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Prowess primer and sideboard guide
Prowis 底漆和备牌指南

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bean17h  豆17h

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Introduction 介绍

What is Prowess? 什么是威技?

Prowess at its core is an aggro deck that aims to bring your opponent’s life total from twenty to zero as quickly as possible. Your main game plan is to apply pressure early and often with low to the ground threats that synergise well with the rest of your deck. The deck plays somewhat adjacent to a long term pillar of Modern, Burn. You want your creatures to apply enough pressure in the early game that your weaker on rate burn spells are able to finish the job off if your creatures get removed as the game develops. There are many different versions of the Prowess deck that I believe are powerful and well positioned right now, below are two different decklists that I would recommend as starting points if you’re looking to pick up the archetype for a local event. The difference between the Energy version of prowess and the Non-Energy version is that the former tends to grind a lot better against removal spells and interaction than the latter, however the Non-Energy version has a much stronger goldfish. I’d keep this in mind when deciding which of these you’ll be sleeving up. I’ve come to the conclusion that the Energy build is stronger at the moment so I’ll be expanding on that list, but there’s some overlap, so of course I’d recommend reading the entire guide regardless of which list you’re playing.
灵技的核心是一副快攻套牌,旨在尽快将对手的总生命从 20 降到 0。你的主要游戏计划是尽早施加压力,并且经常使用低到地面的威胁,与你的牌组的其他部分很好地协同。这副套牌的玩法有点接近近代赛的长期支柱 Burn。你希望你的生物在游戏前期施加足够的压力,这样如果你的生物随着游戏的发展而被移除,你的较弱的速率燃烧咒语就能完成任务。我认为 Prowess 套牌有很多不同版本,它们现在很强大且位置很好,如果您想为本地活动选择原型,以下是两种不同的套牌列表,我会推荐它们作为起点。能量版本的灵技和非能量版本的区别在于,前者往往比后者更好地对抗移除法术和互动,但非能量版本的金鱼要强得多。在决定您将使用哪些时,我会牢记这一点。我得出的结论是,目前 Energy 构建更强大,因此我将扩展该列表,但有一些重叠,因此无论您玩哪个列表,我当然建议您阅读整个指南。

My current decklist: 我目前的套牌列表:

You can download the decklist in the text form here.
您可以在此处下载文本形式的套牌列表

if you can’t see decklists and links, it’s probably becasue you didn’t accept cookies. Doing so is mandatory for the website to work correctly.
如果您看不到 Decklists 和链接,可能是因为您不接受 Cookie。这样做是网站正常运行的必要条件。

What are its biggest strengths?
它最大的优势是什么?

Prowess is an incredibly powerful deck when left unchecked. It’s very common that if your opponent doesn’t bring interaction to the table the games can end as quickly as turn three. This makes your matchup against any sort of combo quite favourable. A few examples of these sorts of decks are Living End, Goryo’s Vengeance, and Tron. With the new cards that the archetype has gotten from Modern Horizons 3, such as Unstable Amulet and Amped Raptor, the deck now has a surprisingly strong midgame and grind element to it as well. You don’t need to be terrified of Fatal Push and other cheap removal spells anymore with these strong two for ones in your deck. Being able to bring these powerful tools to the table makes it much more difficult for opposing decks to sideboard against you. If your opponents load up their deck with spot removal, they run the risk of dying to you playing an Unstable Amulet or two then simply bolting or darting them out. 
Prowess 是一副非常强大的套牌。如果你的对手没有在牌桌上带来互动,游戏可能会在第三回合迅速结束,这是很常见的。这使得您与任何类型的组合的对决都非常有利。这类套牌的一些例子是 Living End、Goryo's Vengeance 和 Tron。凭借原型从摩登新篇 3 中获得的新卡牌,例如 Unstable Amulet 和 Amped Raptor,这副牌现在也具有令人惊讶的强大中期和研磨元素。你不需要再害怕 Fatal Push 和其他廉价的移除法术,因为你的套牌中有这些强大的 two for one。能够将这些强大的工具带到牌桌上会让对方的套牌更难对付你。如果你的对手在他们的套牌上装满了去除点,他们就有可能死于你打一两个不稳定的护身符,然后简单地将他们冲出去。

What are its weaknesses? 它的弱点是什么?

Prowess has historically been weak in the metagames that are removal heavy or bring a lot of sweepers to the table. In the contemporary Modern, some examples of such decks are Jeskai Control, Necro and the various Energy decks. However, the deck has got some very powerful tools to combat this in Modern Horizons 3, namely Unstable Amulet and Amped Raptor. These cards being strong two for ones allows the deck to grind quite a bit more than its past iterations. Another weakness of Prowess is its linear nature, since you’re always trying to punch your opponent to zero with one and two drops it’s really easy for your opponent to bring something to the table that will make it very difficult for you to win. The most backbreaking options to do so are Chalice of the Void, Trinisphere and Ensnaring Bridge. We have strong sideboard cards to combat those, but it doesn’t mean that you won’t lose some amount of games to them anyway. 
Prowess 在那些去除量很大或带来大量 sweeper 的赛场主流中历来都很弱。在当代近代赛中,这类套牌的一些例子是洁斯凯控制、死灵和各种能量套牌。然而,这副套牌在摩登新篇 3 中有一些非常强大的工具来解决这个问题,即不稳定护身符和增幅猛禽。这些牌是二对一的强牌,让这副牌比过去的迭代磨练得更厉害。Prowess 的另一个弱点是它的线性性质,因为你总是试图用一两滴水将对手打成零,所以你的对手很容易带来一些东西,这将使你很难获胜。这样做最令人费力的选择是 Chalice of the Void、Trinisphere 和 Ensnaring Bridge。我们有很强的备牌来对抗这些,但这并不意味着你无论如何都不会输给它们一些对局。

Primer 底漆

The main gameplan 主要游戏计划

Prowess is a fairly linear deck that utilises strong synergies between efficient threats, removal spells, and direct damage that attempts to take your opponent’s life total from 20 to 0 in a rapid fashion. The plan at its core is very straightforward, but the deck has the ability to pivot its role fairly well and play a pseudo control game as most of your spells can double as creature removal as well as burn. I have been a big fan of decks that have the ability to play both sides of the coin, so naturally after a few games with this deck, I was hooked!
Prowess 是一副相当线性的套牌,它利用了有效威胁、移除法术和直接伤害之间的强大协同作用,试图快速将对手的总生命从 20 降低到 0。其核心计划非常简单,但该套牌有能力很好地调整其角色并玩伪控制游戏,因为你的大部分法术都可以兼作生物去除和燃烧。我一直是能够玩硬币两面的套牌的忠实粉丝,所以很自然地,在用这副套牌玩了几场比赛后,我就被迷住了!

