I use Reflector Mage in so many matchups, check the sideboarding pane in my link above. I would feel uncomfortable having less than 3 in the board.
Thank you for the spreadsheet! It's an excellent resource. With Reflector Mage coming in for so so many matchups, have you considered playing it maindeck?
Hey guys, new to the threat, looking forward to many more hours on this primer.
I absolutely love how the deck plays, I recently started playing the deck online and keep saving money to buy it on paper.
So, I have some questions regarding the deck:
- Is an island instead of the third forest a good idea when having a Clique included in the 75 or is the synergy that gives us the forest too important?
- What do you think about Gaddock Teeg in the sb, is the disadvantage of not being able to cast CC too big or ist it worth against the big mana/combo decks?
- I just finished watching the replay of JetpackBlues' stream (that Blessed Alliance though ), are there other people playing Lotus Cobra or is it a petcard? I don't really see her in other lists, so I am curious why she isn't included more often.
I'm far from an authority on the deck, but i play it often, glad you're on board! Here's my two cents:
1) I've tried running an island, it just really hurts when you take out too many green sources with all the mana dorks. If you want more blue for clique, run a botanical sanctum in addition to the 3 forests and one plains for basics.
2) Gaddock teeg is great if you think you'll run into tron and other big mana decks like you said. I've never actually ran him but i always think about it. Just so many good cards we can play, and to some people they love him and others like me he's like top 80 but not in the 75.
3) I haven't tried lotus but it seems great in some situations and pretty tough in others. It obviously can be explosive on turn two with a dork on one and a fetch land coming in giving you a way to cast a knight or other 3 drop, and then similarly giving you explosive turn 3's and stuff which is awesome, but i can see when you have no lands or in the late game it could be tough to like. I prefer to go 3 voice and ooze, 2 pridemage and 1 spirit at the two drop as they all have their own toolbox uses or power on their own most of the time, or are easy cuts for SB if they aren't good.
This might be a bit long but I've always wanted to talk about these things because they, among a multitude of other things, are on my mind (even the length of this post can't even begin to touch on why Gaddock Teeg is amazing lol):
1. A lot of people find that, for some odd reason, that they need access to an island in order to assuredly cast a Vendilion Clique and I think it's not the best decision when finalizing your mana base. The deck plays 9-11 Fetchlands, 7-8 Dorks, and the power of the Knight of the Reliquary (God forbid you get a Vendilion Clique off a Collected Company). Maybe if you're playing 2 Vendilion cliques then maybe it makes sense to play around 3-4 Blue sources but again, you have, basically, 12 mana dorks in 8 1-drop dorks and Knight of the Reliquary.
2. Gaddock Teeg is just an incredibly powerful card. The argument against having them usually falls into it's non-bo interaction with Collected Company as well as its fragile nature to removal (which is just plain stupid reasoning I believe). There's a reason why Midrange Green Sun's Zenith decks (like Kiblers Counter Cat deck) had Gaddock Teeg even though it turns off your engine card Green Sun's Zenith, or in our case, Collected Company. The Matchups you are bringing in Gaddock Teeg are almost assuredly ruining their gameplan at the cost of shutting off ONLY 4 cards in our deck. Like, against Tron, it makes A LARGE PORTION of their deck not work where we only lose out on 4 cards. Against Abzan Company, Gaddock Teeg shuts off chord and coco, and now they are reliant on casting poor quality creatures in order to establish some kind of win condition where as ALL our creatures are high quality and provide some form of value. Safe to say Gaddock Teeg is amazing as it makes large portions of IMPORTANT cards in decks invalid.
