Hey guys, I play in a group where everyone but me plays with some kind of control deck. It gets really annoying when you have a chance of at least 4 players countering your spells. I was wondering what's the best commander/deck for beating control?
I find that playing a strong synergystic ETB creature deck to be strong against this sort of issue. When individual pieces just add to the madness it makes it harder as everything together will create the issues rather than any one big splasy effect. Stay away from splashy expensive mana cards as they are the ones that get countered generally speaking and push the synergy aspect of the deck up.
Also, I am going to move this to the commander general discussion.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Playing ramp, cards that can't be countered, and land destruction are usually a good foil. The control decks are usually slow and take forever to kill you. Cards like Cavern of Souls can go a long way.
Against one maybe two people playing control then a neverending stream of threats...never give them a moment to stop to set up thier win con.. haymaker after haymaker you will need tutors and recursion for that.
Against four.. then something low cmc and synergistic is best.. I mean you can do a ton of damage with a bunch of anything and a Gavony township. I suggest Deveri.. can't be countered from the command zone, I have set him up with a collection of random birds and just go for the throat.
Nekusaur does wonders at stressing out control players... just constant wheel'n and burn'n.
Up until CMD 13 we had a control meta but these new cards blew a hole in that real quick.
To beat control you force them into doing things they don't want to do like tapping out to wrath or empty thier hands.
Rather then change your deck to something else, remember that green and red have a fair amount of anti-blue cards that can be used to beat control. Cards like Curse of Marit Lage, Choke, Price of Glory and Hall of Gemstones can shut down control.
From my experience, I've found that control decks tend to rely heavily on artifacts and enchantments, for pillowforting themselves; being able to kill off their protection in mass or repeatedly can see them getting wacked down by more battlecruiser style decks. Granted in a 4 player control meta that may not be an option, since you may be the only one with creatures out.
Teferi, Mage of Zhalfir does a good job on his own of keeping players from using those pesky counterspells. When run alongside the likes of Knowledge Pool, you can remove their ability to cast spells almost entirely. Note that this is what some/most people would consider "A socially unacceptable thing to do", though they may use far fewer words to inform you of that.
Alternatively, a bit of good politics during the game might allow you to get your spells through, or incite a counter-war on your behalf. You could also just be straight up with your group and say that a control-heavy game is not always your cup of tea, and that you'd like to change things up every now and then. If they aren't willing to/can't use different decks, suggest trying format variations such as Planechase/Archenemy/and so on. If there are 5+ players at each game, perhaps try a game where spells have a more limited range of effect, so that you aren't facing every player all the time.
Budget doesn't matter, thanks!
Also, I am going to move this to the commander general discussion.
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Against four.. then something low cmc and synergistic is best.. I mean you can do a ton of damage with a bunch of anything and a Gavony township. I suggest Deveri.. can't be countered from the command zone, I have set him up with a collection of random birds and just go for the throat.
Nekusaur does wonders at stressing out control players... just constant wheel'n and burn'n.
Up until CMD 13 we had a control meta but these new cards blew a hole in that real quick.
To beat control you force them into doing things they don't want to do like tapping out to wrath or empty thier hands.
Ruric thar is a nightmare.. a resolved Possibility storm is lights out for a control player.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
From my experience, I've found that control decks tend to rely heavily on artifacts and enchantments, for pillowforting themselves; being able to kill off their protection in mass or repeatedly can see them getting wacked down by more battlecruiser style decks. Granted in a 4 player control meta that may not be an option, since you may be the only one with creatures out.
Alternatively, a bit of good politics during the game might allow you to get your spells through, or incite a counter-war on your behalf. You could also just be straight up with your group and say that a control-heavy game is not always your cup of tea, and that you'd like to change things up every now and then. If they aren't willing to/can't use different decks, suggest trying format variations such as Planechase/Archenemy/and so on. If there are 5+ players at each game, perhaps try a game where spells have a more limited range of effect, so that you aren't facing every player all the time.
RRR - Bosh's School of Hard(cover) Knocks
Both excel at forcing through mass landkill, such as Boil, and artifact sweepers like Creeping Corrosion.
Cheers!
Krichaiushii on PucaTrade.
Akroma, Angel of Fury with fork effects, pyroblast, red elemental blast, and man mana doublers and one shot people.
Those were my immediate ideas.