max-power Soulflayer, anything that fights a Cavalier and lives is good enough.
Gifted Aetherborns really help in applying pressure as they have to choose between sacrificing a creature to block and lose devotion or let their planeswalkers start taking hits. Glissa also helps with this post-board.

Post-Board:

Slightly better, but still not great. Nykthos almost never sideboards, making Game 2-3 almost objectively better for us.
Assassin's Trophy is mostly there to disrupt their combo, hitting any Planeswalker or Nykthos itself. Can kill a Cavalier in a pinch if we need to push damage through.

Changes:

In:
2x Duress - Throwing away a Karn, Kiora, Storm the Festival or whatever other bomb they happen to have in their hand is great for us here, slow them down enough to get out a Soulflayer.
1x Abrupt Decay - Removes creature devotion or Kiora, good for keeping them on their combat plan.
1x Assassin's Trophy - Can hit Karn, Cavalier, Nykthos as well as everything Abrupt Decay hits.
1x Glissa Sunslayer - Can remove their ramp enchantments, kill their planeswalkers, get devotion off the board if they attack or block.
1x Aether Gust - Returns Kiora, Cavalier, Old-Growth Troll, Storm the Festival and makes them lose a draw in the process, good tempo for us to get a foot in the door.

Out:
2x Ledger Shredder - Blocking won't be much use unless we put 2+ counters on it, attacking won't be much use as Cavalier of Thorns and Polukranos Reborn have reach. Don't want to completely cut our discard outlets though.
2x Stubborn Denial - While the ramp deck most likely has enough to pay 1, sometimes you can catch people out if they jam things on curve. Equally, once a Soulflayer is out, this puts us in a commanding position as almost all of their comeback spells are non-creatures.
1x Striped Riverwinder - Outside of Karn wish targets, they have no way to remove a Soulflayer, and most of their wishboard doesn't deal with it well, going down a few hexproof creatures is safe here.
1x Saiba Cryptomancer - As with Riverwinder, we won't need to dodge as many removal spells, so we can cut this.

> Azorius Control:

Their Problem Cards:

Farewell - Exiles any Soulflayer setup.
Rest in Peace - Shuts down our entire gameplan
Absorb / Make Disappear - Counters our creatures, worst with Soulflayer who delves as a cost.

Game One:

Do not overextend, they have quite a few blowout cards, take your time, don't rush. Force them to boardwipe smaller threats like Shredders or Aetherborns, cast instants when they tap out at end step. This is not a race.
Don't be afraid to cast Urborg Scavengers early with no value, if you think you can get them to resolve and start getting damage in, do. If you can start exiling relevant things as well, even better.

Post-Board:

Rest in Peace absolutely destroys our gameplan, so try to always have removal or counters for it. Other than that, very similar to Game One but we have more disruption and they have Rest in Peace.

Changes:

In:
3x Mystical Dispute - Interacting early is key here, hitting RiP or resolving something through an Absorb is great.
2x Duress - For shredding their hand, keeping them low on resources and trying to pick a hole in their defences.
1x Glissa Sunslayer - An additional threat that can kill Planeswalkers, draw cards and remove graveyard hate.

Out:
3x Gifted Aetherborn - Lifelink doesn't help here and they're not going to beat down on their own.
2x Otherworldly Gaze - The earlier turns will be spent interacting, so going down some Gazes here feels safe.
1x Samut, Voice of Dissent - Going down one threat feels fair here, needing to run more interaction and removal means the game will go longer, giving us time to mill a threat even if we're only on 5 major targets instead of 6.

> Lotus Combo:

Their Problem Cards:

Lotus Field - Gives them the mana to win fast.
Emergent Ultimatum - Tutors for their combo
Languish - Kills any Soulflayer setup.

Game One:

This is why the Stubborn Denials are mainboard, counter their spells, Thoughtsieze their hand, apply pressure as fast as possible.

Post-Board:

Slightly better, as we have fewer dead cards, but the same still applies. Disruption and pressure wins games here.

