I'm making some duel decks for a friend and I and I'd appreciate feedback or suggestions on how to build them. My goals are:
One deck should pack as many infinite combos or very strong synergies as possible and it should be difficult for it to win without combo-ing out
The other deck should focus on countering the first with instant-speed answers a relatively slow win condition of its own
Ideally the decks would be balanced so that two equally-skilled players would each win half the time and games would be highly interactive during the combo player's turns
Since there are few duplicates in the combos deck I figured that straight destruction spells would be too good and opted for bounce spells and conditional counters instead. The Warhammers are there to try and prevent situations where the answers deck wouldn't get outraced by creature beats from Safehold Elite and the like if it fails to draw creatures early.
What do you all think? Do you have any suggestions?
The control deck has horrible win conditions, lacks card advantage and has too much artifact/enchantment hate (I guess the latter is effective against the combo deck).
The idea behind control is to make all land drops, 'control' the board by countering dangerous spells and then drop a win condition that the opponent cannot handle. Frost Titan is a good example.
Blue is generally bad at dealing with permanents once they are on the battlefield. Bouncing is an option, but it is inherent card disadvantage.
Hence the need for extra draw. If you splash blue with a different colour, you can usually use that colour to deal with stuff. White has excellent removal. Oblivion Ring, Path To Exile, Wrath of God...
Here is an example decklist for UW-control.
Supreme Verdict is the expensive card. Can be replaced by any of the 'weak' wrath reprints.
StP can be replaced with condemn, oust.
The control deck has horrible win conditions, lacks card advantage and has too much artifact/enchantment hate (I guess the latter is effective against the combo deck).
The idea behind control is to make all land drops, 'control' the board by countering dangerous spells and then drop a win condition that the opponent cannot handle. Frost Titan is a good example.
Blue is generally bad at dealing with permanents once they are on the battlefield. Bouncing is an option, but it is inherent card disadvantage.
Hence the need for extra draw. If you splash blue with a different colour, you can usually use that colour to deal with stuff. White has excellent removal. Oblivion Ring, Path To Exile, Wrath of God...
Here is an example decklist for UW-control.
Supreme Verdict is the expensive card. Can be replaced by any of the 'weak' wrath reprints.
StP can be replaced with condemn, oust.
I know what the idea of a control deck is. I'm not trying to build a generic UW control deck; I'm trying to build something specifically to interact with the combo deck. The weak win conditions are by design.
Ashnod's Altar + Fecundity + Words of Wilding + any creature = infinite mana
Presence of Gond + Pili-Pala + Ashnod's Altar = infinite mana of any color Archaeomancer (on the board) + Rite of Replication + Turnabout = infinite creatures, mana, GY spells cast
Banishing Knack + Ornithopter + Midnight Guard = infinite storm count and ETB trigger
Pentavus + Dross Scorpion + Basalt Monolith = infinite colorless mana Enduring Scalelord + Altered Ego = infinite +1/+1 counters on Enduring Scalelords
Juniper Order Ranger + Safehold Elite = infinite recursion of Safehold Elite
Juniper Order Ranger + Safehold Elite + Sacrifice Outlet = Infinitely big Juniper Order Ranger
Midnight Guard + Presence of Gond = infinite tokens Turnabout + Mischievous Quanar = infinite mana
Opposition + Squirrel Nest = infinite squirrels
Enduring Scalelord + Cackling Counterpart + Juniper Order Ranger/Spike Feeder = infinitely big creatures
Saproling Cluster + Fecundity + Ashnod's Altar = draw up to entire library and generate that much mana
Juniper Order Ranger + Safehold Elite + Spawning Pit = infinite charge counters on Spawning Pit + infinite mana = infinite creatures
Sunbond + Spike Feeder = Infinite life & +1/+1 counters
Freed from the Real + Argothian Elder = Infinite Colored Mana (+Vitu-Ghazi, the City Tree = infinite tokens)
Skullclamp + Ashnod's Altar + Words of Wilding = infinite colorless mana and then infinite card draw
I was thinking of swapping out an Ashnod's Altar for a Myr Matrix or Prototype Portal so that I could have one more combo with Dross Scorpion. I like the idea of each combo piece being a singleton, but I'm hesitant to go down to just a single altar since so many combos want one.
For the answers deck, I was thinking of swapping some one-drops or maybe the hammers for Latch Seekers.
The combo deck seems pretty close to complete. The only changes I'm still considering would be to take out an Ashnod's Altar and the Prototype Portal for two Nature's Spiral so that it has a limited ability to bring back combo pieces that have been lost.
The control deck I can still see making changes to in order to tweak its power up and down. You'll notice that this list is a lot different than the original. The addition of Aerial Responder was one of the best moves in terms of creating the board states I want where the combo can't just win by swinging with Safehold Elite and Midnight Guard and really needs to go infinite. Aerial Responder's lifelink and ability to attack and act as a blocker are perfect.
