Sideboard Analysis

A card-by-card look at the Premodern Replenish sideboard: the Tier 1 staples you always want, the metagame bullets worth knowing, and the flexible slots you tune to your local field.

Opalescence
Opalescence by John Avon

Metagame Data Methodology

Every tier ranking and inclusion percentage in this guide comes from going through 180 winning Premodern tournament decklists (pulled from MTGDecks). To keep the numbers relevant to how the format plays now, we only counted events held after the ban (once Parallax Tide left the format). Cutting out the old "Tide-era" lists is what shows you what modern lists actually agree on: you need to protect your mana, and you need post-board threats you can turn the corner with.

Tier 1: Core Tournament Staples

Exalted Angel

Exalted Angel

2–3 Side · 95.6% Inclusion

Your go-to post-board threat, and you'll bring it in for almost every non-combo matchup. Against red, even flipping it down as a morph blocker that eats a burn spell saves you real life. Against control, it forces them to have removal they've often trimmed after Game 1. Against mana-denial decks (Terrageddon), getting an early Angel clock going usually talks them out of casting Armageddon at all. But keep in mind that your opponent might be aware of this and keep some removal.

Why the flip matters: opponents almost always cut spot removal for enchantment sweepers and graveyard hate (Aura of Silence, Tormod's Crypt), so an early morph flip runs away with games against UW Control, Rock, and Ponza while they sit there holding hate they can't use.

Meddling Mage

Meddling Mage

3–4 Side · 92.2% Inclusion

Over 92% of sideboards run 3 or 4 copies (and another 10% play some maindeck), so Meddling Mage is about as close to a consensus card for Games 2 and 3 as it gets. It does two jobs at once: it names the one spell that would blow you out, and it chips in on a fast clock next to Exalted Angel once your opponent has trimmed their removal.

What to name: against graveyard hate, name Tormod's Crypt or Phyrexian Furnace so your Replenish loop can go off clean. Against control, name Counterspell or their enchantment removal when you need the combo to resolve; or name a sweeper if you are going for the aggro route. Remember, it is important to back up the mage with a plan. For the full list of what to name in each matchup, check the Matchup Matrix.

Tsabo's Web

Tsabo's Web

1–3 Side · 77.8% Inclusion

Some pilots play Tsabo's Web maindeck as general disruption, but over 77% keep it in the sideboard for Games 2 and 3, when the grind really sets in. After board, aggressive decks (Goblins) or mana denial decks (like Ponza, Oath, or Terrageddon) can go harder on mana denial strategy to choke your four-mana setup turns before you can deal with their graveyard hate. Web shuts that down, and sometimes even mana-denies their board development. It keeps your mana on schedule and replaces itself with a card.

Defense Grid

Defense Grid

0–3 Side · 52.8% Inclusion

Your best tool against counterspell decks. Making them pay three extra mana to cast anything on your turn shuts off their countermagic long enough to land a four-mana combo piece. It also plays nicely with cycling Decree of Silence.

Hydroblast / Blue Elemental Blast

Hydroblast / Blue Elemental Blast

2–4 Side · 76.1% Inclusion

The cleanest one-mana answer to fast red starts and red sideboard cards. It counters an incoming Pyroblast / Red Elemental Blast aimed at your blue combo pieces, kills a turn-one Goblin Lackey before it drops a lethal board into play, and answers back-breaking hate like Anarchy. One mana, always useful.

Seal of Cleansing / Disenchant

Seal of Cleansing / Disenchant

1–3 Side · 50.0% Inclusion

The Seal/Disenchant Split: In modern lists, Seal of Cleansing is the default answer to artifacts and enchantments after board (50% of sideboards, 97.8% of maindecks), because it comes back with Replenish and becomes a 2/2 under Opalescence. The catch is Aura of Silence, which is everywhere now—if Seal is your only answer, that two-mana tax lands and sticks. Keeping 1 or 2 Disenchant (3.9% inclusion) gives you an instant-speed answer that ignores Aura's tax entirely. Another card to consider is Gloom; even though Gloom increases the cost of Disenchant to 5 mana, if you rely on a Seal to deal with it, it will require two turns (one to cast, one to crack), giving a huge tempo swing to the opponent.

Abeyance

Abeyance

1–2 Side · 42.2% SB / 72.8% Main

For the 42.2% of pilots who keep Abeyance in the sideboard, it does more than just protect the combo in Games 2 and 3. When opponents bring in fast graveyard hate after Game 1, extra copies let you play a disruption game on their upkeep. Cast it on their turn and you lock down their activated hate and tie up the mana they'd use to react—enough of a window to land a threat like Exalted Angel or buy a turn to resolve Replenish. It is also incredibly effective against control, as it forces the opponent into a lose-lose situation: they must either burn a counterspell on the Abeyance itself, or let it resolve and lose access to all their interaction for the rest of the turn.

