This is a place to list and discuss control decks utilizing the colors R/W/U. The choice of these colors comes simply because of all of the great cards in the colors. Here are some tips if you want to build an America Control list:
Creatures:
Non-Finishers:
Wall of Omens: Great card. It provides Card Advantage and helps against any aggro deck on the ground. He is an auto include in most lists IMO.
Sea gate Oracle: He hasn't seen a lot of play ever, but he can be great with the right support. For me this guy is Sleight of hand on a stick. Sleight of Hand is one of the better draw spells in the format, so this guy should be useful too.
Snapcaster Mage: Great card. Can let you use Serum Visions or Telling time twice, can even carry a sword and win the game.
Vendilion Clique: Can get rid of scary things to come, can carry a sword. Good card is good.
Mulldrifter: Yay, cards! Works well with Venser in play.
Spellskite: It can protect both you and your important creatures. Might want to keep in Board.
Finishers:
Sun Titan: My personal favorite Finisher. He can recure the heck out of you stuff. He has vigilance. Sunny is one hundred percent win.
Baneslayer Angel: I couldn't tell anyone not to run Baneslayer. There are better options though.
Frost Titan: Have yet to try this out. It might be great against certain matchups.
Inferno Titan: Burns aggro to a crisp. I'd keep it in the SB, but he can win control games too.
Lightning Angel: Not sure about this one. It doesn't seem good late game, but it looks like it'd be great mid game. Try it out and tell me.
White Sun's Zenith: This is pretty great as a win con late game. I would runn something else, but it is still great. It can also kill a troublesome attacker.
Other Spells:
Draw:
This deck really needs some draw. With Ponder and Preordain banned, there are a couple of other options.
Serum Visions: I like this slightly more than Slight of Hand, just because there isn't anything that this deck doesn't really want, since it's built to get the most out of it's space. Serum Visions nets more advantage.
Sleight of Hand: Almost exactly like Serum Visions, but it only let's you see two cards, instead of three.
Gitaxian Probe: If you are running a permission version of the deck, this might be good, as it allows you to decide when you want to tap out.
Forbidden Alchemy: I don't like pitching cards to the graveyard. This is another one I'd have to test.
Oblivion Ring: Really good card. It can be recurred with Sun Titan if destroyed, gets rid of any problem permanent. It's an auto include I'd say.
Lightning Bolt: It's certainly a decent card, but I'd rather run Lightning Helix.
Lightning Helix: What I like about this is that it helps with a mana base that is certainly going to take away a bit of life, while killing little guys.
Path to Exile: Really great removal for big creatures.
Tumble Magnet: This actually is really great with Venser on the board. Try it out in a build with Stoic Rebuttal.
Counters:
Rune Snag: This is a four of, if only because of the scaling.
After some testing, you are in fact correct. Venser alone sucks. However, with support, he is wonderful. Therefore, I went down to two Venser, and threee Ajani Venjeant, who is awesome against burn.
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It's flavor-tastic
Sig made by Tiiratore. PM him if you want one.
Disappointing avatar made by Mirror Entity at Disappointing Signets Inc.
My Decks:
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
Matthew Anderson's UWR Superfriends deck from worlds (5-1, which, since it was the only UWR control list at Worlds, gave it the best win percentage of any archetype in the field, obviously statistically insignificant but worth noting):
I think this list is definitely on the right track. The inclusion of Leyline of Anticipation is cute but probably a little loose (although I'm sure it's a huge beating when you hit it in your opener), and maindeck Mindbreak Traps seems unnecessary to me, but basically all the other inclusions seem awesome. I suspect that perhaps Wall of Omens belongs in this list, and it might be better to play more situationally powerful SB cards (Forge-tender, Flashfreeze, Boil/Flashfires, Pithing Needle, Disenchant), but all things considered I think this is a good place to start.
Not including Elspeth, Knight-Errant in the deck primer is probably a miss. She is flat-out amazing and definitely something this deck wants to be doing.
