Torpor Orb shuts off Eddymurk Crab's enter-the-battlefield tap trigger and other value from creatures entering, badly disrupting their tempo plan; it comes in for the redundant enchantment suite since Rest in Peace's graveyard hate is weaker here (their engine is spells resolving, not recursion). Get Lost answers Hearth Elemental or Eddymurk Crab cleanly while giving them only Map tokens, which is a fine price against a low-creature-count deck. Dawn's Truce protects our board and planeswalkers from Prismari Charm, Traumatic Critique, and Burst Lightning by granting hexproof, buying time to land Ugin or resolve a sweeper. We're cutting the slower, clunkier pieces (Roads Go Ever, Ever On's incremental land package and Kinbinding, which wants a wide board we won't reliably have) since this matchup rewards efficient interaction and disruption over grinding value engines. Split Up and Ultima remain excellent since Hearth Elemental and Eddymurk Crab are the deck's only real bodies to sweep.
Torpor Orb is devastating here — it shuts off the enters-the-battlefield triggers on Eddymurk Crab (tapping our creatures) and Sunderflock (bouncing our non-Elemental creatures), while our own deck has almost no ETB triggers to lose. Dawn's Truce protects our Ugin, Eye of the Storms and other key permanents from Prismari Charm bounce and Traumatic Critique burn, buying time against their tempo-combo draws. The extra Day of Judgment gives us more sweeper density against their Elemental threats alongside split up and ultima. authority of the consuls is weak since the opponent's creature count and pressure from tapped-down creatures barely matters against a spell-based value engine, and kinbinding is a clunky token payoff when we're trying to control the board, not race with our own small creatures.
Get Lost and an additional Day of Judgment are key additions here, giving us efficient answers and extra sweeper density against their proactive game plan. Get Lost provides clean, cheap answers to their key threats like Bristly Bill or an early Mightform Harmonizer while only giving them Map tokens, which are far less dangerous than the landfall payoffs they're replacing. Kinbinding comes out since we want to be leaning on our sweepers (day of judgment, split up, ultima) rather than building our own board that gets punished by their proactive game plan, and demolition field is weak here since the opponent's manabase is mostly Forests and sacrifice lands rather than nonbasics worth blowing up. Bringing in the fourth Day of Judgment ensures we consistently punish their wide creature boards. Overall the plan is to pick off their key threats with Get Lost and rely on our sweepers to keep their board clear.
Suggested new sideboard cards to pick up for the current metagame.
Missing sideboard cards? The full 15-card sideboard runs about $101.
Buy sideboard on Manapool