Rest in Peace exiles their graveyard, shutting off Umbral Collar Zealot's surveil sacrifice loop, Lively Dirge's reanimation, and Greedy Freebooter's death value. Get Lost is clean removal for their best early threat like Magda, the Hoardmaster or The Sackville-Bagginses. We trim the slowest, most expensive legendaries since this is a grindy matchup where card advantage and disruption matter more than raw stats. Keep our efficient equipment shell online to keep pressuring through their removal-light, sacrifice-based plan.
Rest in Peace shuts off Eddymurk Crab's cost reduction and Hearth Elemental's Adventure discount by exiling graveyards, while also stranding any Traumatic Critique or Prismari Charm cards that end up there. Dawn's Truce protects our board from Prismari Charm bounce, Burst Lightning, and Traumatic Critique burn, letting our equipped threats survive their interaction suite. Dragonfire Blade comes out since it's a slow, low-impact equip cost against a deck racing to grow threats, and Iron Hills Blacksmith is cut down since its 1/1 body is too fragile against their cheap removal and bounce, and we need slots for our protective and disruptive sideboard cards. This plan keeps our core Dwarf/Equipment aggression intact while adding tools that directly counter their graveyard synergies and spell-based removal.
Sheltered by Ghosts exiles their best landfall payoff (Mightform Harmonizer or Bristly Bill) while giving our creature lifelink and ward to survive combat. Get Lost answers any threat that resolves, though it does give them two Map tokens which barely matter against our aggressive clock. We shave the slowest legendary and our weakest one-mana equipment since this matchup is a straightforward race we want to win before their mana engine scales up. Keep the low curve intact to pressure them before Earthbender Ascension and doubling effects take over.
Suggested new sideboard cards to pick up for the current metagame.
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