3. After gold fishing and testing I've found that Lotus Cobra makes the deck run SO much more smoothly, much so that I want to play 4 Lotus Cobra and 4 Tireless Tracker (already playing 3 Tracker). Lotus Cobra synergizes so well with:
- Knight of the Reliquary (Knight activations yield 3+ mana for fetches, 2+ mana for anything else),
- Tireless Tracker (Fetchlands with a Lotus Cobra turn into a 2-mana or free Divination... KEK honestly the biggest bonus to having Lotus Cobra)
- Courser + Retreat (more lands and extra value from lands: lifegain, tap-untap/scry, and extra mana)
- Fetchlands (Yield 3 mana, other lands yield 2)
- utility land sinks (Being able to cast MULTIPLE spells and gavony in the same turn is ******* NUTS. Also having an abnormally huge Wolf Run is obnoxious)
You're just able to cast way more spells with Lotus Cobra in conjunction with Knight (more fetchlands) and Tireless Tracker (providing GAAASSS by giving you Divinations for ONLY 2 mana). Previously, you were always buckled down by how many mana dorks/Knight(s) you can assemble in order to make large plays, but with Cobra you're free to do ALL the shenanigans that the Knightfall deck is capable of every single turn efficiently.
I have so much more I want to speak about but answers require questions lol (aka I don't know where to start).
This is great. Love the in depth spreadsheet so thanks! In fact you're inspiring me to track my own matches.
I don't have the volume of games played that you have, and have have one curiosity. Why are you taking spell queller out vs burn? I've lost matches where they never draw a creature and queller just shuts the door on them. In the final turns.
Alright so I've been loving the deck. I've also been finding that while I side in rest in peace most matches it has really poor interaction with Knight, ooze, and voice no longer dying. It's really great against grixis, Jund, and storm though which has been the bulk of what I play against. Is it just something I'll need to deal with it are there other strategies I should be thinking about?
What would your sideboard look like if your were 100% sure you would face the following:
Grixis death shadow
Jund death shadow
Eldrazi Tron
Gw Tron
Gr Tron
I've thought about a single bojuka bog on side to fetch with the Knight however the decks I would play against would probably be well established, kill the Knight, or force me to discard the Knight.
Also it's really fun to play courser of kruphix again. It was one of my favorite cards of standard past. Is just 2 the usual or does anyone get spicy with 3?
Note that I'm not playing in tournaments but only with my friends for fun so the sideboard is thought to cover a smaller range of decks, actually I'm looking for 2 Unified Will to add against Tron but seems like here in Italy is quite rare to find (in physical stores)
So, you own a deck that costs about 1k, but you are unable to get 2x Unified Will?
I am Italian as well, but never had any problems when it comes to purchasing new cards. There are actually some sellers on mkm from Italy that sell it for about 0.25 cent, so it would cost you about 1euro (shipping included). What a mountain to climb...
He's unable to get it not because of financial reasons but because of scarcity. The card isn't even close to 25 cents. It's 4 dollars. I don't understand where the condescending tone is coming from.
Esper and Grixis are really hard match-ups. You need to really get ahead and lock the board state down if you want to have a chance. Selfless Spirit, Voice of Resurgence, Tireless Trackers, Thalia's and/or Gaddock Teeg, and RESOLVED collected companys are very good but it's still difficult because they have so many tools to beat every single thing in your deck. Again, you really wanna get so ahead and protect your dominance with things like selfless Spirit, voice of Resurgence, and spell Queller. It is very hard to play the attrition game against a Bant Knightfall deck as a control player when your opponent has multiple selfless spirits, voice of Resurgence, cracking like 3-4 clues, and spell Queller.
Geist is a good card, ESPECIALLY on turn 2, but they can easily trade with snapcasters, and eventually lock down with manlands and cryptic command locks.
