I often found when playing against regular tron that molten rain is insufficient, i honestly rather just try to race with burn spells and goblin guide/swiftspear against them. I would probably also bring in path to clear a wurm coil engine so i can at least attack with guide/eidolon for at least one more turn which is often huge. As for eldrazi tron just going to bring in deflecting palms, paths, artifact hate(chalice and collar) and then hope that they have a slow start every time.
I have some matchup questions for matchups like gb tron, mono green tron and titan shift with a list similiar to mike flores does his list have a good matchup against those decks since his list is meant for creature decks like humans and affinity?
Not sure if there was a thread for this but anyway just to introduce myself i am a experienced control player and have nearly made top 8 in a couple of scg opens with control. I also got a top 8 finish at states with a uw control deck as well back in khans standard.
I know there has been several successful uw control decks in the current standard. I am too lazy to bring those up but thats ok, Id like to discuss my take on uw control which has been testing pretty well against both gb delirium and uw flash but for sure both matchups have alot of play to it. So if you really want to be successful in standard its always good to practice as much as you can with a deck that you like. Play as much as possible of course.
Anyway here is my updated list it has been through quite a few changes in the past month or so.
Linvala, the preserver: I tested two for a little while but the second copy almost always didn't do anything. So I like the one copy. This card is great at trumping those fast starts from any deck that is going aggressive. With the help of countermagic and removal it should definitely buy you enough time to slam down a linvala to win games that you are not suppose to win.
Immotaling glare/Stasis snare/blessed alliance: Instant speed removal is always great in a control deck that plays primary draw go so you can leverage your counters better and in the course of the game they can be more effective.
Quantine Field: This deck as you notice has a very tough time against resolved planeswalkers and so everytime i casted one of these the game became shortly in my favor. They are pretty good so i want three of them in the main.
Blighted Cateract: When your flooded on lands and when your playing at the top of your deck this is the card you definitely want in the late game.
Negate: A great two mana counters that is a hard ccounter to vehicles, aetherworks, opposing countermagic and planeswalkers is definitely great.
Descend upon the sinful: Great against the industrible cause so something like archangel avacyn doesn't blow you out. Ive also got a free 4/4 flyer out of it on occassion too which is very useful.
void shatter: A great three mana hard counter don't want to leave home without them.
Summary dismissal: Swiss army knight, counters planeswalker emblems, stops emrakrul and is a great four mana hard counter in the late game as well.
Fumigate: Still a solid and relevant sweeper, the gaining back some life here and there is also relevant.
Jace: Great at leveraging in a good amount of situations and of course gives this deck alot of digging power as well as some staying power.
Glimmer of genius: This is pretty much one of the cards that keeps this deck together and functioning and is the main reason why i like playing control right now.
Anticipate: Definitely makes this deck more consistent and digs for what you need.
Torrential Hulk: The absurd staple for all blue control decks in standard and i think its the best card in standard right now and I do not think its close imo.
Revolutionary rebuff: A soft counter but still pretty good at using your mana more efficiently in every stage of the game that matters.
Gisela: A pretty decent threat against uw flash and can put a clock on gb delilirium as well which is revelant. Lets you switch gears into more of a tempo control deck and goes well with spell quellers.
Sphinx: A decent finisher, i just like it since it can finish games sooner and can't be hit by any spot removal which is huge. I tend to board this card in against both uw flash and gb delirium.
Gideon: A great way to help you finish games on time and can pressure opposing planeswalkers backed up with countermagic and/or removal if necassary.
Spell queller: Can change the dynamic of how this deck can play. Great card to bring in against both of the most popular matchups can definitely make uw control much more aggressive as well.
Anyway, i don't think this deck is the best deck in the format but i definitely think this deck is pretty legit and its what i would for sure play at the scg invitational next week if i could go. I definitely think it has alot of game against alot if you play every turn correctly. I will definitely will try to provide more updates to this deck as the format progresses.
I won 2-1 against lord Hazanko unfortunately the only real game was game 2 where he beat me since his deck did what it was suppose to do. Good games it was nice playing against you.
I like the idea of running ugin nexus in some grixis artifact legacy control deck with tezz agent of bolos, goblin welder and possibly dack fayden. Too bad you have to exile it but taking an extra turn in legacy is nothing to laugh at.
I also like clever impersonator as a card to copy jace tms or something else to get within parity of your opponent. I'd probably would run 1 or 2 at the most though if I was going to play him in a deck like esper deathblade. Also, copying a true-name nemesis also seems kinda tempting too. clever impersonator would probably not be ground breaking in legacy but he does have some useful merits that could be worth exploring.
I like the addition of lonely sandbar actually. Even though it comes into play tapped your not really in a hurry to win with aetherling because he can just finish the game pretty fast whenever he is played.
I think you might be running a lower land count then you should be I probably would run like at least 24 islands because you want to have like more then 7 mana available to play aetherling and also blink it out against removal spells when needed. Probably would take out the 4 Memory lapse for four more islands as 16 counters seems like it will be plenty. Otherwise I like your control build. Goodluck in the games you play.
