Missing sideboard cards? The full 15-card sideboard runs about $29.41.
Buy sideboard on ManapoolMono Red Madness kills fast with burn to the face, so Weather the Storm's Storm-copied life gain buys crucial turns and can swing races heavily in our favor once we're deep into a storm turn. Red Elemental Blast is mostly dead here since their deck is nearly all red, so bring it in sparingly only for the rare blue sideboard card, or skip entirely if unsure—here we lean on Weather the Storm as the primary answer. First Day of Class and Seize the Storm are the weakest cards under race pressure since they don't affect the clock quickly enough. Keep the core storm engine (Seething Song, Desperate Ritual, Manamorphose) untouched since we still need to combo before they burn us out.
Mono-Blue Terror relies on Counterspell and Force Spike to protect Tolarian Terror and Cryptic Serpent, so Dispel lets us push our own key spells (like Seething Song or Glimpse the Impossible) through their countermagic during our combo turn. It'll Quench Ya! doubles as a soft counter against their own permission or a threat, adding flexibility since we can also use it proactively. Seize the Storm and one copy of Electric Revelation come out since they're slower and less relevant against a deck that wants to counter our big spells rather than race. The core storm shell stays intact as we still need to resolve our payoff spells through their interaction.
Tron is a grindy ramp deck without early pressure, but their large late-game threats like Maelstrom Colossus and Bramble Wurm can eventually take over if the game goes long, so Weather the Storm's Storm-triggered life gain helps us survive to combo off. Wrenn's Resolve's card advantage is less necessary since Tron doesn't apply fast pressure and we have time to draw into our pieces naturally. This matchup is mostly a race to assemble Seething Song into a lethal Grapeshot-style turn before Tron's ramp payoffs take over, so keep all core mana rocks and card selection untouched. Sideboarding is light since our main gameplan of comboing before turn 5-6 is well-positioned against their slower plan.