Missing sideboard cards? The full 15-card sideboard runs about $39.75.
Buy sideboard on ManapoolMono Green Landfall ramps hard into Mossborn Hydra and fatties. Sunspine Lynx is a clean 5/4 body that shuts off the life they gain from Esper Origins. Its entry trigger damages each player for their nonbasic lands, so watch our own nonbasic-heavy mana when deploying it. Duress strips Earthbender Ascension, Meltstrider's Resolve, or key sideboard answers like Torpor Orb before they resolve. Stinging Vitriol's discard is weak since they flood the board with lands and bodies rather than holding reactive spells, and Valley Flamecaller's bonus only amplifies damage from our Lizards, which makes it less valuable here than the sideboard cards. Keep the full removal suite since Burst Lightning and Stingerquill Charm answer their small early creatures like Llanowar Elves and Sazh's Chocobo before they snowball with landfall counters.
Duress proactively strips Requiting Hex, Bitter Triumph, or Strategic Betrayal before they can answer our threats, and at a single black mana it is much easier to cast on curve than the two-color Stinging Vitriol, which matters against a Dimir deck that wants to hold up interaction rather than dump its hand. Gideon the Oathless pings them every time one of their creatures enters, such as Dream Beavers, Floodpits Drowner, or Enduring Curiosity, adding incidental damage and pressure that's hard for a controlling deck to ignore. His ward makes Bitter Triumph and their other targeted effects cost them an extra card, and as a Mercenary he can't be hit by Shoot the Sheriff at all. We trim Rockface Village because its red mana can only be spent on creature spells, which does little for our Burst Lightning and Stingerquill Charm. Our removal-heavy curve wants untapped, unrestricted colored sources against their draw-go game plan. Keep Burst Lightning and Stingerquill Charm in full to answer Spyglass Siren, Dream Beavers, and other small blockers before Enduring Curiosity locks in card advantage.
BRG grinds with Lively Dirge recursion and value engines like The Sackville-Bagginses and Biotech Specialist, so Duress proactively takes away their removal (Requiting Hex, Stir Up Trouble) or Lively Dirge before they set up. Stinging Vitriol adds more hand disruption plus a little reach. Thought-Stalker Warlock's menace makes it hard for their small blockers like Gene Pollinator to stop, and its enter trigger is better if they've already lost life this turn, since then we see their hand and choose the nonland card instead of letting them pick. Samut comes out since haste is a lesser priority in this grindier matchup where card advantage and removal matter more than speed. We also cut the Valley Flamecallers, since a 3-mana 3/3 is vulnerable to Stir Up Trouble and Wolverine's fight and doesn't do enough to justify a slot here. Keep our full removal package for their real threats, and remember that Greedy Freebooter and Callous Inspector generate value when they die, so don't spend burn on them without a good reason.