Wrath of God

Wrath of God

20.0% Inclusion

Your reset button against go-wide tribal decks and fast midrange boards. It's climbed to 20% post-ban inclusion for a reason: in fields full of Elves, Goblins, or GW aggro, spot removal alone isn't enough, and a sweeper buys you the turn or two you need to set up the enchantment lock.

Tier 2: High-Leverage Metagame Bullets

Targeted answers for specific decks and the hate they bring in after Game 1. So why aren't these in every list? Tier 1 cards fix problems that show up across a lot of matchups; Tier 2 cards are narrow, and you only want them when your local field calls for them (a room full of red aggro or mana-denial decks).

Anti-Red Defense: Sphere of Law vs. Warmth vs. CoP: Red Theory & Comparison · 20.0% Inclusion
Anti-Red Defense: Sphere of Law vs. Warmth vs. CoP: Red

Which red defense you want comes down to how much mana you can spare and what kind of damage you expect to face:

  • Sphere of Law (Recommended): The best four-mana option against both Goblins and Sligh, and the most-played of the three at 20% post-ban. Shaving two damage off every source builds a wall you don't have to keep paying for. The downside: red decks will bring in Anarchy against it, so have countermagic ready.
  • Warmth: Great against spell-heavy Sligh, where two life per red spell erases their burn. Against Goblins, it falls apart—their creatures are a recurrent way of dealing damage faster than the lifegain can keep up, so it does very little.
  • Circle of Protection: Red: Protects you against anything, but it's too mana-hungry. We're a proactive combo-control deck, and our mana is already stretched thin cycling Attunement and executing our gameplan—we can't sit back untapped like a draw-go deck. Paying to prevent damage every turn gets in the way of setting up the combo, so CoP is the weakest of the three here.
Chill 2–3 Side · 10.0% Inclusion
Chill

Chill is fantastic against classic Sligh, as increasing the cost of their red spells slows them down. However, it is not as efficient against Goblins. If they manage to resolve an early (or even a turn-three) Goblin Lackey, they can bypass this tax completely.

Once Lackey connects, they're putting creatures straight onto the battlefield without casting anything, and your two-mana tax does nothing. Since it's an enchantment, discarded copies come back with Replenish, but don't lean on it as your only Goblins plan—back it up with one-mana removal.

Orim's Chant 1–2 Side · 13.3% Inclusion
Orim's Chant

Back in the Parallax Tide era, Orim's Chant was a top protection card. When you were racing to resolve a turn-three or turn-four Tide and blow up five of their lands in a 5-for-1, spending one mana to clear the way—even down a card—was well worth it against blue decks.

Why Abeyance took over post-ban: once Parallax Tide was banned, that changed. Now the deck isn't racing a turn-four deadline against blue decks that put you on no clock, so saving one mana doesn't matter much anymore. And Abeyance does more: it replaces itself with a card; it can shut off an activated ability (freezing a Tormod's Crypt or Withered Wretch right before you combo and forcing the opponent to activate in response) so you can activate Attunement after and dump some enchantments into the graveyard safely. These days, Chant is only worth it when you specifically need the cheapest possible option against a fast combo where card advantage doesn't matter.

Annul 1–2 Side · Instant Answer
Annul

A flexible one-mana counter that deals with problem permanents on the stack. While you have Seal of Cleansing to handle artifacts and enchantments once they hit the board, many cards generate immediate value or lock you the second they resolve. This makes Annul a critical 1-for-1 answer against a long list of format staples that you must stop on the stack, including: Gloom, Sphere of Resistance, opposing Seal of Cleansing, Aura of Silence, Parallax Wave (crucial in mirror battles), Standstill, Decree of Silence, Aluren, Dream Halls, Mox Diamond, Cursed Totem, Phyrexian Furnace, Tormod's Crypt, Sterling Grove, Zombie Infestation, Phyrexian Devourer, Altar of Dementia, and Survival of the Fittest.

Alter Reality 0–1 Side · Regional Tech
Alter Reality

Narrow tech aimed squarely at Gloom out of black disruption decks. Change the word "White" to "Black" on their resolved Gloom, and the tax now falls on their own spells instead of yours. It has Flashback, so it still works even if it gets discarded, and you can tutor for it with Intuition. You can also use it to strip a creature's protection from white, or to change the color on your own Circle of Protection: Red if you're running it. Or change the color of an Anarchy. A narrower but fun use is to change the color word on a Pyroblast or Red Elemental Blast.