One last consideration would be the inclusion of 4 Flagstones of Trokair in the manabase and some number of Perilous Research. The Flagstones will sometimes allow us to cast a Wall of Omens on turn 2 while holding up Path/Spell Pierce/Snare mana, and the fantastic synergy with Perilous Research (which would otherwise be very bad in this deck, and not worth considering) might be good enough to warrant including both of them. Passing on turn 2 with 2 mana up, and then responding to a 2-drop with Perilous Research into Spell Snare? Seems amazing. The Flagstones/Research technology is one that I'd love to abuse at some point in Modern and this deck might be a decent home for it, given that it needs both the fixing from Flagstones and the cards from Research.
Matthew Anderson's UWR Superfriends deck from worlds (5-1, which, since it was the only UWR control list at Worlds, gave it the best win percentage of any archetype in the field, obviously statistically insignificant but worth noting):
I think this list is definitely on the right track. The inclusion of Leyline of Anticipation is cute but probably a little loose (although I'm sure it's a huge beating when you hit it in your opener), and maindeck Mindbreak Traps seems unnecessary to me, but basically all the other inclusions seem awesome. I suspect that perhaps Wall of Omens belongs in this list, and it might be better to play more situationally powerful SB cards (Forge-tender, Flashfreeze, Boil/Flashfires, Pithing Needle, Disenchant), but all things considered I think this is a good place to start.
Not including Elspeth, Knight-Errant in the deck primer is probably a miss. She is flat-out amazing and definitely something this deck wants to be doing.
One last consideration would be the inclusion of 4 Flagstones of Trokair in the manabase and some number of Perilous Research. The Flagstones will sometimes allow us to cast a Wall of Omens on turn 2 while holding up Path/Spell Pierce/Snare mana, and the fantastic synergy with Perilous Research (which would otherwise be very bad in this deck, and not worth considering) might be good enough to warrant including both of them. Passing on turn 2 with 2 mana up, and then responding to a 2-drop with Perilous Research into Spell Snare? Seems amazing. The Flagstones/Research technology is one that I'd love to abuse at some point in Modern and this deck might be a decent home for it, given that it needs both the fixing from Flagstones and the cards from Research.
Cut the Leylines and mindbreak traps and add in some Delver of Secrets and you should be good. I think that little guy is solid agaisnt the control match-up and can be a decent flier more or less.
UWR is my favorite combination of all-time but sadly, UWR is nerfed (mainly R of the UWR) while green (Goyf, KotR, BBE) and black (IoK, Doom Blade, GftT) gets all the recent goodies.
The UWR Superfriends deck from Worlds is interesting, but I think control decks in Modern direly needs a synergy or engine to base around, because just playing a bunch of powerful cards with little to no synergy with one another might fail sometimes. Think Teachings in Modern, Gifts Tron and Counter Top in old Extended.
I'm thinking more tempo-oriented, such as Rav/TS Blink Riders. The only 1 thing red can do consistently that other colors can't do is land destruction, so maybe we should exploit that strength, most notably Boom/Bust Flagstones. Adopt the skeleton of the Sun Titan-fueled UW Control lists from Worlds and add some 3cc goodies in red such as Fulminator Mage. Or add a few Momentary Blink for Avalanche Riders, since Kitchen Finks, Vendilion Clique, Snapcaster Mage are pretty good Blink targets as well.
I'm holding out for the bannings in a few days time and hopefully, some control goodies might be unbanned and UWR would be worth another try.
The deck has been pretty sweet so far. Desperate Ravings is probably the oddest looking card but with Punishing Fire and Snapcaster Mage in the deck it isn't bad at all. I tested it over Careful Consideration and haven't looked back. Like all the pros are saying about it in standard, it takes some skill to use, but it's one of the best options out there. I keep juggling the Geist/Clique numbers, too. I'm not seeing much combo so this is what I'm running with atm.