When analysing the Prowess deck, I always ask the question “is this a card that’s dependent on something else being on the battlefield to have an impact”. An example of a card like this is Scale Up, Mutagenic Growth, and Assault Probe, all of which require a threat to be cast. While I usually am adverse to playing these types of cards, I think the current meta game being in flux makes them more defensible than I would usually say they are. I’ve personally been high on Mutagenic Growth, as in tandem with Slickshot Show-off it allows the bird to not just get bolted immediately. I personally am against the idea of Scale Up and Assault Strobe, as in my opinion that approach is far too glass cannon and doesn’t give you a ton of flexibility in your gameplan. 
在分析灵技套牌时,我总是会问「这张牌是不是要靠战场上其他东西才能产生影响呢?」像这样的牌的一个例子是 Scale Up、Mutagenic Growth 和 Assault Probe,所有这些都需要施放威胁。虽然我通常不喜欢玩这类卡牌,但我认为当前的元游戏不断变化,这使得它们比我通常所说的更易防御。我个人一直对诱变生长持高度关注态度,因为与 Slickshot Show-off 结合使用时,它不仅可以让鸟立即被栓住。我个人反对 Scale Up 和 Assault Strobe 的想法,因为在我看来,这种方法太玻璃炮了,不会给你的游戏计划带来很大的灵活性。

Creatures 生物

The creature suite in the deck at the moment is Dragon’s Rage Channeler, Monastery Swiftspear, Amped Raptor, and Slickshot Show-Off, all in full playsets. Each of them serve a critical role when it comes to how the game plays out so I’ll do my best here to outline how I approach the opening turns if I have multiple options on how to deploy my hand. 
目前套牌中的生物套件是 Dragon's Rage Channeler、Monastery Swiftspear、Amped Raptor 和 Slickshot Show-Off,都在完整的玩具套装中。他们每个人都在游戏如何进行时起着至关重要的作用,因此如果我有多种选择来部署我的手牌,我将在这里尽我所能概述我如何处理开局回合。

As you can imagine, the sequencing of these things are all very matchup dependent, but the order I’ve more or less settled on is DRC > Swiftspear on turn one. The idea here is that you want your non haste threat to be able to attack as soon as possible, so the same rule goes for Soul-Scar Mage if you play that. With DRC specifically I think it’s important to remember that you can cast noncreature spells in your upkeep to try and surveil a specific card to the top of your library.
正如你所想象的,这些东西的顺序都非常依赖于对战,但我或多或少确定的顺序是第一回合的 DRC > Swiftspear。这里的想法是,您希望您的非急速威胁能够尽快攻击,因此如果您玩 Soul-Scar Mage,同样的规则也适用于 Soul-Scar Mage。特别是对于DRC,我认为很重要的一点是要记住,你可以在维持期间施放非生物咒语来尝试将特定牌监视到你的牌库顶。

  • Monastery Swiftspear: the golden staple as far as one drops are concerned for these aggressive red decks in Modern. While often best on turn one, this card threatens to deal a ton of damage and is the best target you have for Mutagenic Growth. Being able to have a one drop that isn’t susceptible to Orcish Bowmaster is huge for this deck, and should be considered when sequencing your early turns of the game. 
    修道院迅矛:就近代赛中这些激进的红色套牌而言,它是黄金的主打。虽然通常在第一回合表现最好,但这张牌可能会造成大量伤害,并且是你进行诱变生长的最佳目标。能够拥有一个不受 Orcish Bowmaster 影响的掉落物对于这副套牌来说意义重大,在对游戏的早期回合进行排序时应该考虑这一点。
  • Slickshot Show-Off: in my opinion, Show-Off has been very underplayed in Modern since its release in Outlaws of Thunder Junction. The plot mechanic allows you to play around spot removal and counterspells if your opponent is representing interaction. Casting your Plotted Slickshot will trigger Unstable Amulet, so there are times where it’s correct to cast your Amulets before casting your Slickshot from exile to ensure that you will at least get a single point of damage out of the exchange.
    Slickshot Show-Off:在我看来,Show-Off 自从 Outlaws of Thunder Junction 发布以来,在近代赛中一直被低估了。如果你的对手代表互动,那么情节机制允许你使用斑点去除和反击咒语。施放你的 Plotted Slickshot 会触发不稳定的护身符,所以有时候在放逐之前施放你的护身符是正确的,以确保你至少会从交换中获得一点伤害。
  • Amped Raptor: that’s the card I was most hyped about during the spoiler season for MH3. A mini Bloodbraid Elf that felt specifically tuned for these low to the ground aggro decks had me quite excited and did not disappoint! The key to playing this card is you want to try and make it so that there are no “misses” on its ability. This requires knowledge of the deck you’re presenting every game. For example, you’ll want to make sure that you have a creature already on the battlefield when you cast this in case you hit Mutagenic Growth, so you can convert it into some damage with a creature that can attack. It’s not the end of the world if you play Raptor and hit something that doesn’t make sense to play, as you can elect to not play the card you spin into and just bank the energy for additional Amulet activations later down the line, or for a larger Galvanic Discharge to get rid of a Sheoldred or a Murktide. 
    Amped Raptor:这是我在 MH3 的剧透季中最被炒作的牌。一个迷你的 Bloodbraid Elf 感觉是专门为这些低级的快攻套牌调整的,这让我非常兴奋,并没有让我失望!打出这张牌的关键是你要尝试让它的异能不会「失误」。这需要了解您每场比赛所展示的套牌。举例来说,你得要确保当你施放这个生物时已经在战场上了,以防你击中致突变生长,这样你就可以用一个可以攻击的生物把它转化成一些伤害。如果你玩 Raptor 并击中了玩起来没有意义的东西,这并不是世界末日,因为你可以选择不打你旋转的牌,而只是将能量储存起来用于稍后的额外护身符激活,或者为了获得更大的电流放电来摆脱 Sheoldred 或 Murktide。
  • Dragon’s Rage Channeler: the flexibility and pressure that this card provides allows your early and mid game to be so much smoother than it has been with past iterations of the deck. I find that the more aggressive you are with surveilling cards to the graveyard the better the games tend to go. You want to turn on Delirium as quickly as possible and get resources for a powerful Underworld Breach turn. Against decks that run removal for one toughness creatures, specifically Orcish Bowmasters or Lava Dart mirrors, I tend to try and hold DRC in hand until Delirium is turned on. 
    Dragon's Rage Channeler:这张卡提供的灵活性和压力让你的游戏早期和中期比过去的套牌迭代要流畅得多。我发现你越是激进地将牌监视到坟墓场,游戏往往会进行得越好。您想尽快开启 Delirium 并获取资源以进行强大的 Underworld Breach 回合。对付那些会让一防御力生物去除的套牌,特别是兽人弓箭大师或熔岩飞镖镜子,我倾向于试着拿着DRC直到谵妄开启。

Red removal spells 红色移除咒语

Galvanic Discharge, Lightning Bolt, and Lava Dart are the deck’s primary removal spells. All of them are powerful in their own right, but I’m going to break them down a little bit more to hopefully share some insight with you on how I view these spells and how I try to optimise their timing.
电流放电、闪电箭和熔岩飞镖是这副牌组的主要移除法术。它们本身都很强大,但我会把它们分解得更详细一点,希望能和你分享一些关于我如何看待这些咒语以及我如何尝试优化它们时机的见解。

  • Galvanic Discharge: a new tool to the deck introduced with the release of MH3, it’s by far the most unique removal spell we have in the deck as unlike Lightning Bolt and Lava Dart you declare how much damage this spell deals upon resolution rather than when you cast it. I usually like to hold Discharge longer against opponents that play bigger threats, such as Sheoldred, whereas against some of the lower to the ground decks I like to fire it off aggressively and bank additional energy to respin Unstable Amulet multiple times. 
    电流放电:随着 MH3 的发布而引入的牌组新工具,它是迄今为止我们在牌组中拥有的最独特的移除法术,因为与闪电击和熔岩飞镖不同,你声明这个法术在解决时造成多少伤害,而不是在你施放它时。我通常喜欢在面对威胁更大的对手(例如 Sheoldred)时保持 Discharge 更长时间,而面对一些较低的地面甲板,我喜欢积极地发射它并储存额外的能量来多次旋转不稳定护身符。
  • Lava Dart: as a stand alone card is quite unimpressive, as playing a one mana ping in terms of Modern’s power level is frankly hilarious. The reason that this is a critical spell in the deck is how good it is at enabling our creatures to become ridiculously sized for little to no mana. The way I view Lava Dart is that it’s a two part card, if you’re able to kill a creature with it at any point in the game I think that it should be looked at as getting a two for one as you’ve effectively used half of a card for an entire card from your opponent. I also think that Lava Dart has also gotten significantly better with Unstable Amulet as it turns flashed back Darts into Shocks / Bolts with its triggers. 
    熔岩飞镖:作为一张独立的牌并不令人印象深刻,因为坦率地说,就近代赛的强度而言,使用一法术力 ping 是很搞笑的。这是套牌中的关键咒语的原因是它能让我们的生物变得大得离谱,而几乎没有法术力。我看待熔岩飞镖的方式是它是一张由两部分组成的牌,如果你能够在游戏的任何时候用它杀掉一个生物,我认为它应该被看作是得到二对一,因为你实际上已经从对手那里用了半张牌来买一整张牌。我还认为 Lava Dart 在 Unstable Amulet 上也变得明显更好,因为它用扳机将闪回的飞镖变成了电击/闪电。
  • Lightning Bolt: there’s not much more praise I can give to this card. It’s been a format staple since inception and for a good reason. One mana for three damage is the golden standard as far as red removal and burn spells go. Never leave home without four of these in your deck. 
    Lightning Bolt:我对这张牌的赞美不多了。自成立以来,它一直是赛制的主打产品,这是有充分理由的。1 法力兑换 3 点伤害是红色去除和燃烧法术的黄金标准。永远不要离开家时没有四个这样的牌组。