Changes:

In:
3x Mystical Dispute - Catches a lot of important spells, most notably Emergent Ultimatum and Pore Over the Pages.
2x Duress - Taking draw / search spells and untap cards leaves them low on resources and buys us time to execute our plan.
1x Aether Gust - If they bring in big creatures like Dragonlord Dromoka or Zacama, Primal Calamity, it's good to have at least one answer. Can bounce a Emergent Ultimatum too.

Out:
3x Gifted Aetherborn - Deathtouch and lifelink don't help here, it could be argued that chip damage with a 2/3 is relevant, but playing something that does nothing to stop their gameplan, or further ours is an easy cut.
1x Striped Riverwinder - Very little removal coming from Lotus so we can get away with less hexproof.
1z Saiba Cryptomancer - For the same reason as the Riverwinders, Cryptomancer comes out here too.
1x Glissa Sunslayer - A midrange tool doesn't help us in the combo matchup, too slow here.

>Abzan Greasefang:

Their Problem Cards:

Greasefang, Okiba Boss - Reanimates and crews vehicles.
Parhelion II - Cheated into play.
Liliana of the Veil - Can force us to sacrifice a Soulflayer, bypassing all our protection.

Game One:

Getting a strong Soulflayer is borderline game over. Both decks combo at similar speeds, but we have seven threats and they only have four, some are running six if you count Eldritch Evolution or Traverse the Ulvenwald, but these take much more time than the dreaded turn three Greasefang.

Post-Board:

They have more removal sideboard, with Liliana of the Veil and sometimes Vanishing Verse, so now the requirement for an immoveable Soulflayer is hexproof, indestructible and to have one other creature on board. Matchup feels like it leans in our favour.

Changes:

In:
3x Ray of Enfeeblement - Kills Greasefang.
1x Abrupt Decay - Kills Greasefang and a variety of other things that stop our gameplan like Unlicensed Hearse.
1x Assassin's Trophy - Used mostly as a second copy of Abrupt Decay, but can also hit Leyline of the Void if they have it.

Out:
2x Gifted Aetherborn - We want to be more interactive, but lifelink is important in some games, one stays in.
2x Striped Riverwinder - They have limited removal so a few instances of hexproof can come out.
1x Glissa Sunslayer - Too slow here, won't do anything to save us from flying 4/4s.

> Creativity (Temur / Izzet):

Their Problem Cards:

Indomitable Creativity - Main path to them winning the game
Make Disappear - Hits creatures, can't be stopped by a single counterspell if they cast it with Casualty.
Divide by Zero - Counterspell or bounce spell, makes hexproof important.

Game One:

Temur needs to get to five mana and two tokens to flip into Worldspine Wurm and Xenagos, God of Revels to one-shot the opponent. Izzet only needs four and one, but their payoff is much less impactful.
Soulflayer can combo faster than creativity and then play the control game, but there's an element of luck to it, the matchup isn't terrible, but you need to be careful. Either resolve Soulflayer fast and close the game, or wait until they're low on resources and capitalise.
The plan game one is simply to resolve a Soulflayer, doesn't have to be particularly strong, hexproof / indestructible + doublestrike will do. Once we have pressure, hold up mana and counter any attempts to cast Indomitable Creativity.

Post-Board:

After boarding it's quite similar. Take your time and be ready for a fight on the stack.

Changes:

In:
3x Mystical Dispute - More disruption early, hits their counters and makes sure our threats resolve.
2x Duress - Taking their combo pieces or interaction, either slowing them down or poking a hole for us to combo through.
1x Aether Gust - Doesn't hit a Gearhulk, but does hit Creativity, Big Score, Xenagos and Worldspine Wurm.

Out:
3x Gifted Aetherborn - Deathtouch and lifelink don't help here, it could be argued that chip damage with a 2/3 is relevant, but playing something that does nothing to stop their gameplan or further ours is an easy cut.
1x Striped Riverwinder - There's less relevant removal in the matchup and most is damage based. Happy to cut the fourth copy of hexproof.
1x Otherworldly Gaze - With less incentive to go fast, we can trim slightly on the dig spells for more interaction.
1x Glissa Sunslayer - While being able to destroy Fables is nice, Glissa doesn't do enough post-board here, too slow.