Merfolk is all about the tempo and blowing up aethervial. You get them spending mana for creatures and you can just tempo them out of the game with spell Queller and reflector Mage. In your sideboard, probably:
+ 2 blessed Alliance
+ 3 reflector Mage
+ 1 Eldritch Evolution
+ 1 worship
+ 1 ghost Quarter
+ 1 izzet Staticaster
Grixis, again, is very difficult but possible to win. You probably board:
+ 1-2 blessed Alliance
+ 2 negate
+ 2-3 reflector Mage
+ 2 kitchen finks
+ 1 ghost Quarter
+ 1 izzet staticaster
Hatebears is an easier match up because of all the mana dorks and your threats outclass theirs. Blow up aethervial, get them to spend mana, and you're away. You board in:
+ 2 Blessed Alliance
+ 2 kitchen Finks
+ 2 MAYBE stony Silence
+ 1 Eldritch Evolution
+ 1 ghost Quarter
+ 1 izzet Staticaster (really depends if they're Eldrazi or not)
Elves is a weird one. Sometimes you just make their deck look silly with spell Queller, reflector Mage and izzet Staticaster, and then sometimes they just blow you out of the water.
+ 3 reflector Mage
+ 1 izzet Staticaster
+ 1 ghost Quarter
+ 1 Eldritch Evolution
+ 2 negate (weird to bring it in but getting a coco/chord and lead are crucial)
I've been experimenting with a couple cards that I wanted to bring up for discussion, one of them is Tidehollow Sculler.
I understand that the ideal T2 play is likely a Knight or other relevant 3 drop, but information with sculler has been really nice in the games I've played. The fact that it's a bit of an easy lightning(bolt) rod I haven't minded, knowing my opponent's hand and being able to feel safe going into a company in the next turn or so feels good. It competes for spots with VoR and ooze. It is fragile though, and U/B can be a weird color splash. I'll be doing more testing to see where it goes. Of course, the other obvious slot for this is Vendillion Clique, but with sculler you force a resource from the opponent or they risk losing that card, it's even led me to consider 1-2 wasteland strangler, considering this deck wanting more removal would be nice. Between Paths, scooze, and scullers, there seems to be ample targets for it.
I'm running the archangel/feeder combo in conjunction with 1 mainboard evolution currently to present another combo threat, which has been working well. I'm never displeased to have an archangel, despite it being incongruent with company. It's an awesome threat by itself, with two mainboard courser, finks, scooze, it's ridiculous. A note on evolution in the deck; so far it's been great. In a lot of ways it feels like a 5th knight with the amount of dorks this deck runs and tends to have hanging around on the field.
Any thoughts on renegade rallier? Tracker tokens are a nice way to trigger revolt, it improves coralhelm and grabs the odd voice, scooze, pridemage, or selfless spirit, which continues to do valuable work maintaining field presence.
He's unable to get it not because of financial reasons but because of scarcity. The card isn't even close to 25 cents. It's 4 dollars. I don't understand where the condescending tone is coming from.
First of all, the condescending tone was not intended. I was just curious why he isn't able to acquire them. And 4 dollars for Unified Will is a total exaggeration. The cheapest on magiccardmarket.eu you get for 10 cents, and there are close to 400 available, so let's not talk about scarcity. If he really wanted the card, he would get it pretty easily, let's be honest.
Hi guys, I'm new to the forum and to the wonderful Knightfall deck! I need some advice for sideboarding against some decks I'm having trouble with: Esper Control and U Tron.
I don't know why but I've played a ton of matches vs control decks We could say that I have controlled the matchup? lol
You need to know which are the good cards (ooze, knight, tracker, anything instant speed except path) and the bad cards (everything else). Games usually go like this: (vs most control decks)
turns 1-4
1 for 1 exchanges. Birds, pridemages, voices... You deploy your bad cards into some of their interaction. Remember, this is not the time to play good cards! That will come later once they ran out of removal or you have mana to protect them.
Oh, and unless your opponent is really bad and plays into voice, it's not that good of a card. With this I mean, the best moment to play voice is turn 2, not turn 10. Let them waste removal on it! Voice is not your finisher, it's just a speed bump for them. I have yet to finish a game vs control with the voice token.
turns 5-8
Now their good cards start to come online. Sweepers, big card draw (revelation, vision) and planeswalkers. You should have some bad creatures in the battlefield at this point (it's a bad idea for the control player to kill 1 for 1 literally everything, they save some for the sweepers in order not to run out of cards). You have a tool for each of those things, and if your spells line up correctly with theirs, you will reach the late game in a pretty good position.