Card advantage engine Card Advantage 引擎

The card advantage engine in this deck mainly consists of two key cards, Unstable Amulet and Underworld Breach. These both accrue advantage in slightly different ways, so let’s get into it!
这副牌中的卡牌优势引擎主要由两张关键卡组成,Unstable Amulet 和 Underworld Breach。这两者以略有不同的方式积累优势,所以让我们开始吧!

  • Unstable Amulet: the name of the game with this deck and is the centrepiece of the energy package that came from MH3, at least for Prowess. I like to view it as an upgraded Manamorphose that aims to play a less explosive game and one that is more grindy. It immediately replaces itself with another card, turns any flashbacked Darts into Shocks, adds a ping to casting plotted Slickshots and adds a little salt to the wound whenever you resolve Amped Raptor. While I think it’s not key in every matchup you play, when it’s good it’s great. 
    不稳定的护身符:这副牌的游戏名称,是来自 MH3 的能量包的核心,至少对 Prowess 来说是这样。我喜欢将其视为升级后的 Manamorphose,旨在玩一个不那么爆炸性的游戏和一个更磨人的游戏。它会立即用另一张牌替换自己,将任何闪现的飞镖变成电击,为施放的 Slickshots 增加一个 ping,并在你解决 Amped Raptor 时在伤口上加一点盐。虽然我认为这不是你参加的每一场比赛的关键,但当它很好时,那就太好了。
  • Underworld Breach: Breach has often been compared to Yawgmoth’s Will in terms of strength, and after playing with it for a bit I can confirm that it has the potential to turn unwinnable games around on its own. While this card can look out of place at first glance, its power level warrants the inclusion. Breach is the late game you want to play for in this deck, being able to bolt your opponent twice, cast Mishra’s Bauble multiple times or redeploy threats from your graveyard are all powerful effects that can swing most games into your favour. The synergy with Unstable Amulet is just a cherry on top. If Modern becomes less interactive and more combo centric I can see movingBreach to the sideboard or cutting it completely, but right now, I wouldn’t register Prowess without it. 
    Underworld Breach: Breach在强度方面经常被拿来与 Yawgmoth's Will 相提并论,玩了一会儿后,我可以确认它有可能独自扭转无法获胜的游戏。虽然这张卡乍一看可能显得格格不入,但它的强度水平值得收录。Breach 是你想在这个套牌中使用的后期游戏,能够两次击中对手、多次施放 Mishra's Bauble 或从你的坟墓场重新部署威胁都是强大的效应,可以让大多数对局对你有利。与 Unstable Amulet 的协同作用只是锦上添花。如果近代赛的互动性降低而更以组合技为中心,我可以看到将Breach移到备牌或完全删掉它,但现在,如果没有它,我就不会注册Prowess。

Others 别人

  • Mutagenic Growth: it was once much more popular in the modern format that has fallen a bit out of favour with decks like Shadow Zoo and Infect falling off. Growth is definitely one of the flex slots and can be swapped for your local meta. It’s really good at pushing damage early against the combo decks as well as acting as a pseudo counterspell against red based removal decks. It’s often correct to board some amount of these out on the draw, while bringing them back in on the play. Sometimes the threat of having this card in your deck has a larger impact than the card itself in a given game. 
    诱变生长:它曾经在现代赛制中更受欢迎,但随着像 Shadow Zoo 和 Infect 这样的套牌逐渐消失,它已经有点失宠了。Growth 绝对是 flex 插槽之一,可以换成您的本地元数据。它非常擅长在早期对组合牌组造成伤害,也可以作为对红色移除牌组的伪反击法术。在抽牌时出一定量的这些牌,同时让它们重新出现在比赛中通常是正确的。有时候,在某一局中,这张牌在你的套牌里的威胁比这张牌本身的影响更大。
  • Mishra’s Bauble: a top tier card for Prowess. Having a free enabler that replaces itself is exactly what we’re in the market for. There are a ton of benefits of running it, such as turning on Delerium for DRC and filling your graveyard for Underworld Breach. It also allows you to maybe keep more borderline hands, for example I usually wouldn’t recommend keeping one landers, however if you have a DRC and a Bauble these hands become much more keepable. 
    Mishra's Bauble:Prowess的顶级卡牌。拥有一个可以自我替换的免费推动器正是我们在市场上的目标。运行它有很多好处,例如为 DRC 打开 Delerium 并为 Underworld Breach 填满您的坟墓场。它还允许您保留更多边缘手牌,例如我通常不建议保留一个着陆器,但是如果您有 DRC 和 Bauble,这些手牌将变得更加可保留。

The manabase 法力库

  • Barbarian Ring: I’ve gone back and forth on the exact numbers of Rings I’ve wanted in the deck. I’ve played every possible number and have landed on one for the Energy version and four for the Non-Energy build. I find that you’re more aggressively fashbacking Darts in the Energy version of the deck as you’re able to accrue more card advantage with Unstable Amulet and Amped Raptor rather than without, so I’m more reluctant to run multiple Rings in this version. 
    野蛮人戒指:我已经来回考虑了我想要的套牌中戒指的确切数量。我已经玩了所有可能的数字,并为 Energy 版本选择了 1 个,为 Non-Energy 构建选择了 4 个。我发现你在能量版本的套牌中更积极地使用飞镖,因为你能够用不稳定护符和增幅猛禽来积累更多的卡牌优势,而不是没有,所以我更不愿意在这个版本中使用多个戒指。
  • Commercial District: having a tapland in your aggro deck may look awkward, but I think at this point it’s become well established that the surveil lands are powerful enough to warrant their inclusion in any deck that is multicolour. It also allows you to keep more one landers than you could have reasonably kept in the past. Getting that extra look is so big, especially in a deck that already has some amount of deck manipulation in the form of DRC and Mishra’s Bauble.
    商业区域:在你的快攻套牌里放一个横地可能看起来很尴尬,但我认为在这一点上,刺探地已经足够强大,足以让它们出现在任何多色套牌中。它还允许您保留比过去合理保留的更多的 one landers。获得这种额外的外观是如此重要,尤其是在一副已经有一定数量的套牌操作的套牌中,比如 DRC 和 Mishra's Bauble。
  • Fetchlands: you want a high density of fetches as they serve a plethora of benefits in this deck, such as helping turn on Delerium for DRC, grabbing the surveil land, and fueling threshold for Barbarian Ring.
    Fetchlands:你需要高密度的 fetches,因为它们在这个套牌中有很多好处,例如帮助开启 DRC 的 Delerium、抢夺监视地,以及为 Barbarian Ring 加油门槛。
  • Basic Mountains: seven Mountains look like a lot, but between exiling lands with Amped Raptor and flashing back Lava Dart I’ve found that this is needed to ensure that you don’t accidentally exile too many of your mana producing lands. 
    基本山脉:七座山脉看起来很多,但在用 Amped Raptor 放逐地和闪回 Lava Dart 之间,我发现这是必要的,以确保你不会意外放逐太多产生法术力的地。