>Mono-White Humans:

Their Problem Cards:

Brutal Cathar - Exiles a non-hexproof Soulflayer. Even if we get it back, it loses the keywords.
Rest in Peace - Shuts down our Soulflayer gameplan.
Thalia, Guardian of Thraben - as a low curve deck with few lands, adding 30-50%+ to the cost of our spells hurts.

Game One:

Has the potential to be one of our worst matchups, I decided to gear the maindeck towards combo more and the sideboard towards aggro, you might prefer it the other way around, mostly a meta call.
Will be difficult to win this one unless you run pretty well on your mill and draw. They can't beat a full Soulflayer setup, but they will not give little time to get there. Prioritize lifelink, hexproof and blockers first. hope to close the gates before they kill us.

Post-Board:

Quite a bit better with 9 sideboard cards in. Same as game one, prioritize lifelink and hexproof to make an impossible to remove Soulflayer as soon as possible.

Changes:

In:
3x Ray of Enfeeblement - Hits every creature in the deck
3x Path of Peril - A way for us to stabilise if they're going too fast.
1x Abrupt Decay - Hits every creature and Rest in Peace.
1x Glissa Sunslayer - Difficult to block and attack into. Removes RiP if they find it.

Out:
4x Thoughtseize - Hand interaction is much less important in the aggro matchup.
3x Stubborn Denial - They have few noncreature spells, much less useful here.
1x Striped Riverwinder - They have little removal so shaved one hexproof source.

>Spirits (Mono-Blue / Azorius / Bant):

Their Problem Cards:

Lofty Denial - Easily counters a Soulflayer
Geistlight Snare - Easily counters a Soulflayer
Rest in Peace - Shuts down our Soulflayer gameplan.

Game One:

As with most aggro decks, they can't beat a resolved Soulflayer with good keywords, they offer less pressure than other aggro decks, but significantly more disruption.
Game one should be relatively straightforward, if difficult, block with Ledger Shredders, fight through disruption, resolve a Soulflayer when you can, win from there.

Post-Board:

Mostly the same, apart from the vague threat of turn two Rest in Peace, if this happens we can block with Shredders and try to gain life back with Aetherborns. It's harder, but not impossible. Most lists seem to have steered away from RiP, so hopefully your Spirits opponent has too.

Changes:

In:
3x Path of Peril - A way for us to stabilise if they're going too fast.
3x Mystical Dispute - Will hit most, if not all of their spells.
2x Duress - Mostly for poking holes in their defences, misses more than is ideal, but can win games if timed well.
(1x Abrupt Decay, 1x Assassin's Trophy - Most lists seem to have stopped playing Rest in Peace, but if you see it, bring these in Game 3 over the two copies of Duress.)

Out:
3x Stubborn Denial - Even though they have lots of disruption, they're a tempo deck, creatures are their main plan, Mystical Disputes are our counter of choice.
2x Striped Riverwinder - They run limited removal. We should aim to have counterspells up or have already discarded their tempo plays, so going down on other angles of protection is fine.
2x Otherworldly Gaze - Needing to interact early means Gaze is slightly less good, trimmed two.
1x Glissa Sunslayer - Doesn't block fliers well, doesn't impact the board fast enough.

>Mono Red Aggro:

Their Problem Cards:

Wizard's Lightning - Kills both of our two drop x/3s
Kari Zev's Expertise - Can steal a Soulflayer without a full setup.
Rampaging Ferocidons - Stops our lifegain if we have it.

Game One:

They will be fast, but have literally no way to remove a resolved Soulflayer, if we get indestructible and lifelink, it's basically game over.

Post-Board:

They can bring in Rampaging Ferocidons to stop us gaining life, but even so, eight damage a turn is hard to race, especially if they're losing attackers running into a Soulflayer with vigilance.

Changes:

In:
3x Path of Peril - A way for us to stabilise if they're going too fast.
1x Aether Gust - While not ideal, denying them a draw and forcing them to replay something like a Soul-Scar Mage is relevant tempo against a very fast deck.
1x Glissa Sunslayer - Very hard to attack into.

Out:
4x Thoughtseize - The life loss hurts. Good disruption, but not where we want to be.
1x Striped Riverwinder - Very little that can kill a Soulflayer, trimmed one.


