Ixalan has brought some pretty sweet control cards to the scene, and with the rotation of arguably the worst Standard stretch in the history of the game, I suspect Control decks have the tools to really put forth some results moving forward.
Glacial Fortress, Drowned Catacombs, and even Dragonskull Summit are lands we have needed for a while. The lands from Battle for Zendikar lands were just too slow to get online early and have a reliable 3 color base due to needing 2 basics and not just a basic land type. Control has also needed a way to start scouting draws, as scry stapled onto spells that were not always efficient... was just not enough. Cards like Search for Azcanta and Treasure Map are the kinds of abilities that have far too long been stapled onto cards that were not mana efficient enough to really justify despite never really being absolute garbage. With lower premiums on these kinds of effects, Control can start to set up for incremental value over the course of the game, without having to sacrifice a whole lot.
Additionally, recent sets have brought a wide range of good removal and that is something we have not seen in a very long time. Most of these even allow you to favor your early game enough to just start doing your thing in the midgame without a whole lot of pressure on you. Fatal Push, Abrade, Lightning Strike, and the removal enchantments are priced aggressively and positions control quite well.
So with all that being said, here is my 4 Color Control list
This is a 4 Color Control deck I have been working on, it derives from the UR Bolas Control decks from just after Hour of Devastation launch. Ixalan gives us a more favorable way to work the mana base with buddy lands + cycle lands and I have not found the mana to really be much of an issue at all. Treasure Map is insane at grinding out midrange and control decks to let you drop your threats in a clean manner, and it can also give you some added mana colors for tight situations where you need to do a lot in a small amount of time. Search for Azcanta serves a similar purpose when wanting to grind, but instead focuses on gas over speed and efficiency. The two cards pair well with each other but can also offer their own value in separate sub-games.
Playing like a pretty traditional Control deck, you are just looking to set up while also drawing the game out until you are in a heavily favorable situation. Either with multiple Torrential Gearhulk in play, dropping Nicol Bolas, God Pharaoh into play, or setting up your The Scarab God engine, you should be able to finish 3 games within the time limit of the round. The sideboard is currently in flex a bit, but I have it rounded out to a point where I am happy with it.
Anyone else working on something similar? What do you have and how is it going?
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STANDARD|UW Control MODERN| UBG Midrange PAUPER| UG Fog COMMANDER| UBG The Mimeoplasm
I've been finding it's nice to have a split of Cast Out and Ixalan's Binding. Cast It is of course great because of flash, but a binding on Hazoret can be devastating as some of these decks play four copies.
This deck would probably need something like Harsh Scrutiny or Doomfall so it doesn't just lose to Carnage Tyrant. I'm expecting that guy will be popular.
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Standard: UB Control
Modern: UWR Control
EDH: Ezuri, Renegade Leader
Titania, Protector of Argoth
Phelddagrif
Glissa, the Traitor
Rosheen Meanderer
RIP Jimmy foREVer
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Glacial Fortress, Drowned Catacombs, and even Dragonskull Summit are lands we have needed for a while. The lands from Battle for Zendikar lands were just too slow to get online early and have a reliable 3 color base due to needing 2 basics and not just a basic land type. Control has also needed a way to start scouting draws, as scry stapled onto spells that were not always efficient... was just not enough. Cards like Search for Azcanta and Treasure Map are the kinds of abilities that have far too long been stapled onto cards that were not mana efficient enough to really justify despite never really being absolute garbage. With lower premiums on these kinds of effects, Control can start to set up for incremental value over the course of the game, without having to sacrifice a whole lot.
Additionally, recent sets have brought a wide range of good removal and that is something we have not seen in a very long time. Most of these even allow you to favor your early game enough to just start doing your thing in the midgame without a whole lot of pressure on you. Fatal Push, Abrade, Lightning Strike, and the removal enchantments are priced aggressively and positions control quite well.
So with all that being said, here is my 4 Color Control list
2 Nicol Bolas, God-Pharaoh
Creature
3 Torrential Gearhulk
1 The Scarab God
Artifact
3 Treasure Map
Enchantment
2 Cast Out
2 Search for Azcanta
Instant
3 Abrade
3 Glimmer of Genius
1 Pull from Tomorrow
3 Supreme Will
2 Disallow
3 Opt
2 Essence Scatter
2 Fatal Push
1 Hour of Devastation
2 Fumigate
Land
3 Glacial Fortress
3 Irrigated Farmland
3 Drowned Catacomb
3 Aether Hub
2 Inspiring Vantage
3 Spirebluff Canal
2 Plains
1 Mountain
3 Island
1 Dragonskull Summit
1 Fetid Pools
1 Ixalan's Binding
2 Chandra, Torch of Defiance
2 Negate
1 Spell Pierce
3 Sweltering Suns
1 Abrade
2 Lightning Strike
1 Jace's Defeat
2 Flex Spots
Playing like a pretty traditional Control deck, you are just looking to set up while also drawing the game out until you are in a heavily favorable situation. Either with multiple Torrential Gearhulk in play, dropping Nicol Bolas, God Pharaoh into play, or setting up your The Scarab God engine, you should be able to finish 3 games within the time limit of the round. The sideboard is currently in flex a bit, but I have it rounded out to a point where I am happy with it.
Anyone else working on something similar? What do you have and how is it going?
STANDARD|UW Control MODERN| UBG Midrange PAUPER| UG Fog COMMANDER| UBG The Mimeoplasm
Modern: UWR Control
EDH: Ezuri, Renegade Leader
Titania, Protector of Argoth
Phelddagrif
Glissa, the Traitor
Rosheen Meanderer
RIP Jimmy foREVer