Important deckbuilding decisions 
重要的套牌构筑决定

  • Amped Raptor, Unstable Amulet, and Underworld Breach all serve a similar purpose of providing card advantage. I think it’s important to understand that if your local meta is really high on interaction or spot removal, it’s okay to go up on this type of effect. A card that’s not included in my current decklist, but I could see adding in the near future is Questing Druid. 
    Amped Raptor、Unstable Amulet、和 Underworld Breach 都有类似的卡牌优势。我认为重要的是要明白,如果你的本地元数据在互动或斑点去除方面真的很高,那么可以提高这种类型的效果是可以的。一张没有包含在我目前的套牌列表中,但我可以看到在不久的将来添加的卡是 Questing Druid。
  • I think the core of the deck is as follows:
    我认为这副牌的核心如下:
    • 18-19 lands 18-19 块地
    • 8 one mana threats 8 点 1 法力威胁
    • 4 Slickshot Show-Off 4 Slickshot 炫耀
    • 4 Lightning Bolt 4 闪电击
    • 4 Lava Dart 4 熔岩飞镖

Outside of these cards the deck is extremely flexible as far as what cards you can add. This is another aspect of the deck I really appreciate, as you can adapt it to nearly any metagame. 
除了这些卡牌之外,套牌在你可以添加哪些卡牌方面非常灵活。这是我非常欣赏这副套牌的另一个方面,因为你可以将它适应几乎任何赛场主流。

Important plays and tricks you must know
您必须了解的重要玩法和技巧

  • With DRC in play you can cast noncreature spells in your upkeep to try and surveil towards whatever you want to draw for the turn.
    在 DRC 在场上,你可以在你的维持中施放非生物咒语,以尝试监视你想在回合中抽到的任何东西。
  • Unstable Amulet triggers off a lot of cards in the deck, some of the ones I think are easy to miss are: casting plotted Show-Offs, flashing back Lava Dart, casting any spell off an Amped Raptor and escaping cards with Underworld Breach.
    不稳定的护身符会触发套牌中的很多卡牌,我认为其中一些很容易错过的是:施放精心策划的炫耀、闪回熔岩飞镖、从 Amped Raptor 上施放任何法术以及用 Underworld Breach 逃脱卡牌。
  • Against decks that play few to no targets for removal, it’s okay to aggressively fire off Galvanic Discharges on your own creatures and bank the energy in order to respin your Unstable Amulets.
    面对很少或没有移除目标的套牌,可以积极地向你自己的生物发射电流放电并储存能量以重新旋转你的不稳定护身符。
  • Even if your Unstable Amulet gets destroyed, you will still be able to cast the card exiled with it. 
    就算你的不稳定护符被消灭,你依然能够施放与它一起放逐的牌。
  • There’s a bit of a convoluted combo in the deck if you’re able to get three Dragon’s Rage Channelers, an Underworld Breach and an Unstable Amulet on the field with a zero mana spell in your graveyard. You can deck yourself while dealing one damage per every three cards left in your library, which often is “only” 8 or 9 damage, but something to be aware of nonetheless. Keep in mind that you don’t have to go all the way, sometimes dealing 5 damage and drawing that many cards with Bauble triggers in the next upkeep will be plenty enough. Note that this combo becomes much more threatening when you control multiple Unstable Amulets. 
    如果你能在场上获得三个 Dragon's Rage Channeler、一个 Underworld Breach 和一个 Unstable Amulet,并且你的坟墓场中法术力为零,那么这副牌中的组合就有点复杂了。你可以给自己套牌,同时每剩下三张牌就造成一次伤害,这通常是「只有”8或9点伤害,但还是要注意一些事情。请记住,您不必一路走下去,有时造成 5 点伤害并在下一次维护中抽到那么多带有 Bauble 触发器的牌就足够了。请注意,当您控制多个不稳定护身符时,此组合会变得更具威胁性。
  • Amped Raptor having first strike allows for some pretty slick combat tricks, which is something that you should certainly keep in mind going into combat. 
    具有先发制人的 Amped Raptor 允许一些非常巧妙的战斗技巧,这是您在战斗中当然应该牢记的事情。

Sideboarding 侧板

General notes 一般说明

  • In general, you don’t want to be diluting your deck a ton. You should only be boarding in extra cards when you feel like your deck won’t be able to compete without them. This is often why you see aggressive decks have a bunch of playsets in the sideboard. Each of them acts as a silver bullet for a specific matchup and when you board those cards you almost always need to see the first copy in order to win the game.
    一般来说,你不想稀释你的牌组。只有当你觉得你的套牌没有它们就无法竞争时,你才应该使用额外的卡牌。这也是为什么你经常会看到快攻套牌的备牌里有一堆对局系列。它们中的每一个都是特定对决的灵丹妙药,当您登上这些卡牌时,您几乎总是需要看到第一个副本才能赢得比赛。
  • Amped Raptor and Unstable Amulet are key against decks that are heavy on spot removal or counterspells, but in matchups like big mana or combo they can often be too slow and should be boarded out for more disruption. 
    Amped Raptor 和 Unstable Amulet 是对抗大量去除斑点或反击咒语的套牌的关键,但在像大法术力或组合技这样的对局中,它们通常太慢,应该被淘汰以获得更多干扰。
  • Underworld Breach is a card I’ve gone back and forth on cutting, but ultimately unless your opponent is bringing in heavy graveyard hate, such as Leyline of the Void or Unlicensed Hearse I would strongly recommend keeping these in. Breach is so often your most important spell to have inevitability in the long games that I think you almost never want to cut it. 
    Underworld Breach 是一张我反复考虑过的牌,但最终除非你的对手带来了沉重的坟墓场仇恨,例如虚空地脉或无证灵车,否则我强烈建议你保留这些。Breach 通常是你在长期游戏中不可避免的最重要的咒语,我认为你几乎从来不想削减它。

Sideboard options 边board 选项

Jegantha, the Wellspring Jegantha,源泉

Jegantha, the Wellspring is a card I was not sold on initially. As someone who played a bit with Lurrus while it was legal and seeing how strong of a role it played in games, registering Jegantha felt like a significant downgrade. However, over time I’ve come around on the Elk. Its importance, while not always obvious, is significant. Having access to this five mana 5/5 has saved me in multiple instances where otherwise I simply would have lost. It shines the most in attrition based matches where both you and your opponent are on low resources. It also sometimes just provides something that your opponent needs to counter and clears the way for you to have a critical Underworld Breach turn, or allows you to eat some removal so your Slickshot Show-Off can fly in for the last few points needed to close out a game. These experiences for me makes Jegantha a non-negotiable in Prowess for the time being. 
Jegantha,Wellspring 是一张我最初没有被卖掉的卡。作为一个在合法的时候玩过 Lurrus 的人,并且看到它在游戏中发挥了多么强大的作用,注册 Jegantha 感觉就像是一个重大的降级。然而,随着时间的推移,我对 Elk 有所了解。它的重要性虽然并不总是显而易见的,但却是重要的。获得这个五点法术力 5/5 在多个情况下拯救了我,否则我只会失去。它在基于消耗的比赛中最闪耀,因为你和你的对手都处于低资源状态。它有时也只是提供你的对手需要反击的东西,为你有一个关键的 Underworld Breach 回合扫清道路,或者让你吃一些移除,这样你的 Slickshot Show-Off 就可以飞来获得结束游戏所需的最后几分。对我来说,这些经历使 Jegantha 暂时成为 Prowess 中不容商量的一方。

