Maindeck Analysis

The post-ban Replenish maindeck is a tuned combo-control deck where every one of the 60 slots earns its place—balancing early speed, a stable manabase, and defense against fast metagames. Here's a breakdown of the staples every list runs and the flex slots that separate them.

Attunement
Attunement by Randy Gallegos

The Core

Replenish

4 Main · 100% Inclusion

The cornerstone of the deck, no exceptions. It swings the game with a huge, one-sided tempo hit, so you run four copies no matter what the rest of your list looks like.

Opalescence

4 Main · 100% Inclusion

Turns all your non-Aura enchantments into creatures with power and toughness equal to their mana value. It doesn't animate itself, though—you need a second copy on the battlefield to turn the first into a 4/4. With one Opalescence out, your enchantments become real clocks: Decree of Silence (8/8), Parallax Wave (4/4), Attunement (3/3), and Seal of Cleansing (2/2).

Parallax Wave

4 Main · 100% Inclusion

Pulls double duty: early defense and a lethal end-game engine. On its own it keeps enemy creatures in check; with Opalescence out, it becomes a 4/4 that loops to permanently exile their whole board, one card at a time.

Attunement

4 Main · 100% Inclusion

Your main selection engine: it digs three cards deep, stocks the graveyard for Replenish, and swings as a 3/3 under Opalescence. Don't fire it blindly. Before you activate, know exactly which cards you're discarding. If your hand already has a plan and nothing spare to pitch, leave it alone and hold the activation.

The Lock Piece

Decree of Silence

Decree of Silence

2–3 Main · 98.3% Inclusion

With Parallax Tide gone, Decree is the deck's best lock piece, and it's good in more ways than one. Landing the full Opal-Wave-Decree combo just wins on the spot, but even the simple line—pitch Decree to Attunement or Frantic Search, bring it back with Replenish—forces your opponent to claw through three countered spells to do anything.

Against control, cycling Decree for six mana is an uncounterable cantrip that strips a key counter or threat while keeping your cards flowing. Opponents often hand it to you off an Intuition pile, figuring an eight-mana enchantment is dead—then eat the cycling trigger and lose a ton of tempo. And under Opalescence, it comes down as an 8/8 finisher.

For when to run two copies versus three depending on the metagame, check the comparison on the Lists page.

Proactive Disruption

Meddling Mage

Meddling Mage

0–4 Main · 10.6% MD / 92.2% SB

Most lists save their creatures for after sideboard, so the opponent's Game 1 removal rots in their hand. Maindecking Meddling Mage instead gives you an early, disruptive shield against fast combo and counter-heavy control right away.

Getting the most out of Meddling Mage means reading the metagame and knowing which spell each deck can't function without. For what to name in each matchup and how the creature-transformation plan works, see our Sideboard Analysis and Matchup Matrix.

Abeyance

Abeyance

2–3 Main · 72.8% MD / 42.2% SB

A staple in competitive lists. Abeyance protects your combo turn and doubles as a tempo play against the opponent. It stops them from casting instants and sorceries or activating permanents for the rest of the turn, so casting it right before Replenish means your reanimation resolves untouched—and shuts off artifacts like Tormod's Crypt in the process.

And since Abeyance draws you a card when it resolves, it never really costs you anything—cast it on the opponent's upkeep to stall their turn or to shut down a creature with an activated ability.

Tsabo’s Web

Tsabo’s Web

1–3 Main · 24.4% MD / 77.8% SB

A premier proactive answer to opponent utility lands like Rishadan Port, Dust Bowl, Wasteland, and Mishra's Factory. Cast it early and their taxing lands and creature-lands stop mattering before they can slow your setup or race your combo—and it replaces itself with a card, so you lose nothing.

Card Selection

Frantic Search

Frantic Search

3–4 Main · 99.4% Inclusion

Keeps your deck moving and sets up explosive turns alongside sol lands or painlands. But it costs you a card, so it's the first thing you trim after sideboard against grindy control decks, where every card counts.

Intuition

Intuition

3–4 Main · 99.4% Inclusion

The deck's most flexible selection engine, and the one that tests your skill the most. The default pile is Opalescence, Parallax Wave, and Decree of Silence—whichever one the opponent gives you, the other two go to the yard to fuel a Replenish. But the pile has to fit the board: three lands against Landstill, three Swords to Plowshares to survive fast aggro. Against reactive blue decks, people often cut a copy to keep their threat count up. For a full walkthrough on building piles and reading tricky spots, see our Intuition Cheatsheet.