Mana Leak was too strong so I switched it out for Failure // Comply, which I've been happier with but I don't find myself using the second mode very often. I may decide to switch those out for Unsubstantiate or something similar. I'm also considering switching out Solemn Offering for the strictly-better Invoke the Divine although that will probably require tuning the deck's power down in some other way to compensate.
As far as tuning goes Ritual of Rejuvenation has been a great card dial to turn--swapping them out for more useful cards to raise the power or adding more back in to lower it.
We've had some great games with these decks already with lots of back-and-forth action. In my last came, Control won by the narrowest of possible margins; if the Combo deck had just one more mana or one more life to survive the next attack it would have gone infinite and won.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Here's what I've got so far:
1 Archaeomancer
2 Ashnod's Altar
1 Banishing Knack
1 Basalt Monolith
1 Cackling Counterpart
1 Dross Scorpion
1 Enduring Scalelord
1 Altered Ego
1 Fecundity
1 Juniper Order Ranger
2 Midnight Guard
1 Mischevious Quanar
1 Opposition
1 Ornithopter
1 Pentavus
1 Pili-Pala
1 Presence of Gond
1 Safehold Elite
1 Saproling Cluster
1 Spawning Pit
1 Squirrel Nest
1 Turnabout
1 Words of Wilding
1 Altar of the Brood
1 Gelatinous Genesis
1 Stroke of Genius
Protection and Draw
4 Impulse
4 Negate
Lands
4 Evolving Wilds
4 Forest
6 Island
2 Plains
4 Seaside Citadel
4 Tranquil Cove
Ashnod's Altar + Fecundity + Words of Wilding + any creature = infinite mana
Presence of Gond + Pili-Pala + Ashnod's Altar = infinite mana of any color
Archaeomancer (on the board) + Rite of Replication + Turnabout = infinite creatures, mana, GY spells cast
Banishing Knack + Ornithopter + Midnight Guard = infinite storm count and ETB trigger
Pentavus + Dross Scorpion + Basalt Monolith = infinite colorless mana
Enduring Scalelord + Altered Ego = infinite +1/+1 counters on Enduring Scalelords
Juniper Order Ranger + Safehold Elite = infinite recursion of Safehold Elite
Juniper Order Ranger + Safehold Elite + Sacrifice Outlet = Infinitely big Juniper Order Ranger
Midnight Guard + Presence of Gond = infinite tokens
Turnabout + Mischievous Quanar = infinite mana
Opposition + Squirrel Nest = infinite squirrels
Enduring Scalelord + Rite of Replication + Juniper Order Ranger = infinitely big creatures
Saproling Cluster + Fecundity + Ashnod's Altar = draw up to entire library and generate that much mana
Juniper Order Ranger + Safehold Elite + Spawning Pit = infinite charge counters on Spawning Pit + infinite mana = infinite creatures
2 Cast Out
2 Dismantling Blow
4 Into the Roil
4 Mana Leak
4 Perilous Voyage
4 Rescind
4 Solemn Offering
4 Loxodon Warhammer
4 Merfolk Spy
4 Slither Blade
Lands
12 Island
8 Plains
4 Tranquil Cove
Since there are few duplicates in the combos deck I figured that straight destruction spells would be too good and opted for bounce spells and conditional counters instead. The Warhammers are there to try and prevent situations where the answers deck wouldn't get outraced by creature beats from Safehold Elite and the like if it fails to draw creatures early.
What do you all think? Do you have any suggestions?
The idea behind control is to make all land drops, 'control' the board by countering dangerous spells and then drop a win condition that the opponent cannot handle. Frost Titan is a good example.
Blue is generally bad at dealing with permanents once they are on the battlefield. Bouncing is an option, but it is inherent card disadvantage.
Hence the need for extra draw. If you splash blue with a different colour, you can usually use that colour to deal with stuff. White has excellent removal. Oblivion Ring, Path To Exile, Wrath of God...
Here is an example decklist for UW-control.
Supreme Verdict is the expensive card. Can be replaced by any of the 'weak' wrath reprints.
StP can be replaced with condemn, oust.
3x Mana Leak
4x Counterspell
3x Dissolve
4x Repeal
4x Fact or Fiction
2x Supreme Verdict
2x Frost Titan
4x Reflector Mage
8x Plains
12x Island
4x Tranquil Cove
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
I know what the idea of a control deck is. I'm not trying to build a generic UW control deck; I'm trying to build something specifically to interact with the combo deck. The weak win conditions are by design.
To reiterate something I once heard, though: Everything is counterable.