Blood Moon 血月

While I’ve gone back and forth with whether or not to include Blood Moon, after the B&R announcement I’m sold that this card should be included in your 75. Blood Moon historically has been great at punishing greedy manabases, and with Jeskai Control and Eldrazi decks being at least somewhat popular, I think Blood Moon stock will only be going up in the near future. I highly recommend running three or four in your sideboard right now, and in the right metagames it could even be a main deck option.
虽然我在是否要包括血月的问题上反复考虑,但在B&R宣布之后,我确信这张卡应该包含在你的75中。血月在历史上一直很擅长惩罚贪婪的法术力,而洁斯凯控制和奥札奇套牌至少在某种程度上很受欢迎,我认为血月的存量只会在不久的将来上涨。我强烈建议你现在就在你的备牌里放三到四个,而在正确的赛场环境中,它甚至可以成为主套牌的选择。

Tormod’s Crypt//Surgical Extraction
托莫德的地穴//手术提取

Tormod’s Crypt and Surgical Extraction are both excellent options to combat graveyard centric strategies. I do think that Tormod’s Crypt is better if you’re worried about Living End, but Surgical Extraction is better at beating cards such as Phlage or Goryo’s Vengenance. I have also been testing Soul-Guide Lantern, but am not completely sold on it yet. For now I would say my preferred order for graveyard hate is Crypt > Surgical > SGL, but they are all defensible, and choosing which one to run largely depends on what the expected metagame is.
Tormod 的 Crypt 和 Surgical Extraction 都是对抗以坟墓场为中心的策略的绝佳选择。我确实认为如果你担心 Living End,Tormod's Crypt 会更好,但 Surgical Extraction 更擅长击败 Phlage 或 Goryo's Vengenance 等卡牌。我也一直在测试 Soul-Guide Lantern,但还没有完全相信它。就目前而言,我会说我更喜欢坟墓场仇恨的顺序是地穴 > 外科 > SGL,但它们都是可以防御的,而选择使用哪一个很大程度上取决于预期的赛场主流。

Pick Your Poison 选择你的毒药

Pick Your Poison has been one of the strongest sideboard options for any deck playing green or splashing green since it was printed. Initially it saw heavy play to combat Leyline of the Guildpact, but has since become just a strong card in the context of Modern by being one of the only clean answers to The One Ring. I think this card will continue to be a sideboard staple until there’s a significant change in the format, and I wouldn’t leave home without at least three of these in the 75.
自从印刷以来,Pick Your Poison 一直是任何使用绿色或泼溅绿色的套牌最强的备牌选择之一。一开始它被大量用来对抗十会盟地脉,但后来成为了唯一干净的答案之一,成为了近代赛中一张强牌。我认为这张牌会继续是备牌的主打产品,直到赛制有重大的改变,而我不会在75中至少有三个这样的牌离开家。

Meltdown//Siege Smash//Abrade
Meltdown//Siege Smash//阿布拉德

Meltdown, Siege Smash, and Abrade all fall under the Shatter category that has been timeless in red sideboards. Without any of them in your sideboard, it’s quite easy for any opponent who brings Chalice of the Void to the table to disarm our entire deck. While this is something I wish we could just ignore, it’s critical to have some amount of non one drop answers to be able to deal with that card. I personally have enjoyed Meltdown as I still occasionally run into Hardened Scales enthusiasts, but to each their own. All of the cards listed are defensible for this slot, so it’s dealers choice on this one.
Meltdown、Siege Smash 和 Abrade 都属于 Shatter 类别,这在红色备牌中是永恒的。如果你的备牌里没有它们,任何将虚空圣杯带到牌桌上的对手都很容易解除我们整个套牌的武装。虽然我希望我们可以忽略这一点,但有一定数量的非一费答案才能对付那张牌是很关键的。我个人很喜欢 Meltdown,因为我仍然偶尔会遇到 Hardened Scales 爱好者,但每个人都有自己的想法。列出的所有牌都适用于这个插槽,因此这是经销商的选择。

End the Festivities// Rough // Tumble // Pyroclasm
结束庆祝活动 // 粗暴 // 翻滚 // Pyroclasm

With the recent B&R announcement, I expect some go wide creature decks to start coming back to the meta. We’ve already seen that both the Boros and Mardu Energy decks have been putting up good results and I think it’s time to adapt by having some sweepers available in the board to combat these decks. End the Festivities, Rough / Tumble, and Pyroclasm are all excellent against what the energy decks are trying to do with Ocelot Pride, Amped Raptor, Ajani, and Guide of Souls. I’m still sorting out which of these sweepers I prefer to have the most in the board and haven’t been able to test them all out quite yet, but I will likely end up on End the Festivities, as having a one sided sweeper feels pretty big in the matchup and presents a nice play pattern against opposing Ajanis.
随着最近的 B&R 公告,我预计一些 go wide 生物套牌将开始回归主流。我们已经看到波洛斯和玛尔都能量套牌都取得了不错的成绩,我认为是时候通过在盘面上放置一些扫荡者来对抗这些套牌来适应了。End the Festivities、Rough / Tumble 和 Pyroclasm 都非常适合能量套牌试图用 Ocelot Pride、Amped Raptor、Ajani 和 Guide of Souls 来做。我仍在整理我最喜欢在棋盘中拥有哪些清道夫,并且还没有能够完全测试它们,但我最终可能会在 End the Festivities 上,因为在比赛中拥有一边倒的清道夫感觉相当大,并且在对抗对手 Ajanis 时呈现出不错的游戏模式。

Tunnel Ignus 隧道伊格纳斯

Tunnel Ignus is great against any sort of ramp strategy, while these kinds of decks aren’t currently taking up a large percentage of the metagame, they definitely have in the past and could certainly come back in the near future. Amulet Titan and Scapeshift are the main decks that come to mind for this tool to be at its most useful. Not sure I would recommend packing any right now, but something to keep on your radar. 
Tunnel Ignus 对任何形式的加速策略都很不错,虽然这类套牌目前在赛场主流中占据的比例不大,但它们肯定在过去有过,而且肯定会在不久的将来回归。Amulet Titan 和 Scapeshift 是这个工具最有用的主要套牌。不确定我现在是否建议打包任何物品,但要保持警惕。

Wild Slash 狂野斩击

Wild Slash, while looking like a fancy Shock on the surface has actually been a surprisingly strong option to use as both cheap removal against low to the ground decks as well as getting around protection from The One Ring with its ferocious ability. I think if Ring decks become a large share of the metagame this is a card I’d definitely want in my list.
Wild Slash 虽然表面上看起来像一个花哨的 Shock,但实际上是一个非常强大的选择,既可以用作对付低到地面甲板的廉价移除,也可以通过其凶猛的能力绕过 The One Ring 的保护。我想如果擂台套牌在赛场主流中占据很大一部分,那我肯定想要这张牌出现在我的清单里。

Questing Druid 探索德鲁伊

Questing Druid is a great option if you’re expecting to run into a field that’s full of removal or hand disruption. Board it in against any deck that is trying to trade one for one with you and you’ll be quickly surprised with how well this card does to pull you ahead. 
如果您期望遇到一个充满移除或手部干扰的领域,那么 Questing Druid 是一个不错的选择。将它与任何试图与您一对一交易的套牌对战,您很快就会惊讶于这张卡在拉您之前的表现。