Against sweepers, don't overextend. Usually, having 1-2 beaters in the battlefield is enough to chip damage so there's no need to overextend into a wrath. In this matchups, cards are worth more than mana so don't worry about not playing everything you can.
Selfless spirit, in a similar fashion to voice, is just a speed bump. Don't overextend just because you have a selfless in the battlefield: they can EOT kill selfless and wipe the board on their turn.
Against big card draw, counters (negate and unified will). There's no need to fight over a think twice (for obvious reasons) but if you let that sphinx's revelation resolve for x=5, there are no ways for you to win the game. I usually save counters and quellers for this battles. As a side note: countering removal with queller is usually a bad idea, don't do it unless absolutely necessary.
Against planeswalkers, instant speed creatures. Walkers are sorcery speed and weak to creatures on the other side, they're at their best on an empty board. If they play gideon jura and you play EOT collected, you are in a really good position.
turns 9+
Late game has been reached, and if everything went to the plan they have a low life total, their hand has no more than 3 cards, no walkers on the table, you have some cards in hand and some creatures on the battlefield. Now you need to worry about chipping those last points of damage. You try to do that with the "good" creatures of the deck (knight, ooze, vendilion, a tracker from earlier turns...)
All your plan revolves around getting to this point of the game, where you have a creature that dominates the battlefield and they have no answers for it.
Sideboarding is pretty straightforward. Removal goes out, counters, card advantage and land destruction go in.
Of course, there are little nuances that depend on the opposing control deck (don't fetch basics vs path decks, quarter is good vs U tron...), but this are the general lines of thought. Most of the time, control decks need to use all their mana to work properly (their spells are super expensive) so making them play awkwardly + denying their card draw + card draw of your own (tracker, canopy) is the best way to win.
His initial comment was about not finding it in stores, not about finding it online. He clearly said that he couldn't find it in stores and that's why it's not in his sideboard, otherwise it would be. That's it. You can find anything online but that's no reason to write a patronizing comment. And the card's value is around $3-4 dollars across many online stores. Starcitygames has it at $4.00. Mtgstocks has it valued at roughly $3.00. Tcgplayer has it at $3-4 I believe?
Sorry 2 u m8 if I made u feel the need to be defensive.
Hard question to answer for which matchups? A lot of the cards you're sideboarding out are cards you wouldn't want to draw. It sounds intuitive since most matchups inform a number of decisions, and it is lol. You just have to review its purposes in the match up and what kind of match up it is. Usually in faster aggro matchups you want cards for immediate impact or have their impact known the moment they come into play. In slower match ups, you have more time to accrue value from particular cards like scavenging Ooze for example. A good place to start is one by kelvin chew and both his write ups on the deck. He gives a good idea of how to sideboard.
Quick question, I see lots of posts about bringing in Staticaster vs dredge. Is that just to ping their Bloodghasts and hope to eat them with our Scoozes?
Quick question, I see lots of posts about bringing in Staticaster vs dredge. Is that just to ping their Bloodghasts and hope to eat them with our Scoozes?
Not only for what you described, but you can also destroy their Narcomoeba, which is very helpful.
Well the Clique is a very versatile card: She gives you information about your opponent's hand, is able to pick their best card and give them a new, random card (which is especially good against combo decks). She also allows you (in case you need it, but usually you pick the first option) to "look" at your own hand. The difference between "look" and "reveal" is crucial in this situation, as your opponent doesn'g get to see what's in your hand when you choose yourself to replace a useless card.
Her flash and flying abilities combined with her very solid attacking body make the Clique to a good tempo card as well.