The sideboard is a little raw and I'm a little worried about seeing Blood Moon resolve but I think the bases are pretty covered aside from that. This list wrecks Teachings decks that can't interact with a resolved planeswalker, and I haven't tested extensively against aggro but the answers all seem to be there. Trap and Leyline are self-explanatory. Martyr Proc decks and other graveyard abusers should be a breeze once the Extractions and Needles come in, and Guerrilla Tactics is a sweet secret weapon against Lilianas and Blightnings. The only cards I'm worried about having left out are Disenchant, Timely Reinforcements, and the standard color hosers (Combust, Flashfreeze, Celestial Purge), and there is totally room for those in the board if my speculative choices turn out to be too cute.
Thoughts?
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Thanks to Gabgabdevo for the awesome sig image!
I'm always looking for foil Madcap Skills and Ghitu Fire-Eater, [trade thread link forthcoming]
Wall of Denial needs to be in here. Wall of omens may draw a card but Wall of denial has shroud and flis plus an additional 4 toughness for one more blue. Earthquake is worth a mention especially in builds running Baneslayer AngelLightning Helix. I would suggest 2-3 snapcasters probably 3-4 walls 2 cliques and 2 baneslayers (I would try to keep the creature count under 10), with colonnade this should be more then enough to win you the game. I amr eally liking that worlds list. Ill try and post a decklist sometime when I've had some sleep but happy brewing everyone!
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This is a place to list and discuss control decks utilizing the colors R/W/U. The choice of these colors comes simply because of all of the great cards in the colors. Here are some tips if you want to build an America Control list:
Creatures:
Non-Finishers:
Sea gate Oracle: He hasn't seen a lot of play ever, but he can be great with the right support. For me this guy is Sleight of hand on a stick. Sleight of Hand is one of the better draw spells in the format, so this guy should be useful too.
Kitchen Finks: Life gain is always good. nuff said.
Snapcaster Mage: Great card. Can let you use Serum Visions or Telling time twice, can even carry a sword and win the game.
Vendilion Clique: Can get rid of scary things to come, can carry a sword. Good card is good.
Mulldrifter: Yay, cards! Works well with Venser in play.
Spellskite: It can protect both you and your important creatures. Might want to keep in Board.
Finishers:
Baneslayer Angel: I couldn't tell anyone not to run Baneslayer. There are better options though.
Frost Titan: Have yet to try this out. It might be great against certain matchups.
Inferno Titan: Burns aggro to a crisp. I'd keep it in the SB, but he can win control games too.
Lightning Angel: Not sure about this one. It doesn't seem good late game, but it looks like it'd be great mid game. Try it out and tell me.
White Sun's Zenith: This is pretty great as a win con late game. I would runn something else, but it is still great. It can also kill a troublesome attacker.
Other Spells:
Draw:
This deck really needs some draw. With Ponder and Preordain banned, there are a couple of other options.
Serum Visions: I like this slightly more than Slight of Hand, just because there isn't anything that this deck doesn't really want, since it's built to get the most out of it's space. Serum Visions nets more advantage.
Sleight of Hand: Almost exactly like Serum Visions, but it only let's you see two cards, instead of three.
Gitaxian Probe: If you are running a permission version of the deck, this might be good, as it allows you to decide when you want to tap out.
Forbidden Alchemy: I don't like pitching cards to the graveyard. This is another one I'd have to test.
Day of Judgment: I'd run this and Wrath, to avoid
Surgical extraction and Extirpate.
Oblivion Ring: Really good card. It can be recurred with Sun Titan if destroyed, gets rid of any problem permanent. It's an auto include I'd say.
Lightning Bolt: It's certainly a decent card, but I'd rather run Lightning Helix.
Lightning Helix: What I like about this is that it helps with a mana base that is certainly going to take away a bit of life, while killing little guys.
Path to Exile: Really great removal for big creatures.
Tumble Magnet: This actually is really great with Venser on the board. Try it out in a build with Stoic Rebuttal.
Counters:
Mana Leak: Another superb counter.