Ragavan, Nimble Pilferer Ragavan, Nimble Pilferer

Ragavan is a bit of old news at this point, but not so long ago people were calling for this little monkey to get the ban hammer brought down on its head and I think many have forgotten how much this card can snowball in the right matchups. I’m not exactly sure how to fit it into the deck yet, but definitely a card I’m keeping on my radar. 
Ragavan 在这一点上有点旧新闻,但就在不久前,人们呼吁这只小猴子把禁用锤子砸在头上,我想很多人都忘记了这张牌在正确的对局中可以滚雪球。我还不确定如何把它放进套牌里,但绝对是我一直在关注的一张牌。

Veil of Summer 夏日面纱

Veil of Summer came to mind as I was theory crafting ways to compete with the Psychic Frog decks. I found initially I was losing a lot to a single timely counterspell, but as time went on I figured out some better play patterns against the counterspell decks that has led me to believing that the deck doesn’t need Veil. However if you find yourself struggling quite a bit with these types of decks, I think this card might be right up your alley.
我想到夏日面纱的时候,我正在构思与心灵蛙套牌竞争的方法。最初我发现我因为一个及时的反击咒语而损失了很多,但随着时间的推移,我想出了一些更好的对付反击咒语套牌的对法模式,这让我相信这副套牌不需要面纱。然而,如果你发现自己在处理这些类型的套牌时遇到了很多困难,我认为这张牌可能正合你的胃口。

Disruptor Flute Disruptor 长笛

Disruptor Flute is mainly to be used as a tool against The One Ring. I’ve found that in a majority of games I’ve played against Ring decks the main factor that I was losing to was my opponent chaining Rings. Flute, while not doing anything about the initial protection trigger, does a fantastic job of keeping your opponent from resetting the powerful artifact several turns in a row and accumulating a large amount of card advantage. 
Disruptor Flute 主要用作对抗 The One Ring 的工具。我发现在我与Ring套牌对战的大多数游戏中,我输给的主要因素是我的对手将Rings连接起来。Flute 虽然对初始保护触发没有任何作用,但在防止对手连续几回合重置强力神器并积累大量卡牌优势方面做得非常出色。

Sideboard guide cheat sheet
备忘单

As we’re trying to further evolve our content to be more convenient and useful for you, we’re going to implement some changes to how our sideboard guides are presented. You can still find the Cheat Sheet with the exact numbers I settled on for today above, and below you can find more evergreen guidelines as to which cards work and which don’t in each matchup. This way, you can take more from these plans even if your list isn’t exactly the same as mine.
随着我们努力进一步改进我们的内容,使其对您来说更加方便和有用,我们将对备牌指南的呈现方式进行一些更改。您仍然可以在上面找到包含我今天确定的确切数字的作弊表,下面您可以找到更多关于每场比赛中哪些卡有效和哪些无效的常青指南。这样,即使您的列表与我的列表不完全相同,您也可以从这些计划中获得更多。

We created sheets in two different forms. Pick the one you like more!
我们创建了两种不同形式的工作表。选择你更喜欢的那个吧!

Excel version: Excel 版本:

Sideboard guide 备牌指南

Amulet  护身符

Cards that are bad: Amped Raptor, Unstable Amulet
不好的卡牌:Amped Raptor、Unstable Amulet

Cards that aren’t great: Underworld Breach
不太好的牌:Underworld Breach

S-Tier sideboard cards: Pick Your Poison
S 级备牌:Pick Your Poison

Good sideboard cards: Blood Moon
好的备牌:血月

Marginal sideboard cards: Meltdown
边牌备牌:Meltdown

Trap cards: – 陷阱卡: –

Game one in this matchup is more or less a race, your removal spells don’t really have a target outside of going upstairs or dealing with an annoying Arboreal Grazer. We are often favoured in this race if Slickshot Show-Off is involved, however if you keep a hand that leans more on the grindy aspects of the deck, you’ll find that you often are just not fast or interactive enough to stop them before they get to their payoffs. Postboard we have a lot to bring in and a lot that we’re happy to cut. Pick Your Poison, Blood Moon, and Meltdown are all potent answers that disrupt their mana and keep their Amulet of Vigor count low. The key to this matchup postboard is to keep hands that have both disruption and pressure. A big thing to keep in mind is that Amulet usually has some amount of sweepers postboard so make sure you don’t over commit too many threats. 
这场比赛的第一场比赛或多或少是一场比赛,除了上楼或对付烦人的树栖放牧者之外,你的移除咒语并没有真正的目标。如果涉及 Slickshot Show-Off,我们通常会在这场比赛中受到青睐,但是如果你的牌更倾向于牌组的磨砺方面,你会发现你经常不够快或互动性不足,无法在他们获得回报之前阻止他们。Postboard 我们有很多东西要带进来,也有很多我们很乐意剪掉。Pick Your Poison、Blood Moon 和 Meltdown 都是有效的答案,可以扰乱他们的法术力并保持他们的活力护身符数量较低。这场对决的关键是保持既有干扰又有压力的牌。要记住的一件大事是 Amulet 通常有一定数量的扫地机邮板,因此请确保您不要过度实施太多威胁。

Eldrazi Ramp 奥札奇加速

Cards that are bad: Unstable Amulet, Galvanic Discharge
坏牌:不稳定的护身符、电流放电

Cards that aren’t great: Amped Raptor, Underworld Breach
不太好的牌:Amped Raptor、Underworld Breach

S-Tier sideboard cards: Pick Your Poison, Destructive Revelry, Smash to Smithereens
S 级备牌:Pick Your Poison、Destructive Revelry、Smash to Smithereens

Good sideboard cards: Wild Slash, Bonecrusher Giant, Skullcrack
好的备牌:Wild Slash、Bonecrusher Giant、Skullcrack

Marginal sideboard cards: Blood Moon
边注备牌:血月

Trap cards: Abrade, Meltdown, Alpine Moon
陷阱卡:Abrade、Meltdown、Alpine Moon

Eldrazi Ramp aims to play like a classic stompy deck – they want to ramp in the early turns and play haymakers in the mid to late game that all threaten to end the game in a quick fashion. With the printing of Ugin’s Labyrinth this matchup has become significantly more difficult as they’re able to get to their mid game threats much quicker than previously, however Prowess has a much faster goldfish which allows us to steal game one fairly often. The most important card in the matchup for them is Kozilek’s Command, as this is usually their only card that threatens to disrupt us rushing them down in the first three turns. After sideboarding you should expect more means of slowing you down, such as Trinisphere and Kozilek’s Return, so make sure to keep this in mind and to not overextend your creatures in the early turns without Mutagenic Growth or another way to protect them.
奥札奇加速的目标是要像一副经典的跺脚套牌一样玩——他们想要在前几个回合加速,并在游戏中后期使用干草机,而这些都威胁着要快速结束对局。随着 Ugin's Labyrinth 的印刷,这场比赛变得更加困难,因为他们能够比以前更快地到达游戏中期的威胁,但是 Prowess 拥有更快的金鱼,这让我们可以相当频繁地偷走第一场比赛。对他们来说,对决中最重要的牌是 Kozilek 的命令,因为这通常是他们唯一一张威胁要扰乱我们的牌,在前三回合就把他们冲下来。在侧牌之后,您应该期待更多减慢速度的方法,例如 Trinisphere 和 Kozilek's Return,因此请务必牢记这一点,并且不要在没有诱变生长或其他保护方法的情况下在早期回合中过度扩展您的生物。

Eldrazi – Through the Breach
奥札奇 – 穿越裂隙

Cards that are bad: Unstable Amulet, Galvanic Discharge
坏牌:不稳定的护身符、电流放电

Cards that aren’t great: Amped Raptor, Underworld Breach
不太好的牌:Amped Raptor、Underworld Breach

S-Tier sideboard cards: Pick Your Poison, Destructive Revelry, Smash to Smithereens
S 级备牌:Pick Your Poison、Destructive Revelry、Smash to Smithereens

