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Buy sideboard on ManapoolMono-Green Eldrazi again leans on Eldrazi Temple and Ugin's Labyrinth for colorless ramp alongside Utopia Sprawl, so Damping Sphere caps their acceleration while costing us almost nothing on our Mountain-heavy manabase. Pyroclasm answers their small early creatures like Writhing Chrysalis's Eldrazi Spawn tokens before they ramp into Emrakul or Sire of Seven Deaths. We trim a copy of Boltwave and both Shard Volleys since this deck can apply real pressure back with Kozilek's Return (which also kills our 1-2 toughness creatures) and we want lands available to deploy Damping Sphere and keep casting spells; sacrificing lands is too risky here. Race them early since their ramp payoffs are slow to come online, then lean on Damping Sphere to keep them from stabilizing.
This is a slow ramp/combo deck reliant on Eldrazi Temple, Ugin's Labyrinth, Urza's Saga and colorless spawn tokens for mana acceleration — Damping Sphere caps their multi-mana lands at one mana per land and taxes their spell-heavy turns while barely hurting our mostly-single-Mountain plan. Soul-Guide Lantern strips their graveyard (disrupting Shifting Woodland and Emrakul) and cantrips later. Pyroclasm cleans up Basking Broodscale, Eldrazi Spawn tokens, and Glaring Fleshraker before they snowball. Cut a couple of pure face burn spells and Eidolon since this deck isn't racing us on damage and Eidolon dies to their own removal-light but token-heavy board without punishing them enough. We still want to be fast, but disruption buys time against their inevitability.
This is a mirror-ish aggro-tempo matchup full of 1-2 toughness creatures (Dragon's Rage Channeler, Monastery Swiftspear, Slickshot Show-Off) so Searing Blaze is excellent, often two-for-one-ing a creature and chunking their life total via landfall. Pyroclasm sweeps their whole board of small creatures when they overextend, which we rarely need to do to ourselves since our threats are similarly fragile but we're often ahead on the clock. We cut Shard Volley since sacrificing a land is a real cost against a deck that can also punish us on mana, and one Rift Bolt since suspend is slow against a deck this fast. Keep our own burn spells aimed at their face — we want to win the race, not trade resources.