So, I've recently been looking at a new control deck, and I think U/B might have what it takes. It works like a classic draw go control deck, with the general game plan being to remove threats until we can finish them off with Icefall Regent, Dragonlord Silumgar, and Sphinx of the Final Word. Here's my rough draft list:
I've yet to actually test this deck, so it's not tuned and will likely change. I do worry that it will be inconsistent or have trouble closing out the game, but I tried to ensure we have answers to every threat the opponent can throw at us.
Card Explanations
Instants/Sorceries
Anticipate: Helps us dig for whatever we need at the moment.
Grasp of Darkness: Cheap Removal that can get around indestructable. Somewhat leery of the double black, however.
Ruinous Path: Unconditional removal that helps us deal with planeswalkers, and late game can provide a body to help finish off the opponent. Sorcery speed prevents this from being a 4 of.
Foul-Tongue Invocation: Gets rid of untargetable threats, and with a dragon can gain us some life for survivability.
Void Shatter: Stops trouble before it hits the board, and can stop recursive threats with exile.
Languish: Excellent for stopping aggro and swarm decks.
Mirrorpool: Lets us copy a removal spell or finisher.
Skyline Cascade: Slows down dangerous threats, giving us time to find an answer, for a small price.
Sideboard
Transgress the Mind: Helps us deal with troublesome creatures or removal before they have a chance to cast. Might mainboard if enough problems are <3 CMC.
Part the Waterveil: Helps us get out another threat against slower decks, and lets us play something else or leave mana up to protect it.
Other Considerations
Crush of Tentacles: Clears the board and can give us a huge threat. I chose not to include it because I don't think we can consistently get the surge cost without making sub par plays.
Ulamog, The Ceaseless Hunger: Just too expensive in my opinion. Might run it if the deck has trouble closing out games.
Sire of Stagnation: Won't do much against aggressive decks and control can probably just remove him before you get much.
Geralf's Masterpiece: Recursive, evasive threat, but its cost is steep, and just seems worse than the Sphinx for the most part.
Confirm Suspicions: Slow and Expensive as hell, but countering stuff while giving us fuel is nice. Probably not good enough.
Dark Petition: Helps us search for finishers, but I'm not sure that's necessary and the black mana will rarely be useful.
I think this deck has real potential, and I look forward to trying it out. However, as I said, its far from tuned, and I'm no pro. What are you guys running? What do your lists looks like? I look forward to your feedback and discussion.
Maybe EDH playable where the mana isn't as much of an issue and protecting your team from a board wipe is huge. But in Standard...heck no, this is terrible. Too expensive for aggro/token decks, and control just has much, much better options.
Except in EDH 2/2 don't matter. Just a fail of a card, playable nowhere except limited.
At $10 a pack, I need to pretty much be guaranteed I'm getting something good/valuable. Yes, I may open a Tarmogoyfor Cryptic Command, or I could open a Long-Forgotten Gohei. Not a risk I'm willing to take.
Just because an Archetype isn't going to be supported doesn't mean that cards from it can't show up. I'm mainly looking at Inkmoth Nexus here. While it helps an Infect Strategy, it also helps the Metalcraft/Affinity Strategies as well.
That's a good point but the problem here is that infect is also a mechanic. They would not print it back with only one card. If so, they would most likely print it without the keyword and Inkmoth Nexus is way too wordy. Won't be reprinted.
Judging by last Modern Masters, there were a couple of mechanics that only appeared as a 2 of, so while from that aspect it doesn't mean that it will be in the set, I think WotC could still justify it being in. Either way, this is all just speculation on my part and I don't think that WotC is against reprinting this card as much as an entire "not fun" strategy for limited.
The thing with infect is that is has to be fairly heavily represented to be good in limited. Getting and Inkmoth Nexus and getting a poison counter or two won't do anything if it's the only infect card.
Seems really solid. However, I have a few questions:
With only 4 dragons in the deck, it seems like getting the counter on Scaleguard Sentinels would be a rare occurrence. Also, I think you might have a few too many bombs, considering the lack of ramp or dorks. I would drop Hornet Queen, since she dosen't really do much here, especially as a 1 of, and a few of the Foe-Razor Regents, and maybe replace them with another Bow of Nylea or something. Also, it's probably garbage, but what about Sunbringer's Touch to beat an opponent in a stall? Other possible inclusions could be Salt Road Quartermasters and Tuskguard Captain.