Dissipate: If you want a hard counter, this is probably the best option.
Stoic Rebuttal: If you are running an artifact heavy build with Spellskites and Tumble Magnets, this is better than Dissipate.
Planeswalkers:
Jace Belleren: Has some serious synergy with Sun Titan. I'd run this for extra draw.
Ajani Vengeant: In the process of testing this guy, but so far, he's great at killing...
Venser, the Sojourner: This deck for me has almost become a venser deck. He has so many interactions, it's silly. I'd run at least two or three.
My Current Deck:
2x Sun Titan
4x Wall of Omens
Instants:
2x Mana Leak
4x Rune Snag
3x Lightning Helix
Sorceries:
4x Serum Visions
2x Wrath of God
1x Day of Judgment
2x Venser, the Sojourner
3x Gideon Jura
2x Jace Beleren
3x Ajani Vengeant
Lands:
4x Arid Mesa
2x Cascade Bluffs
3x Hallowed Fountain
2x Island
2x Plains
1x Mountain
2x Rugged Prairie
3x Sacred Foundry
3x Scalding Tarn
3x Steam Vents
Anything you think I should include or critiques, please tell.
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
Legacy:
(paper)The Gate
(paper)Dream Halls
Also, Sea Gate Oracle is technically a Sleight of Hand on legs.
Modern:
(online)Enduring Ideal
(online)BUG
(paper)Mono White Control
Standard:
(paper) Whatever I can throw together
(online) UWR Control
Legacy:
(paper)The Gate
(paper)Dream Halls
Reprint Opt for Modern!!
FREE DIG THOROUGH TIME!
PLAY MORE ROUGE DECKS!
Credit to DolZero for this awesome sig!
3 Ajani Vengeant
2 Elspeth, Knight-Errant
3 Jace Beleren
3 Cryptic Command
2 Leyline of Anticipation
3 Lightning Bolt
3 Lightning Helix
2 Mindbreak Trap
3 Path to Exile
3 Spell Pierce
2 Spell Snare
3 Wrath of God
2 Cascade Bluffs
2 Celestial Colonnade
3 Hallowed Fountain
3 Island
1 Mountain
2 Mystic Gate
2 Plains
2 Scalding Tarn
3 Steam Vents
1 Tectonic Edge
3 Celestial Purge
3 Leyline of Sanctity
1 Lightning Bolt
1 Lightning Helix
1 Mindbreak Trap
1 Path to Exile
1 Spell Pierce
1 Spell Snare
3 Surgical Extraction
I think this list is definitely on the right track. The inclusion of Leyline of Anticipation is cute but probably a little loose (although I'm sure it's a huge beating when you hit it in your opener), and maindeck Mindbreak Traps seems unnecessary to me, but basically all the other inclusions seem awesome. I suspect that perhaps Wall of Omens belongs in this list, and it might be better to play more situationally powerful SB cards (Forge-tender, Flashfreeze, Boil/Flashfires, Pithing Needle, Disenchant), but all things considered I think this is a good place to start.
Not including Elspeth, Knight-Errant in the deck primer is probably a miss. She is flat-out amazing and definitely something this deck wants to be doing.
One last consideration would be the inclusion of 4 Flagstones of Trokair in the manabase and some number of Perilous Research. The Flagstones will sometimes allow us to cast a Wall of Omens on turn 2 while holding up Path/Spell Pierce/Snare mana, and the fantastic synergy with Perilous Research (which would otherwise be very bad in this deck, and not worth considering) might be good enough to warrant including both of them. Passing on turn 2 with 2 mana up, and then responding to a 2-drop with Perilous Research into Spell Snare? Seems amazing. The Flagstones/Research technology is one that I'd love to abuse at some point in Modern and this deck might be a decent home for it, given that it needs both the fixing from Flagstones and the cards from Research.
Thanks to Gabgabdevo for the awesome sig image!