I personally really like her as a 1-off in my 75.
Thank you for the spreadsheet! It's an excellent resource. With Reflector Mage coming in for so so many matchups, have you considered playing it maindeck?
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
I absolutely love how the deck plays, I recently started playing the deck online and keep saving money to buy it on paper.
So, I have some questions regarding the deck:
- Is an island instead of the third forest a good idea when having a Clique included in the 75 or is the synergy that gives us the forest too important?
- What do you think about Gaddock Teeg in the sb, is the disadvantage of not being able to cast CC too big or ist it worth against the big mana/combo decks?
- I just finished watching the replay of JetpackBlues' stream (that Blessed Alliance though ), are there other people playing Lotus Cobra or is it a petcard? I don't really see her in other lists, so I am curious why she isn't included more often.
1) I've tried running an island, it just really hurts when you take out too many green sources with all the mana dorks. If you want more blue for clique, run a botanical sanctum in addition to the 3 forests and one plains for basics.
2) Gaddock teeg is great if you think you'll run into tron and other big mana decks like you said. I've never actually ran him but i always think about it. Just so many good cards we can play, and to some people they love him and others like me he's like top 80 but not in the 75.
3) I haven't tried lotus but it seems great in some situations and pretty tough in others. It obviously can be explosive on turn two with a dork on one and a fetch land coming in giving you a way to cast a knight or other 3 drop, and then similarly giving you explosive turn 3's and stuff which is awesome, but i can see when you have no lands or in the late game it could be tough to like. I prefer to go 3 voice and ooze, 2 pridemage and 1 spirit at the two drop as they all have their own toolbox uses or power on their own most of the time, or are easy cuts for SB if they aren't good.
1. A lot of people find that, for some odd reason, that they need access to an island in order to assuredly cast a Vendilion Clique and I think it's not the best decision when finalizing your mana base. The deck plays 9-11 Fetchlands, 7-8 Dorks, and the power of the Knight of the Reliquary (God forbid you get a Vendilion Clique off a Collected Company). Maybe if you're playing 2 Vendilion cliques then maybe it makes sense to play around 3-4 Blue sources but again, you have, basically, 12 mana dorks in 8 1-drop dorks and Knight of the Reliquary.
2. Gaddock Teeg is just an incredibly powerful card. The argument against having them usually falls into it's non-bo interaction with Collected Company as well as its fragile nature to removal (which is just plain stupid reasoning I believe). There's a reason why Midrange Green Sun's Zenith decks (like Kiblers Counter Cat deck) had Gaddock Teeg even though it turns off your engine card Green Sun's Zenith, or in our case, Collected Company. The Matchups you are bringing in Gaddock Teeg are almost assuredly ruining their gameplan at the cost of shutting off ONLY 4 cards in our deck. Like, against Tron, it makes A LARGE PORTION of their deck not work where we only lose out on 4 cards. Against Abzan Company, Gaddock Teeg shuts off chord and coco, and now they are reliant on casting poor quality creatures in order to establish some kind of win condition where as ALL our creatures are high quality and provide some form of value. Safe to say Gaddock Teeg is amazing as it makes large portions of IMPORTANT cards in decks invalid.
3. After gold fishing and testing I've found that Lotus Cobra makes the deck run SO much more smoothly, much so that I want to play 4 Lotus Cobra and 4 Tireless Tracker (already playing 3 Tracker). Lotus Cobra synergizes so well with:
- Knight of the Reliquary (Knight activations yield 3+ mana for fetches, 2+ mana for anything else),
- Tireless Tracker (Fetchlands with a Lotus Cobra turn into a 2-mana or free Divination... KEK honestly the biggest bonus to having Lotus Cobra)
- Courser + Retreat (more lands and extra value from lands: lifegain, tap-untap/scry, and extra mana)
- Fetchlands (Yield 3 mana, other lands yield 2)
- utility land sinks (Being able to cast MULTIPLE spells and gavony in the same turn is ******* NUTS. Also having an abnormally huge Wolf Run is obnoxious)
You're just able to cast way more spells with Lotus Cobra in conjunction with Knight (more fetchlands) and Tireless Tracker (providing GAAASSS by giving you Divinations for ONLY 2 mana). Previously, you were always buckled down by how many mana dorks/Knight(s) you can assemble in order to make large plays, but with Cobra you're free to do ALL the shenanigans that the Knightfall deck is capable of every single turn efficiently.