Why Not Careful Study?

Omitted from Maindeck

While Careful Study looks tempting as a one-mana way to sculpt the graveyard, but it doesn't make the cut. Attunement keeps coming back as an enchantment engine, and Frantic Search untaps your sol lands for free velocity—Careful Study just costs you a card the moment it resolves. Bleeding cards to dump enchantments burns through your counters and removal before you ever reach the four-mana Replenish that wins the game.

Interaction & Permission

Swords to Plowshares

Swords to Plowshares

3–4 Main · 99.4% Inclusion

The gold standard for one-mana removal. Three in the maindeck is the clean number; bring in the fourth after board against creature-heavy decks.

Seal of Cleansing

Seal of Cleansing

2–3 Main · 97.8% Inclusion

A proactive answer to problem enchantments and mana artifacts. You can crack it for value at instant speed and bring it back with Replenish, so it keeps generating answers all game. Easy to cut against decks it can't hit.

Mana Leak

Mana Leak

2–3 Main · 35.6% Inclusion

Maindecking Mana Leak is a proven call—over 35% of pilots ran it after the ban. In fast fields full of combo or reactive mirrors like Esper Psychatog and tempo Replenish, cheap two-mana countermagic buys you the early turns you need. It gets worse in long games against Landstill, once they can just pay the two, but holding up two mana still forces them into awkward sequencing while you set up.

Card Advantage

Deep Analysis

Deep Analysis

0–1 Flex · 3.3% Inclusion

A strong utility card that turns an early Intuition into a lasting draw engine in slower matchups. Against counter-heavy control, tutoring straight for combo pieces leaves your threats exposed to graveyard hate; grabbing Deep Analysis instead keeps you drawing from both hand and graveyard. One copy in the maindeck is a fine way to out-grind draw-go decks.

Fact or Fiction

Fact or Fiction

0–2 Flex · 2.8% Inclusion

A solid pick for reactive builds that want to hold up counters like Mana Leak and Counterspell. Four mana is a real cost, but digging five deep at the end of their turn lets you dump enchantments into the graveyard or find defensive answers without giving up tempo.

The Mana Base

Mana Base Theory

25 vs. 26 Lands: Tournament lists split about evenly between 25 and 26 lands, and both are fine. On 25 lands, players usually run only three Skycloud Expanse to keep as many basics as possible against Wasteland and Price of Progress. On 26, that extra slot almost always goes to the fourth Skycloud Expanse, for better color filtering and smoother mana into your four-drop turns.

Ten Basics

10 Main (5 Island · 5 Plains)

Five basic Islands and five basic Plains keep you safe from non-basic punishment like Wasteland and Price of Progress. Getting your first three land drops as basics matters a lot against burn and mana-denial decks. It also leaves you with about 16 sources of each color, enough to cast your double-pipped four-drops on time.

Ancient Tomb

Ancient Tomb

4 Main · 100% Inclusion

Your key "sol land," making two colorless on turn one—it's the deck's main accelerant. It powers out a turn-two Intuition or Frantic Search, and lets you land turn-three combo pieces like Replenish or Opalescence ahead of curve, all without skipping a land drop.

Untapping Ancient Tomb with Frantic Search even nets you an extra colorless mana, which fuels big turns when you're otherwise starved for mana. Because it changes the math on your early plays, Ancient Tomb often turns a shaky opener into an easy keep; our Mulligan Guide and Mechanics Masterclass go deeper on the details.

Skycloud Expanse

Skycloud Expanse

3–4 Main · 99.4% Inclusion

Your main fixer—it turns colorless mana from sol lands and basics into blue or white. Three copies in 25-land builds keeps you resilient against non-basic hate; four in 26-land builds gives you rock-solid color for your busy turns.

Why Not City of Traitors?

Omitted from Maindeck

Without Parallax Tide to close games out fast, post-ban Replenish leans on grinding into the mid and late game. City of Traitors makes your sequencing painful and quietly costs you board presence in long attrition games.

Turn-One Sequencing
As a general rule, lead with a dual land to keep your color options open for whatever you draw turn two. But if you think your opponent has Wasteland, lead with a basic instead so you don't get blown out on tempo.

Now that you know the 60, head to the full Sideboard Analysis to round out your 75.