I'm always looking for foil Madcap Skills and Ghitu Fire-Eater, [trade thread link forthcoming]
Cut the Leylines and mindbreak traps and add in some Delver of Secrets and you should be good. I think that little guy is solid agaisnt the control match-up and can be a decent flier more or less.
The UWR Superfriends deck from Worlds is interesting, but I think control decks in Modern direly needs a synergy or engine to base around, because just playing a bunch of powerful cards with little to no synergy with one another might fail sometimes. Think Teachings in Modern, Gifts Tron and Counter Top in old Extended.
I'm thinking more tempo-oriented, such as Rav/TS Blink Riders. The only 1 thing red can do consistently that other colors can't do is land destruction, so maybe we should exploit that strength, most notably Boom/Bust Flagstones. Adopt the skeleton of the Sun Titan-fueled UW Control lists from Worlds and add some 3cc goodies in red such as Fulminator Mage. Or add a few Momentary Blink for Avalanche Riders, since Kitchen Finks, Vendilion Clique, Snapcaster Mage are pretty good Blink targets as well.
I'm holding out for the bannings in a few days time and hopefully, some control goodies might be unbanned and UWR would be worth another try.
Edit: Here's that list:
3 Geist of Saint Traft
2 Vendilion Clique
2 Elspeth, Knight-Errant
4 Lightning Bolt
3 Lightning Helix
4 Punishing Fire
4 Path to Exile
4 Mana Leak
2 Dissipate
4 Desperate Ravings
4 Arid Mesa
4 Scalding Tarn
2 Hallowed Fountain
2 Sacred Foundry
2 Steam Vents
2 Celestial Colonnade
2 Island
1 Mountain
1 Plains
3 Wrath of God
2 Mindbreak Trap
4 Ancient Grudge
2 Echoing Truth
3 Negate
1 Lightning Helix
The deck has been pretty sweet so far. Desperate Ravings is probably the oddest looking card but with Punishing Fire and Snapcaster Mage in the deck it isn't bad at all. I tested it over Careful Consideration and haven't looked back. Like all the pros are saying about it in standard, it takes some skill to use, but it's one of the best options out there. I keep juggling the Geist/Clique numbers, too. I'm not seeing much combo so this is what I'm running with atm.
Modern: Jund, Wafo-Tapa UWR
Legacy: Witch-Maw Stoneblade
EDH: Ruhan of the Fomori, Hazezon Tamar, Maga, Traitor to Mortals
3 Snapcaster Mage
3 Ajani Vengeant
3 Jace Beleren
2 Elspeth, Knight-Errant
3 Spell Pierce
2 Spell Snare
3 Lightning Bolt
3 Lightning Helix
3 Mana Leak
3 Path to Exile
3 Cryptic Command
2 Arid Mesa
2 Hallowed Fountain
2 Steam Vents
1 Sacred Foundry
3 Sulfur Falls
2 Glacial Fortress
2 Clifftop Retreat
3 Island
2 Plains
2 Mountain
4 Mindbreak Trap
3 Surgical Extraction
3 Leyline of Sanctity
3 Guerilla Tactics
2 Pithing Needle
The sideboard is a little raw and I'm a little worried about seeing Blood Moon resolve but I think the bases are pretty covered aside from that. This list wrecks Teachings decks that can't interact with a resolved planeswalker, and I haven't tested extensively against aggro but the answers all seem to be there. Trap and Leyline are self-explanatory. Martyr Proc decks and other graveyard abusers should be a breeze once the Extractions and Needles come in, and Guerrilla Tactics is a sweet secret weapon against Lilianas and Blightnings. The only cards I'm worried about having left out are Disenchant, Timely Reinforcements, and the standard color hosers (Combust, Flashfreeze, Celestial Purge), and there is totally room for those in the board if my speculative choices turn out to be too cute.
Thoughts?
Thanks to Gabgabdevo for the awesome sig image!
I'm always looking for foil Madcap Skills and Ghitu Fire-Eater, [trade thread link forthcoming]