I have so much more I want to speak about but answers require questions lol (aka I don't know where to start).
I don't have the volume of games played that you have, and have have one curiosity. Why are you taking spell queller out vs burn? I've lost matches where they never draw a creature and queller just shuts the door on them. In the final turns.
EDH:
RG Xenagos, God of Revels
BUG Sidisi, Brood Tyrant
What would your sideboard look like if your were 100% sure you would face the following:
Grixis death shadow
Jund death shadow
Eldrazi Tron
Gw Tron
Gr Tron
I've thought about a single bojuka bog on side to fetch with the Knight however the decks I would play against would probably be well established, kill the Knight, or force me to discard the Knight.
Also it's really fun to play courser of kruphix again. It was one of my favorite cards of standard past. Is just 2 the usual or does anyone get spicy with 3?
RGWNaya BurnRGW+++RGWKiki ComboRGW
UGInfectUG+++++++++.++++++++UGMerfolkUG
GGNykthos WaveGG++++++++++GGStompyGG
BRVampiresBR+++++++.+++++++BRGoblinsBR
WGBogglesWG+++++++++++++CRSkred RedCR
UBRGDredgeUBRG++++++++++BB8 RackBB
URWJeskaiURW+++.++UBRGrixis DelverUBR
URStormUR++++++++UWGBant CompanyUWG
WUBRGHumansWUBRG+CCEldrazi TronCC
So, you own a deck that costs about 1k, but you are unable to get 2x Unified Will?
I am Italian as well, but never had any problems when it comes to purchasing new cards. There are actually some sellers on mkm from Italy that sell it for about 0.25 cent, so it would cost you about 1euro (shipping included). What a mountain to climb...
Geist is a good card, ESPECIALLY on turn 2, but they can easily trade with snapcasters, and eventually lock down with manlands and cryptic command locks.
Merfolk is all about the tempo and blowing up aethervial. You get them spending mana for creatures and you can just tempo them out of the game with spell Queller and reflector Mage. In your sideboard, probably:
+ 2 blessed Alliance
+ 3 reflector Mage
+ 1 Eldritch Evolution
+ 1 worship
+ 1 ghost Quarter
+ 1 izzet Staticaster
Grixis, again, is very difficult but possible to win. You probably board:
+ 1-2 blessed Alliance
+ 2 negate
+ 2-3 reflector Mage
+ 2 kitchen finks
+ 1 ghost Quarter
+ 1 izzet staticaster
Hatebears is an easier match up because of all the mana dorks and your threats outclass theirs. Blow up aethervial, get them to spend mana, and you're away. You board in:
+ 2 Blessed Alliance
+ 2 kitchen Finks
+ 2 MAYBE stony Silence
+ 1 Eldritch Evolution
+ 1 ghost Quarter
+ 1 izzet Staticaster (really depends if they're Eldrazi or not)
Elves is a weird one. Sometimes you just make their deck look silly with spell Queller, reflector Mage and izzet Staticaster, and then sometimes they just blow you out of the water.