*Less Tested Matchups

> Gruul Midrange:

Their Problem Cards:

Skysovereign, Consul Flagship - Very evasive to all of our removal as it'll most likely only be a creature on their turn. Needs a Zetalpa Soulflayer to get through it.
The Akroan War - Will steal a non-hexproof Soulflayer for multiple turns.

Changes:

In:
1x Abrupt Decay - Destroys every creature in the deck.
1x Assassin's Trophy - At the cost of a basic land, kills any threat, the panic button.
1x Aether Gust - Very versatile, hits 90% of their deck
1x Glissa Sunslayer - A powerful blocker with additional upside.

Out:
3x Stubborn Denial - They're mostly creature based, while they have some enticing targets, it's not worth it to have a mostly dead card for the small chance of a blowout.
1x Striped Riverwinder - The biggest targeting threat to worry about is The Akroan War, but we can hopefully use our removal and disruption to make sure it never sticks around for long.

> Selesnya Angels:

Their Problem Cards:

All the angels have flying, so our usual evasion won't be as good.
Deafening Silence - This isn't as bad as it looks as we can play a lot at instant speed, removed fairly easily it gets too taxing.
Shapers' Sanctuary - To slow them down enough to set up Soulflayer, we're going to need to remove their creatures, Sanctuary gaining them a card each time we do is pretty bad.
Rest In Peace - Shuts down the graveyard.

Changes:

In:
3x Ray of Enfeeblement - Removes any creature for one mana, great way to stop their early developments.
1x Abrupt Decay - Removes every non-land permanent in their deck, including RiP
1x Assassin's Trophy - Used mostly as a second copy of Abrupt Decay
1x Path of Peril - Resolves board stalls if we both have lifegain.

Out:
2x Striped Riverwinder - Very little removal that hits Soulflayer, Scavengers is a bit more vulnerable, but cutting some Hexproof doesn't feel too bad.
2x Stubborn Denial - They have a few good targets, but mostly dead.
1x Gifted Aetherborn - No blocking will be done as all their threats fly, still want to keep a few in for the lifelink though.
1x Glissa Sunslayer - While she has good keywords, flying isn't one of them

>Izzet Phoenix:

Their Problem Cards:

Thing in the Ice - Can force us to return a Soulflayer to our hand if it flips.
Disdainful Stroke - Counters our Soulflayer.

Changes:

In:
3x Mystical Dispute - Will hit all of their counters
1x Abrupt Decay - Hitting Thing in the Ice is key as it's one of their only ways of stopping a Soulflayer
1x Assassin's Trophy - Essentially a second copy of Abrupt Decay.

Out:
2x Striped Riverwinder - They run limited removal. We should aim to have counterspells up or have already discarded their tempo plays, so going down on other angles of protection is fine.
2x Otherworldly Gaze - Needing to interact early means Gaze is slightly less good, trimmed two
1x Glissa Sunslayer - Doesn't block fliers well, doesn't impact the board fast enough.

>Five-Colour Midrange:

Their Problem Cards:

Fires of Invention - One of the possible engines of the deck.
Bring to Light - One of the possible engines of the deck.
Rest in Peace - Shuts down our entire gameplan.
Various targeted exile effects - Need Hexproof.

Changes:

In:
1x Abrupt Decay - Removes their early enchantments, notably RiP.
1x Assassin's Trophy - Kills the bigger threats if they have time to stabilise.
1x Glissa Sunslayer - Removes their bigger enchantment and threats.
1x Aether Gust - Hits Omnath, Locus of Creation, Fires of Invention, Bring to Light, Niv-Mizzet Reborn, Niv Mizzet, Supreme, etc. Whatever their value engine of choice is, this probably hits it.

Out:
2x Samut, Voice of Dissent - No protection makes her less valuable, longer games means we can afford to cut some delve targets.
1x Gifted Aetherborn - Chip damage isn't relevant but lifelink is, shaved one.
1x Ledger Shredder - Doesn't put pressure on fast enough, not awful in the matchup, but space has to be made somewhere.

>Boros Convoke:

Their Problem Cards:

Gleeful Demolition - Essentially Dark Ritual in this deck, insane acellarant.
Venerated Loxodon - Gives a buff to their creatures and adds a medium sized body.
Reckless Bushwhacker - Turns a small push into a lethal attack.
Knight-Errant of Eos - Draws them cards and allows them to keep up pressure.