Good sideboard cards: Wild Slash, Bonecrusher Giant, Skullcrack
好的备牌:Wild Slash、Bonecrusher Giant、Skullcrack

Marginal sideboard cards: Abrade, Meltdown
边牌备牌:Abrade、Meltdown

Trap cards: Blood Moon, Alpine Moon
陷阱卡:血月、阿尔卑斯山之月

Eldrazi Through the Breach is similar to the Eldrazi Ramp deck that we covered up above, but slightly more proactive. The way to approach this matchup is very similar to how we approach Eldrazi Ramp, however while I sometimes advise playing a bit more conservatively against Ramp I don’t think we have the same luxury when playing against Through the Breach. You often have to run your hand out and overcommit a bit in order to secure a victory in game one. Postboard you can expect some more disruptive cards to come in from the Eldrazi side, similarly to the Ramp build. 
奥札奇穿越裂隙和我们上面介绍的奥札奇加速套牌很相似,但稍微更主动一些。处理这场比赛的方式与我们处理 Eldrazi Ramp 的方式非常相似,然而,虽然我有时建议对阵 Ramp 时打得更保守一些,但我不认为我们在对阵 Through the Breach 时有同样的奢侈。你经常不得不用出你的手牌并过度投入,以确保在第一场比赛中取得胜利。Postboard 你可以期待一些更具破坏性的牌从 Eldrazi 这边进来,类似于 Ramp 构建。

Energy – Boros 能源 – 波洛斯

Cards that are bad: Mutagenic Growth,
坏牌:诱变生长、

Cards that aren’t great: Mishra’s Bauble
不太好的牌:Mishra's Bauble

S-Tier sideboard cards: Pyroclasm, Rough/Tumble, Fear, Fire, Foes!
S 级备牌:Pyroclasm、Rough/Tumble、Fear、Fire、Foes!

Good sideboard cards: Questing Druid, Wild Slash, End the Festivities
好的备牌:Questing Druid、Wild Slash、End the Celivities

Marginal sideboard cards: Tormod’s Crypt, Soul-Guide Lantern, Surgical Extraction
边注牌:托莫德的地穴、灵魂向导灯笼、手术提取

Trap cards: Blood Moon  陷阱卡牌:血月

This matchup is often a battle of card advantage and how well your removal lines up against their threats. The key cards to make sure you get rid of from the Boros side as soon as possible are Guide of Souls and Ocelot Pride, as these are their main cards that threaten to race us the most and often snowball the hardest. I’ve found that despite popular belief, Phlage often isn’t enough on its own and lines up very poorly against Mutagenic Growth on any of our threats. The best advice I have for approaching this matchup is to heavily lean on Unstable Amulet and Amped Raptor, both of these cards often produce too much value for them to handle without cards like Guide of Souls and Ocelot Pride in play. Postboard a large number of opponents bring in Suncleanser which can be surprisingly annoying, keep this in mind while mulliganing. I would advise against keeping any seven card hand without a removal spell for Guide of Souls on turn one. 
这场比赛通常是一场卡牌优势之战,以及你的移除如何应对他们的威胁。确保你尽快从波洛斯那边摆脱的关键卡牌是灵魂指南和豹猫骄傲,因为这些是他们的主卡,最有可能让我们比赛,而且往往是滚雪球最难的。我发现,尽管人们普遍认为,Phlage 本身往往是不够的,而且对我们的任何威胁都非常不利于诱变生长。对于这场比赛,我最好的建议是严重依赖 Unstable Amulet 和 Amped Raptor,这两张牌通常都会产生太多的价值,以至于他们在没有 Guide of Souls 和 Ocelot Pride 这样的牌的情况下无法处理。Postboard 大量对手带来了 Suncleanser,这可能会非常烦人,在再调度时请记住这一点。我建议不要在第一回合保留任何没有灵魂指南移除咒语的七张牌。

Energy – Mardu

Cards that are bad: Mutagenic Growth, Mishra’s Bauble
Cards that aren’t great: Dragon’s Rage Channeler, Galvanic Discharge
S-Tier sideboard cards:Pyroclasm, Rough/Tumble, Fear, Fire, Foes!
Good sideboard cards: Questing Druid, Wild Slash, End the Festivities
Marginal sideboard cards: Blood Moon
Trap cards: Wild Slash, Abrade

As you can imagine this matchup plays similarly to Boros Energy. The most notable card that Mardu plays over Boros is Orcish Bowmasters, which is generally weak against Prowess and has led me to believe that we have a better matchup against this variant of the energy decks. Game one boils down to the same thing as the Boros matchup, you need to remove the Guide of Souls and Ocelot Pride early or else it will snowball into too much of an advantage. Outside of that leaning on your Unstable Amulets and Amped Raptors is a great way of gaining incremental advantage. Postboard we approach this matchup differently than we do with Boros. Due to the Mardu’s deck manabase, Blood Moon has proven to be a powerful tool that threatens to soft lock our opponent. Mutagenic Growth is also a bit worse with Mardu having access to Fatal Push instead of Lightning Bolt so that’s why we’re cutting them.

Goryo

Cards that are bad: Unstable Amulet, Amped Raptor, Underworld Breach
Cards that aren’t great: Lava Dart, Mutagenic Growth
S-Tier sideboard cards: Tormod’s Crypt, Soul-Guide Lantern, Surgical Extraction
Good sideboard cards: Turn the Earth
Marginal sideboard cards: Blood Moon
Trap cards: Disruptor Flute

Goryo game one is a bit of a toss up, as we have no way to interact with their graveyard in our maindeck, however we generally have a bit of a faster goldfish than they do. Slickshot Show-Off does a lot of work as they usually don’t run any instant speed way of interacting with it outside of Solitude which isn’t always the easiest for them to evoke. While on paper this matchup looks miserable, the Goryo’s deck has a reputation for awkward draws and having their hands often not fully come together. You want to navigate the game in a way to find a window and just push as much damage as you can through. Sideboard games are pretty straightforward, you’ll want to bring in anything that interacts with their graveyard and cut anything that’s really slow and grindy. At first I was cutting Galvanic Discharges, but quickly found out that Psychic Frog is a strong pivot they can use to punish decks that go all in on graveyard hate. Blood Moon is the other card that I’ve toyed around with a bit when testing against Goryo’s. With them being a three colour deck sometimes it can really hinder their mana as most of their cards are pip intensive, however three mana is a lot to ask of out of Prowess and sometimes is too slow if they have a fast draw. For that reason, I only would advise bringing it in on the play.

Jeskai Control

Cards that are bad: Lava Dart, Galvanic Discharge
Cards that aren’t great: Mishra’s Bauble, Mutagenic Growth
S-Tier sideboard cards: Blood Moon, Questing Druid
Good sideboard cards: Veil of Summer
Marginal sideboard cards: Pick Your Poison
Trap cards: Ragavan

Jeskai Control is one of the more difficult matchups to navigate with Prowess. Game one Prowess feels like an underdog due to how many strong cards Jeskai plays in its main deck. Phlage, Solitude, Wrath of the Skies, Galvanic Discharge, and Supreme Verdict all are powerful removal spells that interact really well with your beatdown plan. Counterspell and Force of Negation makes it difficult to have any of your powerful card advantage spells such as Unstable Amulet or Underworld Breach able to stick as well. That being said, their mana base isn’t always the most cooperative and you can find windows to push through additional damage by knowing what your opponent could be representing with their open mana. With being decisively unfavoured in game one I recommend taking lines that make your opponent only have one or two outs, for example going all in with a Slickshot Show-Off when your opponent is tapped out and making them have Solitude + a white card to pitch. Sometimes they will have what they need, however I think this approach gives you the best chance at taking game one. Postboard we get access to Blood Moon which exploits the Jeskai deck’s already shaky mana base very well. Biggest note for this matchup is to try and be conscious of what your opponent is representing and do your best to make them spend their mana and cards as awkwardly as possible.

