“This deck is a Madness-based aggressive strategy centered on Survival of the Fittest and Wild Mongrel as discard outlets to cast Basking Rootwalla and Arrogant Wurm at drastically reduced costs. Survival tutors up key pieces like Squee (for repeated Survival activations), Anger (to grant haste to the team), and situational silver bullets, creating a self-sustaining engine that generates card advantage while pressuring the opponent with undercosted threats. The burn suite of Lightning Bolt, Incinerate, and Lava Dart (which can be flashed back from the graveyard as a free discard trigger) provides reach and removal to close out games or enable additional madness plays.”
Missing sideboard cards? The full 15-card sideboard runs about $74.53.
Buy sideboard on ManapoolThis matchup is a race against a two-card combo, so prioritize speed and disruption over grindy value. Goblin Tinkerer destroys the Phyrexian Dreadnought artifact outright once it resolves, sidestepping their Stifle/Vision Charm protection entirely. Pyroblast and Red Elemental Blast are premium here, cheaply countering or destroying their blue spells and permanents (including a resolved Dreadnought isn't blue, but their Counterspell, Foil, Stifle, and Gush all are legal targets for the counter mode). Cut slower value pieces like Naturalize (mostly dead, they run few artifacts/enchantments) and trim Gempalm Incinerator/Matron slightly to keep the curve low and the clock fast.
Mono-Red Sligh has no blue spells for Pyroblast and Red Elemental Blast to target, and while Seal of Fire, Pyrostatic Pillar, and Black Vise give Naturalize legal targets, it is not a profitable tool in this race. Pyrokinesis is an exception: it deals 4 damage divided among their creatures, which is exactly what a deck full of Jackal Pups, Goblin Vandals, Grim Lavamancers, and Mogg Fanatics gives us plenty of to shoot at. Our mainboard is already optimized for this kind of race: Mogg Fanatic and Goblin Sharpshooter answer their 1-toughness creatures, and our clock via Goblin Lackey/Piledriver is faster than theirs. Since there is little else worth bringing in without cutting into our core game plan, the correct sideboard plan is to bring in a light dose of Pyrokinesis to clear their board and otherwise keep the 75 unchanged, playing a tight aggro mirror and using Rishadan Port and Wasteland to slow down their manabase-dependent burn draws.
Selesnya Enchantress wins by chaining enchantments, so our enchantment removal becomes premium: Naturalize and Hull Breach can strip Enchantress's Presence, Sterling Grove, Solitary Confinement, or Opalescence to shut off their engine or lock piece. Tranquil Domain is a one-sided blowout since it destroys all non-Aura enchantments, wiping their whole board of Presence/Confinement/Sterling Grove at once (it does not hit our permanents since we run none; note that Serra's Sanctum is a land and survives). Prioritize racing quickly before Serra's Sanctum and Solitary Confinement come online, since our clock with Goblin Lackey and haste from Warchief is faster than their defensive shell. Cut a couple of narrow creatures like Mogg Fanatic and Goblin Sharpshooter that can't even target Argothian Enchantress due to its shroud.