Changes:

In:
3x Ray of Enfeeblement - Removes their bigger threats
3x Path of Peril - Will hit all of their tokens.

Out:
4x Striped Riverwinder - Next to no removal in their deck. A Giant Killer is all that we need to worry about.
1x Stubborn Denial - While it's a blowout when they try to Gleeful Demolition, it's dead most other times, shaved one.
1x Glissa Sunslayer - Way too slow and doesn't help against a wide board.

>Boros Pia Aggro:

Their Problem Cards:

Chained to the Rocks - Not awful as we have enchantment removal and hexproof, but something to watch out for.
Pia Nalaar, Consul of Revival - Goes very wide if left unchecked.

Changes:

In:
3x Path of Peril - Will hit all their creatures if they're getting too far ahead.
1x Abrupt Decay - Some decks run Rest In Peace, this hits that while also removing creatures if needed. Also hits Invasion of Gobakahn from the board.
1x Assassin's Trophy - A second copy of Abrupt Decay here.

Out:
2x Thoughseize - Hitting a creature from their opener is nice, but is a terrible topdeck late game
2x Stubborn Denial - A lot of their cards aren't worth countering as they have such high card velocity.
1x Glissa Sunslayer - A good blocker, but slow in comparison to their deck.

>Lotus Control

Their Problem Cards:

Strict Proctor - Slows down Urborg Scavengers, allows them to play Lotus Field with no downside.
Discontinuity - We need to be careful doing things on their end step as they can just exile our spell for two mana, as with regular control, we have to wait until we have counterspell backup or they tap out before trying anything important.
Sunfall / Farewell - Three exile-based wraths mainboard is difficult, watch out for these and be ready to fight them.
Rest in Peace - Shuts down our gameplan hard.

Changes:

In:
3x Mystical Dispute - Interacting early is key here, hitting RiP or resolving something through an Absorb is great.
2x Duress - For shredding their hand, keeping them low on resources and trying to pick a hole in their defences.
1x Glissa Sunslayer - An additional threat that can kill Planeswalkers, draw cards and remove graveyard hate.

Out:
3x Gifted Aetherborn - Lifelink doesn't help here and they're not going to beat down on their own.
2x Otherworldly Gaze - The earlier turns will be spent interacting, so going down some Gazes here feels safe.
1x Samut, Voice of Dissent - Going down one threat feels fair here, needing to run more interaction and removal means the game will go longer, giving us time to mill a threat even if we're only on 5 major targets instead of 6.

>Archfiend Combo

Their Problem Cards:

Archfiend of the Dross / Metamorphic Alteration - these, together, can make us lose the game on our upkeep.
Extinction Event - Can remove a Soulflayer no matter what we do. Hold your counters for these if you can.

Changes:

In:
3x Mystical Dispute - Creature-light matchup, countering wraths and draw spells will be important.
1x Abrupt Decay - Removes their Fable of the Mirror Breakers and Metamorhpic Alteration if needed, slightly fewer targets than normal this matchup, but when it matters will do the job.
1x Assassin's Trophy - Removes their threats or saves us from losing. We have to use it before our turn if one of our creatures is a copy of Archfiend. Otherwise the trigger still goes on the stack, and we still lose. Be careful.
1x Glissa Sunslayer - Allows us to remove their Fables, draw cards, or simply be good keyword fuel.

Out:
2x Gifted Aetherborn - Lifelink doesn't help here and they're not going to beat down on their own. Kept one in as Deathtouch allows a Soulflayer to at least trade with, if not kill an Archfiend.
2x Otherworldly Gaze - The earlier turns will be spent interacting, so going down some Gazes here feels safe.
1x Striped Riverwinder - Despite the threat of Metamorphic Alteration, very little else actually removes our creatures, shaved one.
1x Samut, Voice of Dissent - Going down one threat feels fair here, needing to run more interaction and removal means the game will go longer, giving us time to mill a threat even if we're only on 5 major targets instead of 6.

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Sideboard

Dieses Deck scheint in Pioneer legal zu sein!

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