I think you should probably cap cmc at 3 or 4 for something like this. Probably 3 for all intensive purposes. Maybe something like this as a starter with untweaked numbers...
Cunning breezedancer doesn't defend itself as is abysmally slow. I tried to focus on protection, evasion, and combat tricks for a hopefully proactive-ish prowess tempo. I like the fact that the threat of artful maneuver can often let us swing into siege rhino and possibly trade with it.
Other cards that seemed pretty reasonable include pacifism, feat of resistance, 2 aqueous form, stratus walk, and valorous stance but I selected the cards I did for redundancy. I opted to not go for Shu yun because I felt that the lower curve was better. I opted to go with defiant strike over aqueous form because I figured that the unblockability wasn't that big of a deal. I figured that aqueous form was better in a deck where I was trying to force one thing through, not an army. Armies can get places via numbers. I also snipped Ojutai's exemplars from this because I felt it was a bit slow. Maybe side vs control or something but I didn't really feel like it was good anywhere else. Rather than tapping out on turn 4 (or more since I opted to go with 20 lands), I figured I'd probably be wanting to swing and prowess/leave stuff up. Aqueous form won't push through half as much damage as it would in heroic. Instead for evasion, I opted to look at elusive spellfist which does it naturally and stratus walk which cantrips, something all too important in a card thirsty deck like prowess. I also factored in that it could work like half a pacifism. None of the creatures in the deck naturally fly so when racing you could reasonably use it to keep a fatty or a lifelinker from blocking as intender. I also considered switching some stuff out for mana confluences but I don't think it is necessary at a glance. The color requirements seem to be pretty forgiving and turn 1 plays aren't utterly vital given the lack of 1 drop prowesses in these colors. However, I could see swapping a couple of the basics for confluences for consistency. I dunno. Its just a dry idea. This definitely doesn't seem to be in the utterly blisteringly fast category, just pretty quick.
Seems good, but it dosen't seem like the deck would have enough power to finish the game. Are finishers necessary?
I've been trying to make a monowhite or U/W prowess deck. I'd like it to consist of creatures that give us a bonus whenever we cast a noncreature spell, things like Ojutai Exemplars, Seeker of the Way, and Monastery Mentor, along with combat tricks, protection, and removal to support them. We have Feat of Resistance, Gods Willing, Defiant Strike, and maybe Artful Maneuver and Center Soul for combat tricks, and Radiant Purge and Valorous Stance for removal. Blue gives things like Anticipate, Aqueous Form, and various counterspells and the like. The thing is, I'm really struggling to make a cohesive deck from these. I don't need the deck to be competitive, but I want it to be good. Do you think this is even possible? I don't want to add red as that would take it in a more burn or token direction, which I want to avoid. Any thoughts?
What would you sb dragon hunted against? This I actually kind of trick question because the aggro deck always wants another 2 power 1 drop. So everything. And yes, obelisk is good stuff.
I dunno, in case dragon decks become a thing, and as you said, it's good anyway. And Obelisk seems just a little bit too slow, since in order to cast it before turn six I'll have to sacrifice some valuable attacks.
4 Anticipate
2 Grasp of Darkness
2 Ultimate Price
2 Ruinous Path
2 Foul-Tongue Invocation
3 Void Shatter
2 Languish
2 Silumgar's Command
2 Dragonlord's Prerogative
2 Clash of Wills
Creatures
4 Thing in the Ice
4 Icefall Regent
2 Dragonlord Silumgar
1 Sphinx of the Final Word
1 Jace, Unraveler of Secrets
1 Ob Nixilis Reignited
Lands
1 Mirrorpool
2 Skyline Cascade
4 Sunken Hollow
4 Choked Estuary
7 Swamp
6 Island
2 Languish
1 Part the Waterveil
3 Scatter to the Winds
3 Infinite Obliteration
2 Transgress the Mind
2 Duress
2 Foul-Tongue Invocation
I've yet to actually test this deck, so it's not tuned and will likely change. I do worry that it will be inconsistent or have trouble closing out the game, but I tried to ensure we have answers to every threat the opponent can throw at us.
Card Explanations
Instants/Sorceries
Anticipate: Helps us dig for whatever we need at the moment.
Grasp of Darkness: Cheap Removal that can get around indestructable. Somewhat leery of the double black, however.
Ultimate Price: Cheap, powerful removal that hits a lot of targets that things like Grasp of Darkness can't.