Tier 3: Niche & Modular Technology

Specialized tools and niche slots that show up in under 10% of lists. Why so little play? Most of these are either bullets for rare matchups or old pre-ban ideas that flexible 4-ofs like Meddling Mage and Exalted Angel have outclassed. They can still be right—but only if you have a clear read on your local field.

Tormod's Crypt 0–3 Side · Surgical Tech
Tormod's Crypt

The zero-mana standard for graveyard hate. Big against fast Reanimator and the mirror. In the mirror, it's all about timing: leave your Crypt on the table and only sacrifice it in response to their Replenish resolving or an Attunement activation, so you wipe their setup. It also comes in against Terrageddon now and then to shrink their Terravore, though that's usually not worth a slot.

Nevinyrral's Disk 0–2 Side · Universal Reset
Nevinyrral's Disk

The best catch-all reset against permanent-based locks, wide midrange boards, and resolved anti-combo artifacts. In long grindy games, popping an active Disk wipes their creatures and hate pieces. The Disk also handles some problematic hate pieces that are hard to fight otherwise, such as the previously mentioned Gloom and Presence of the Master.

The catch: Disk enters tapped, so it needs a full turn before you can use it. That's a window for them to kill it at instant speed, and against a deck with artifact hate you can end up paying four mana for nothing and falling way behind.

Light of Day 1–2 Side · Silver Bullet
Light of Day

A near-total lock against black creature decks. Against Moneyball Black, Psychatog, or aggressive Rock builds, a resolved Light of Day means their black creatures can't attack or block, full stop. And since it's a four-mana enchantment, it comes back with Replenish if they strip it with early discard.

Spiritual Focus 0–1 Side · Anti-Discard Tech
Spiritual Focus

A defensive enchantment that punishes black discard decks by drawing you two cards every time they make you pitch a card with Gerrard's Verdict or Duress. Some longtime pilots like it for out-grinding attrition decks, but it's slow and passive, and it tends to be too little too late against fast, tempo-driven starts.

Null Rod 0–1 Side · Anti-Artifact
Null Rod

A clean anti-artifact lock that shuts off enemy mana rocks and, more importantly, activated graveyard-hate artifacts like Tormod's Crypt, Phyrexian Furnace, and Nevinyrral's Disk, and it shuts off the Phyrexian Devourer combo entirely.

Powder Keg 0–1 Side · Flexible Sweeper
Powder Keg

A flexible artifact sweeper that clears out low-curve creature and token boards—and it does it without asking for double-colored mana. It also deals with artifacts, but keep in mind that it does not deal with enchantments and requires some setup. It's narrow, and we have better tools to deal with the threats.

Sacred Ground 0–1 Side · Anti-LD Fortress
Sacred Ground

Your best anti-land-destruction card against Ponza and Terrageddon, turning their Wastelands, Stone Rains, and Armageddons into blanks—and since it's an enchantment, it fits right into your recursion loops. Use it if you expect a lot of land destruction in your metagame.

Aura of Silence 0–1 Side · Asymmetric Tax
Aura of Silence

A one-sided tax and a repeatable answer to artifacts and enchantments. Because it sacrifices itself for removal and comes back with Replenish, it acts as a devastating engine in the mirror, against Enchantress, and against artifact decks like Stiflenought. The three-mana cost makes it a touch slower than Seal of Cleansing—which is why it sees less play overall—but plenty of pilots run 1–2 in the board for those specific matchups.

Library of Leng 0–1 Side · Hand Sculpting
Library of Leng

Protects a hand you've worked to set up against targeted discard, since you can send discarded cards to the top of your library instead of the graveyard. Its one mana cost make it fast enough to play before they cast discard spells.

On top of being a hard answer to discard, it has nice synergy with Attunement: you can stack the cards you discard right on top of your library for the next few turns. It's an interesting option that's worth testing.

Mana Short 0–1 Side · Tap-Down Bullet
Mana Short

A brutal end-step tap-down against counterspell decks: strip all their blue mana on their turn, then untap and combo off on your main phase with no countermagic left to stop you.

It's strong, but it's slower and costs more mana than Abeyance, which is why Abeyance is the go-to protection spell in most modern lists.

Arcane Laboratory 0–1 Side · Anti-Combo
Arcane Laboratory

A hard lock against decks looking to chain multiple spells in a single turn. By restricting players to one spell per turn, it completely shuts down Storm combos and protects you from Stiflenought lines. Since it's an enchantment, it naturally fits into your recursion loops and comes right back with Replenish if they manage to destroy it.

Navigating Opposing Sideboard Hate

Once your sideboard is built and you know your transformations, the last piece is reading and playing around the hate your opponent brings in for Games 2 and 3. For a card-by-card breakdown of how to beat graveyard hate, taxing effects, and enchantment sweepers, head to the Playing Through Hate analysis.