Living End

Cards that are bad: Galvanic Discharge, Lava Dart
Cards that aren’t great: Underworld Breach, Amped Raptor, Unstable Amulet
S-Tier sideboard cards: Tormod’s Crypt, Soul-Guide Lantern
Good sideboard cards: Wild Slash, Ragavan
Marginal sideboard cards: Veil of Summer
Trap cards: Surgical Extraction

I approach this matchup similarly to Goryo’s. Game one is often just a race where you really want to have an aggressive start and then hopefully be able to get there with some reach from your burn spells. Having a one drop threat feels like a must in this matchup, or at least a Slickshot with multiple cheap cards that trigger it. Living End doesn’t really have much in terms of interaction for your creatures game one outside of Colossal Skyturtle and Sink into Stupor. Postboard you can cut your removal as Living End doesn’t have the same pivot to Psychic Frog that Goryo’s does. Tormod’s Crypt has felt like the golden standard for interacting with graveyard decks for years now and I don’t see that changing anytime soon. Something that I’ve toyed around with is bringing in Blood Moon, however with how many land cyclers Living End now has access to, it no longer feels like a reasonable plan.

Necrodominance

Cards that are bad: Mutagenic Growth, Mishra’s Bauble
Cards that aren’t great: Dragon’s Rage Channeler, Underworld Breach
S-Tier sideboard cards: Questing Druid, Destructive Revelry
Good sideboard cards: Disruptor Flute, Veil of Summer
Marginal sideboard cards: Pick Your Poison
Trap cards: Blood Moon

Necrodominance is one of the toughest matchups for Prowess due to its ability to attack you from so many different angles. Hand disruption, graveyard hate, cheap removal and lifegain, and a strong top end makes this matchup an uphill battle to say the least. This is the matchup where Unstable Amulet shines brightest, as Necro can’t deal with a resolved Amulet and once you get multiples in play it’s pretty easy to burn them out. The advice I would give is to try and mulligan to hand with access to multiple Amped Raptors and/or Unstable Amulets. Those are easily your two best cards in the matchup as they represent a lot of card advantage that the Necro deck cannot cleanly deal with. Postboard the matchup dynamic doesn’t really change, the big difference is that we get to bring in ways to remove Necrodominance and The One Ring.

Prowess

Cards that are bad: Mutagenic Growth, Mishra’s Bauble
Cards that aren’t great: Lava Dart, Underworld Breach
S-Tier sideboard cards: Abrade, Wild Slash
Good sideboard cards: Questing Druid, Soul-Guide Lantern
Marginal sideboard cards: Pick Your Poison
Trap cards: Pyroclasm, Rough/Tumble

The mirror match is one of the most interactive matchups in the format. Whoever is on the play will be slightly favoured, however it will come down to who is able to stick the last threat. With that in mind, I recommend trying to take the control role and do your best to manage the board. Try to avoid using removal spells in combat to avoid getting blown out by something like Lava Dart or Mutagenic Growth.

Storm

Cards that are bad: Unstable Amulet, Amped Raptor
Cards that aren’t great: Underworld Breach, Galvanic Discharge
S-Tier sideboard cards: Cindervines
Good sideboard cards: Soul-Guide Lantern, Tormod’s Crypt
Marginal sideboard cards: Disruptor Flute, Pick Your Poison
Trap cards: Abrade

Storm is usually slightly favoured game one due to being a bit faster, however Prowess can produce explosive hands that can outpace your opponent if they spend too much time setting up. This matchup is one where you want to aggressively mulligan to an explosive start containing either a Slickshot Show-Off or Monastery Swiftspear. Due to how linear the games tend to be, there’s not a ton of decisions past the mulligans. Postboard you want to bring in Tormod’s Crypts to shut down Past in Flames.

Tron

Cards that are bad: Unstable Amulet, Underworld Breach, Galvanic Discharge
Cards that aren’t great: Amped Raptor, Mutagenic Growth
S-Tier sideboard cards: Blood Moon, Pick Your Poison
Good sideboard cards: Meltdown, Abrade
Marginal sideboard cards: Alpine Moon
Trap cards: Questing Druid

Tron is a matchup that historically has been quite good for Prowess, as they generally spend their early turns trying to set up their mana and don’t have much in the way or interaction. The card that you need to be the most concerned about in game one is Kozilek’s Command. You want to make sure you have multiple threats rather than going all in on a single threat. Postboard you gain access to a lot of tools that prevent them from getting a bunch of mana early in the game. You’ll want to mulligan to an explosive hand with some disruption. 

UB Murktide

Cards that are bad: Mutagenic Growth
Cards that aren’t great: Mishra’s Bauble
S-Tier sideboard cards: Pick Your Poison, Questing Druid
Good sideboard cards: Veil of Summer
Marginal sideboard cards: Cindervines
Trap cards: Blood Moon, Pyroclasm

UB Murktide is likely one of the worst matchups for Prowess among the meta decks. They have cheap interaction for our threats and terrifying monsters of their own. The biggest determining factor in my experience playing against this deck is if they have an early Psychic Frog or not. If they do, the matchup is often much more difficult than if they try to play a more control game without it. Given enough time I believe that Prowess can win by overloading counterspells and removal, especially with the help of Unstable Amulet and Amped Raptor. Postboard not a ton changes, we still want to approach the matchup the same, but we gain access to a very cheap and efficient answer to Murktide Regent in the form of Pick Your Poison.

UR Control

Cards that are bad: Mutagenic Growth
Cards that aren’t great: Mishra’s Bauble, Lava Dart
S-Tier sideboard cards: Pick Your Poison, Veil of Summer
Good sideboard cards: Questing Druid
Marginal sideboard cards: Abrade, Cindervines

Trap cards: Tormod’s Crypt, Surgical Extraction

Much like UB Murktide, UR Control is a difficult matchup, however, I would say it’s a bit better for Prowess since UR doesn’t have Psychic Frog. Similarly to Jeskai and UB Murktide, you want to be making your opponents mana as awkward as possible. This often means plotting your Show-Offs when your opponent is representing interaction, playing a one drop instead of a two drop when your opponent is representing Spell Snare, adding Jegantha to hand on turn three, etc. Unlike Murktide, UR often isn’t going to be pressuring your life total aggressively, which means you have more time to set up for a big turn where you’re able to overwhelm their resources. Postboard the matchup remains relatively the same, with UR usually boarding cards like Pyroclasm and Stern Scolding. You’ll want to lean on Amped Raptor and Unstable Amulet to pull you ahead in this matchup.

Zoo

Cards that are bad: –
Cards that aren’t great: Unstable Amulet, Underworld Breach
S-Tier sideboard cards: Pick Your Poison
Good sideboard cards: Blood Moon
Marginal sideboard cards: Destructive Revelry
Trap cards: –

Zoo is a fairly rare matchup. Once a dominating force in the format, it felt like this deck had fallen off, but is now seeing a resurgence. I think this matchup is probably close overall, with game one being slightly favoured for Zoo. Prowess doesn’t have any maindeck ways to interact with Leyline of the Guildpact and Scion of Draco, however the rest of the deck usually lines up well for us. Most of your cheap burn spells trade well with their threats and your Slickshot Show-Offs are often able to fly over any ground creatures to hit your opponent hard. Mutagenic Growth shines bright in this matchup, acting as both a counterspell for your opponents Lightning Bolts and as a combat trick to profitably trade with your creatures when needed. Postboard you get to cut some of the slower elements of your deck to add more interaction for Leyline and Scion. I’ve gone back and forth on if Blood Moon should come in for this matchup or not, but ultimately think it’s worth it as sometimes it can just win the game outright. 

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