SB explanation: In tournament play I founded that a well-built, well-played suicide black can take the game before I can get an active weaver into play. I added the full set of Elephant Grasses to solve this problem. When it's that easy to hose a deck, you might as well do it. It's like having 10 Weavers in the deck, counting survivals. The set of Emerald Charms is there for a similar reason--Bloom is getting hot locally, and it is advantaged vs. survival (though I at least have disruption with the ants and surgeon). Charm is the cheapest enchantment killer, so it's the best vs. gloom, and whereas I might prefer domains vs. the occasional humil-prayer, I still have the gaea's and eagle for backup. The monkeys are there because my strategy vs. Mono-Blue with Disks is to take out most or all of the survivals as they are useless in multiples and a blue deck will often leave them alone and just counter the creatures. Besides I don't like to dump the huge fatties vs. blue; that's one more spell they have to counter, and you eventually *will* be able to cast that spirit or verdant vs. them. Pitching the fatties for a beatdown critter like the boas just thins a useful card out of your deck. Originally the SB also contained Oath of Ghouls (2) for control decks but the resurgence of Bloom demands the Charms replace them. The Lobotomies are for the mirror match and general use, and the second Queen is mainly for the mirror match as well. The last slot (currently Disintegrate) is a work in progress. It has always been devoted to the mirror match. Early on it was Shauku, Endbringer, a living StP I can tutor for, but I found this to be too situational and when I did get it it was thwarted by recurring jellyfish. When I added the Gaea's I replaced it with the less-situational Cannibalize. Last night, in a stroke of genius, I replaced that with Disintegrate, which has excellent flexibility as an ordinary X-spell (so it can be boarded vs. many slower decks) and can also provide an alternate victory condition vs. other survivals as the weaver stalemate drags on and lands accumulate. But mostly it's there for the same reason as its predecessors--to remove annoying critters like Coffin Queen from the game. Note that without the Gaea's in my deck I would not have this kind of sideboarding flexibility since I would be unable to recur anything other than creatures. With the Gaea's I can recur Volrath's Stronghold, Recurring Nightmare, Lobotomy, Survival, etc., and the "disadvantage" of reshuffling my deck is a bonus vs. control and rarely a liability since I use no deaths (as long as I get the angel out early if my opponent may be using living death). The 2 man-o-wars are amazing, and much better than tradewind rider. Recurring one for the other keeps other death decks off balance and denies them full use of their mana since they waste time recasting creatures. If I don't have a recurring nightmare yet, I can reset the other guy's coffin queen *twice* rather than once, again keeping my opponent off balance since he must repeatedly tap most of his mana casting a 1/1. And they are great vs. all of the local enchantments in white and black, plus sarcomancy. Army ants is the right choice for land kill. It has 3 main advantages over the orcish settlers many use: (1) it can't be nekrataaled, (2) it doesn't take red mana to activate--an issue in my deck with its unusually high basic land count, and (3) it frees up your mana for other things. Plus it's amazing with the hermit druid, and it can occasionally lead to the god draw of birds/turn 2 army ants vs. slow control, which is game over if they can never get to 4 mana to wrath/disk. Finally a quick word about SBing: No matter how useless they may have been in game 1, I with few exceptions *never* SB out the cloudchaser and 1 of the 2 humpmonkeys. It's too easy to get screwed doing this by opposing SB nuisances (furnace, forsaken wastes), even if you've played the same opponent before and don't think he has anything.