I agree that Nephalia Drownyard should definitely be in this type of deck but if i am going to play them I'd probably play with four since it's one of my most favorite cards when it was legal in standard.
I was playing Talisman with three of my friends for awhile which is a game that reminds me somewhat of D&D. It's a dynamic game that can be challenging and I thought it was fun when i played it.
I know there has been several successful uw control decks in the current standard. I am too lazy to bring those up but thats ok, Id like to discuss my take on uw control which has been testing pretty well against both gb delirium and uw flash but for sure both matchups have alot of play to it. So if you really want to be successful in standard its always good to practice as much as you can with a deck that you like. Play as much as possible of course.
Anyway here is my updated list it has been through quite a few changes in the past month or so.
3 Immolating Glare
2 Blessed Alliance
3 Quarantine Field
4 Port Town
3 Meandering River
2 Blighted Cataract
6 Plains
4 Prairie Stream
6 Island
1 Descend upon the Sinful
1 Negate
4 Torrential Gearhulk
4 Void Shatter
2 Summary Dismissal
1 Fumigate
1 Jace, Unraveler of Secrets
4 Glimmer of Genius
3 Anticipate
3 Stasis Snare
2 Revolutionary Rebuff
2 Gisela, the Broken Blade
1 Sphinx of the Final Word
3 Gideon, Ally of Zendikar
2 Negate
4 Spell Queller
2 Summary Dismissal
1 Fumigate
Card choices:
Linvala, the preserver: I tested two for a little while but the second copy almost always didn't do anything. So I like the one copy. This card is great at trumping those fast starts from any deck that is going aggressive. With the help of countermagic and removal it should definitely buy you enough time to slam down a linvala to win games that you are not suppose to win.
Immotaling glare/Stasis snare/blessed alliance: Instant speed removal is always great in a control deck that plays primary draw go so you can leverage your counters better and in the course of the game they can be more effective.
Quantine Field: This deck as you notice has a very tough time against resolved planeswalkers and so everytime i casted one of these the game became shortly in my favor. They are pretty good so i want three of them in the main.
Blighted Cateract: When your flooded on lands and when your playing at the top of your deck this is the card you definitely want in the late game.
Negate: A great two mana counters that is a hard ccounter to vehicles, aetherworks, opposing countermagic and planeswalkers is definitely great.
Descend upon the sinful: Great against the industrible cause so something like archangel avacyn doesn't blow you out. Ive also got a free 4/4 flyer out of it on occassion too which is very useful.
void shatter: A great three mana hard counter don't want to leave home without them.
Summary dismissal: Swiss army knight, counters planeswalker emblems, stops emrakrul and is a great four mana hard counter in the late game as well.
Fumigate: Still a solid and relevant sweeper, the gaining back some life here and there is also relevant.
Jace: Great at leveraging in a good amount of situations and of course gives this deck alot of digging power as well as some staying power.
Glimmer of genius: This is pretty much one of the cards that keeps this deck together and functioning and is the main reason why i like playing control right now.
Anticipate: Definitely makes this deck more consistent and digs for what you need.
Torrential Hulk: The absurd staple for all blue control decks in standard and i think its the best card in standard right now and I do not think its close imo.
Revolutionary rebuff: A soft counter but still pretty good at using your mana more efficiently in every stage of the game that matters.
Gisela: A pretty decent threat against uw flash and can put a clock on gb delilirium as well which is revelant. Lets you switch gears into more of a tempo control deck and goes well with spell quellers.
Sphinx: A decent finisher, i just like it since it can finish games sooner and can't be hit by any spot removal which is huge. I tend to board this card in against both uw flash and gb delirium.
Gideon: A great way to help you finish games on time and can pressure opposing planeswalkers backed up with countermagic and/or removal if necassary.
Spell queller: Can change the dynamic of how this deck can play. Great card to bring in against both of the most popular matchups can definitely make uw control much more aggressive as well.
Anyway, i don't think this deck is the best deck in the format but i definitely think this deck is pretty legit and its what i would for sure play at the scg invitational next week if i could go. I definitely think it has alot of game against alot if you play every turn correctly. I will definitely will try to provide more updates to this deck as the format progresses.
I also like clever impersonator as a card to copy jace tms or something else to get within parity of your opponent. I'd probably would run 1 or 2 at the most though if I was going to play him in a deck like esper deathblade. Also, copying a true-name nemesis also seems kinda tempting too. clever impersonator would probably not be ground breaking in legacy but he does have some useful merits that could be worth exploring.
oh alright, well I already sent the decklist in to lanternIQTeam this morning.
Do we have to pm the decklists to you instead of lanternIQteam?
Also I am definitely in.
Kevinliu-Kevinliu-gb00qf0o
Hash:gb00qf0o
I also sent the decklist to LanternIQteam and the hashtag too.