+ 3 reflector Mage
+ 1 izzet Staticaster
+ 1 ghost Quarter
+ 1 Eldritch Evolution
+ 2 negate (weird to bring it in but getting a coco/chord and lead are crucial)
I understand that the ideal T2 play is likely a Knight or other relevant 3 drop, but information with sculler has been really nice in the games I've played. The fact that it's a bit of an easy lightning(bolt) rod I haven't minded, knowing my opponent's hand and being able to feel safe going into a company in the next turn or so feels good. It competes for spots with VoR and ooze. It is fragile though, and U/B can be a weird color splash. I'll be doing more testing to see where it goes. Of course, the other obvious slot for this is Vendillion Clique, but with sculler you force a resource from the opponent or they risk losing that card, it's even led me to consider 1-2 wasteland strangler, considering this deck wanting more removal would be nice. Between Paths, scooze, and scullers, there seems to be ample targets for it.
I'm running the archangel/feeder combo in conjunction with 1 mainboard evolution currently to present another combo threat, which has been working well. I'm never displeased to have an archangel, despite it being incongruent with company. It's an awesome threat by itself, with two mainboard courser, finks, scooze, it's ridiculous. A note on evolution in the deck; so far it's been great. In a lot of ways it feels like a 5th knight with the amount of dorks this deck runs and tends to have hanging around on the field.
Any thoughts on renegade rallier? Tracker tokens are a nice way to trigger revolt, it improves coralhelm and grabs the odd voice, scooze, pridemage, or selfless spirit, which continues to do valuable work maintaining field presence.
First of all, the condescending tone was not intended. I was just curious why he isn't able to acquire them. And 4 dollars for Unified Will is a total exaggeration. The cheapest on magiccardmarket.eu you get for 10 cents, and there are close to 400 available, so let's not talk about scarcity. If he really wanted the card, he would get it pretty easily, let's be honest.
I don't know why but I've played a ton of matches vs control decks We could say that I have controlled the matchup? lol
You need to know which are the good cards (ooze, knight, tracker, anything instant speed except path) and the bad cards (everything else). Games usually go like this: (vs most control decks)
turns 1-4
1 for 1 exchanges. Birds, pridemages, voices... You deploy your bad cards into some of their interaction. Remember, this is not the time to play good cards! That will come later once they ran out of removal or you have mana to protect them.
Oh, and unless your opponent is really bad and plays into voice, it's not that good of a card. With this I mean, the best moment to play voice is turn 2, not turn 10. Let them waste removal on it! Voice is not your finisher, it's just a speed bump for them. I have yet to finish a game vs control with the voice token.
turns 5-8
Now their good cards start to come online. Sweepers, big card draw (revelation, vision) and planeswalkers. You should have some bad creatures in the battlefield at this point (it's a bad idea for the control player to kill 1 for 1 literally everything, they save some for the sweepers in order not to run out of cards). You have a tool for each of those things, and if your spells line up correctly with theirs, you will reach the late game in a pretty good position.
Late game has been reached, and if everything went to the plan they have a low life total, their hand has no more than 3 cards, no walkers on the table, you have some cards in hand and some creatures on the battlefield. Now you need to worry about chipping those last points of damage. You try to do that with the "good" creatures of the deck (knight, ooze, vendilion, a tracker from earlier turns...)
All your plan revolves around getting to this point of the game, where you have a creature that dominates the battlefield and they have no answers for it.
Sideboarding is pretty straightforward. Removal goes out, counters, card advantage and land destruction go in.
Of course, there are little nuances that depend on the opposing control deck (don't fetch basics vs path decks, quarter is good vs U tron...), but this are the general lines of thought. Most of the time, control decks need to use all their mana to work properly (their spells are super expensive) so making them play awkwardly + denying their card draw + card draw of your own (tracker, canopy) is the best way to win.
This was long, but hopefully useful
L: Maverick
Sorry 2 u m8 if I made u feel the need to be defensive.
Not only for what you described, but you can also destroy their Narcomoeba, which is very helpful.
Similar question regarding Vendilion Clique. What have people's experiences been with it in the SB?
Her flash and flying abilities combined with her very solid attacking body make the Clique to a good tempo card as well.
I personally really like her as a 1-off in my 75.