Eldrazi wants to assemble Urza's Saga into a free artifact and then ramp into Emrakul/Devourer. Malevolent Rumble fills their graveyard, which makes Emrakul cheaper, and Ancient Stirrings digs for colorless pieces. Surgical Extraction and Tormod's Crypt can strip their graveyard and buy time. Practiced Offense is too slow and clunky against a deck that ramps past our aggression curve, and Burning Inquiry gives them extra cards too, so trim both. Keep the low curve and Vengevine/Hollow One package intact since racing before Emrakul lands is still the primary plan. Lightning Bolt and cheap, fast threats like Blazing Rootwalla remain key to pressuring them early. Their Dismember kills most of our creatures, including Blazing Rootwalla and Hollow One, so spread out threats rather than relying on any one of them.
This matchup is a race against their ramp into Emrakul and Devourer of Destiny, so Rough (the sorcery half of Rough/Tumble) sweeps their small Eldrazi Spawn tokens and early creatures like Basking Broodscale for 2 damage. Tear (the {W} instant half of Wear/Tear) destroys Urza's Saga, which is an Enchantment Land, before it ticks to chapter III, and Wear (the instant half that destroys artifacts) kills a key artifact like Vexing Bauble or Blade of the Bloodchief if they're running a combo variant. Practiced Offense is too slow against their big colorless threats and Marauding Mako's clock is irrelevant if they just cast a 13/13. Keep the core looting/discard engine intact since you still need to race before they land Emrakul.
Wear (the artifact-destruction half of Wear/Tear) is excellent here, killing Blade of the Bloodchief before it can start the Basking Broodscale loop. Tear (the enchantment-destruction half) can hit Urza's Saga, which is an Enchantment Land, before chapter III to deny them the tutor for Blade. Rough sweeps away Eldrazi Spawn tokens and a lone Basking Broodscale before the combo gets going. Obsidian Charmaw costs less against their many colorless-producing lands (Eldrazi Temple, Ugin's Labyrinth) and its land destruction on Urza's Saga or a combo-enabling nonbasic land is relevant, while its flying body also races. Practiced Offense and Marauding Mako are too slow against a combo deck that can go infinite out of nowhere, so they come out; cutting one Scalding Tarn keeps the swap balanced, but note this trims your red fixing slightly.
Suggested new sideboard cards to pick up for the current metagame.
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