Ruinous Path: Unconditional removal that helps us deal with planeswalkers, and late game can provide a body to help finish off the opponent. Sorcery speed prevents this from being a 4 of.
Foul-Tongue Invocation: Gets rid of untargetable threats, and with a dragon can gain us some life for survivability.
Void Shatter: Stops trouble before it hits the board, and can stop recursive threats with exile.
Languish: Excellent for stopping aggro and swarm decks.
Silumgar's Command: Versatile, if somewhat expensive, removal.
Dragonlord's Prerogative: Helps us dig late game, and gets a bonus from out dragons.
Clash of Wills: A versatile counterspell that can be played cheaper than Void Shatter.
Creatures
Thing in the Ice: Provides an early blocker, helps clear the board and provides another threat.
Icefall Regent: Can neatralize or at least significantly slow a threat, while providing a beater to help block or end the game.
Dragonlord Silumgar: Finisher, removal, and good blocker all in one.
Sphinx of the Final Word: To close out games if all else fails. Might bump up to 2 if the deck has troubling finishing off the opponent.
Planeswalkers
Jace, Unraveler of Secrets: Provides gas and removal, and ultimate slows our opponent to a crawl, allowing us to finish them with ease.
Ob Nixilis Reignited: Similar to Jace, but ultimate can also serve as a wincon.
Lands
Mirrorpool: Lets us copy a removal spell or finisher.
Skyline Cascade: Slows down dangerous threats, giving us time to find an answer, for a small price.
Sideboard
Transgress the Mind: Helps us deal with troublesome creatures or removal before they have a chance to cast. Might mainboard if enough problems are <3 CMC.
Scatter to the Winds: Better than Void Shatter if our opponent doesn't care about the graveyard.
Infinite Obliteration: Gets rid of particular problem cards.
Part the Waterveil: Helps us get out another threat against slower decks, and lets us play something else or leave mana up to protect it.
Other Considerations
Crush of Tentacles: Clears the board and can give us a huge threat. I chose not to include it because I don't think we can consistently get the surge cost without making sub par plays.
Ulamog, The Ceaseless Hunger: Just too expensive in my opinion. Might run it if the deck has trouble closing out games.
Sire of Stagnation: Won't do much against aggressive decks and control can probably just remove him before you get much.
Geralf's Masterpiece: Recursive, evasive threat, but its cost is steep, and just seems worse than the Sphinx for the most part.
Confirm Suspicions: Slow and Expensive as hell, but countering stuff while giving us fuel is nice. Probably not good enough.
Dark Petition: Helps us search for finishers, but I'm not sure that's necessary and the black mana will rarely be useful.
I think this deck has real potential, and I look forward to trying it out. However, as I said, its far from tuned, and I'm no pro. What are you guys running? What do your lists looks like? I look forward to your feedback and discussion.
Except in EDH 2/2 don't matter. Just a fail of a card, playable nowhere except limited.
The thing with infect is that is has to be fairly heavily represented to be good in limited. Getting and Inkmoth Nexus and getting a poison counter or two won't do anything if it's the only infect card.
With only 4 dragons in the deck, it seems like getting the counter on Scaleguard Sentinels would be a rare occurrence. Also, I think you might have a few too many bombs, considering the lack of ramp or dorks. I would drop Hornet Queen, since she dosen't really do much here, especially as a 1 of, and a few of the Foe-Razor Regents, and maybe replace them with another Bow of Nylea or something. Also, it's probably garbage, but what about Sunbringer's Touch to beat an opponent in a stall? Other possible inclusions could be Salt Road Quartermasters and Tuskguard Captain.
Seems good, but it dosen't seem like the deck would have enough power to finish the game. Are finishers necessary?
Seems like it could be okay, if we're able to protect it.
It's still unacceptable to have your official website broken for a year.
I dunno, in case dragon decks become a thing, and as you said, it's good anyway. And Obelisk seems just a little bit too slow, since in order to cast it before turn six I'll have to sacrifice some valuable attacks.
2 Sidisi, Undead Vizier
4 Sultai Emissary
4 Qarsi High Priest
3 Tymaret, the Murder King
4 Bloodsoaked Champion
4 Merciless Executioner
4 Tormenting Voice
4 Grim Haruspex
1 Dictate of Erebos
4 Collateral Damage
4 Bloodfell Caves
11 Swamp
9 Mountain
Still working on the sideboard(could use some suggestions). How do you think the main deck is? Think it could survive at an FNM?