2 Ashnod's Altar
1 Banishing Knack
1 Basalt Monolith
1 Cackling Counterpart
1 Dross Scorpion
1 Enduring Scalelord
1 Fecundity
1 Juniper Order Ranger
1 Midnight Guard
1 Opposition
1 Phyrexian Walker
1 Pentavus
1 Pili-Pala
1 Presence of Gond
1 Safehold Elite
1 Saproling Cluster
1 Spawning Pit
1 Squirrel Nest
1 Words of Wilding
1 Skullclamp
1 Freed from the Real
1 Spike Feeder
1 Argothian Elder
1 Sunbond
1 Altar of the Brood
1 Gelatinous Genesis
1 Stroke of Genius
Protection and Draw
4 Impulse
4 Negate
Lands
4 Evolving Wilds
6 Forest
6 Island
3 Plains
4 Seaside Citadel
1 Vitu-Ghazi, the City Tree
Ashnod's Altar + Fecundity + Words of Wilding + any creature = infinite mana
Presence of Gond + Pili-Pala + Ashnod's Altar = infinite mana of any color
Archaeomancer (on the board) + Rite of Replication + Turnabout = infinite creatures, mana, GY spells castBanishing Knack + Ornithopter + Midnight Guard = infinite storm count and ETB trigger
Pentavus + Dross Scorpion + Basalt Monolith = infinite colorless mana
Enduring Scalelord + Altered Ego = infinite +1/+1 counters on Enduring ScalelordsJuniper Order Ranger + Safehold Elite = infinite recursion of Safehold Elite
Juniper Order Ranger + Safehold Elite + Sacrifice Outlet = Infinitely big Juniper Order Ranger
Midnight Guard + Presence of Gond = infinite tokens
Turnabout + Mischievous Quanar = infinite manaOpposition + Squirrel Nest = infinite squirrels
Enduring Scalelord + Cackling Counterpart + Juniper Order Ranger/Spike Feeder = infinitely big creatures
Saproling Cluster + Fecundity + Ashnod's Altar = draw up to entire library and generate that much mana
Juniper Order Ranger + Safehold Elite + Spawning Pit = infinite charge counters on Spawning Pit + infinite mana = infinite creatures
Sunbond + Spike Feeder = Infinite life & +1/+1 counters
Freed from the Real + Argothian Elder = Infinite Colored Mana (+Vitu-Ghazi, the City Tree = infinite tokens)
Skullclamp + Ashnod's Altar + Words of Wilding = infinite colorless mana and then infinite card draw
I was thinking of swapping out an Ashnod's Altar for a Myr Matrix or Prototype Portal so that I could have one more combo with Dross Scorpion. I like the idea of each combo piece being a singleton, but I'm hesitant to go down to just a single altar since so many combos want one.
For the answers deck, I was thinking of swapping some one-drops or maybe the hammers for Latch Seekers.
3 Ashnod's Altar
1 Banishing Knack
1 Basalt Monolith
1 Cackling Counterpart
1 Dross Scorpion
1 Enduring Scalelord
1 Fecundity
1 Juniper Order Ranger
1 Midnight Guard
1 Opposition
1 Phyrexian Walker
1 Pentavus
1 Pili-Pala
1 Presence of Gond
1 Prototype Portal
1 Safehold Elite
1 Saproling Cluster
1 Squirrel Nest
1 Words of Wilding
1 Skullclamp
1 Freed from the Real
1 Spike Feeder
1 Argothian Elder
1 Sunbond
1 Altar of the Brood
1 Gelatinous Genesis
1 Fascination
Protection and Draw
4 Impulse
4 Negate
Lands
4 Evolving Wilds
5 Forest
6 Island
3 Plains
4 Seaside Citadel
1 Vitu-Ghazi, the City Tree
4 Into the Roil
4 Failure // Comply
4 Perilous Voyage
4 Rescind
4 Solemn Offering
4 Arcane Denial
4 Ritual of Rejuvenation
2 Aerial Responder
4 Merfolk Spy
4 Slither Blade
Lands
11 Island
7 Plains
4 Tranquil Cove
The combo deck seems pretty close to complete. The only changes I'm still considering would be to take out an Ashnod's Altar and the Prototype Portal for two Nature's Spiral so that it has a limited ability to bring back combo pieces that have been lost.
The control deck I can still see making changes to in order to tweak its power up and down. You'll notice that this list is a lot different than the original. The addition of Aerial Responder was one of the best moves in terms of creating the board states I want where the combo can't just win by swinging with Safehold Elite and Midnight Guard and really needs to go infinite. Aerial Responder's lifelink and ability to attack and act as a blocker are perfect.
Mana Leak was too strong so I switched it out for Failure // Comply, which I've been happier with but I don't find myself using the second mode very often. I may decide to switch those out for Unsubstantiate or something similar. I'm also considering switching out Solemn Offering for the strictly-better Invoke the Divine although that will probably require tuning the deck's power down in some other way to compensate.
As far as tuning goes Ritual of Rejuvenation has been a great card dial to turn--swapping them out for more useful cards to raise the power or adding more back in to lower it.
We've had some great games with these decks already with lots of back-and-forth action. In my last came, Control won by the narrowest of possible margins; if the Combo deck had just one more mana or one more life to survive the next attack it would have gone infinite and won.