While this is no Blue Moon deck it does play very similar to it, A lot of the lines are the same when you are playing against many different standard decks.
This should serve as an introduction to playing a more budget friendly version of control. If casting Teferi and Karn are not what you want to be doing (I don't know why you wouldn't want to be doing that) then this may be the control deck for you.
There have been several Jeskai Decks that also utilize the same strategy that this deck is employing but it also uses the previously mentioned cards like Teferi and Cast out. This Version is strictly for the UR Variant. If you would like to see the Jeskai Versions I can link those in later post.
Red card Choices
A semi quick clock that can be tough to deal with but also helps you slow down the opponents board. Pretty good removal as you dont really use your energy for anything else really This is great for all the Scrap Heap Scroungers that are around Versatile removal that has a lot of utility in several different matchups Not where you want to be unless you want to play a more counter burn strategy See Lighting Strike This Card does lots of different things it board wipes both creatures and walkers which isn't a bad thing as it can sometimes catch you back up from being behind. What else can I say for this card other than what it says for itself. Does almost everything a control deck wants to do.
Blue Cards that do the heavy lifting
This is going to be the primary win condition of the deck as it helps you “turn the corner” and win the game. Well this is basically a mainstay in all control decks lately even in modern. If you don't have this card it isn't the end of the world Great Counter that helps counter activated abilities like stopping Planeswalker Ultimates and just a good counter spell. Draws Cards, Scrys, Gains Energy,Pitches to Force of Will, Basically does everything you want.
Amazing dual land that we have access to. Unfortunately late game it is a bad draw. Again another great dual we can play only turn it is really bad is turn one unless you haven't played a mountain or island first. Budget option for some players also some decklist will play this because they just want more dual lands. Probably one of the more awkward lands in the entire deck. Yes it is a dual land for you but because energy can come up a little short in the early game it can work against you. When this card was first spoiled I didn't think it would show up as much as it has but it has proved to be a great card for multiple reasons. This card is just a utility land that does extra things like feed Azcanta to get it to flip or get rid of an opponents Approach that you know is coming up. A budget replacement for Search for Azcanta.
This card has personally given me an alternate win condition in case something happens to your gearhulks.
I havnt tested this yet but i do like the utility that she offers with the Loot ability
Pretty good against control as it lets you keep a full grip without having to discard to hand size and can protect itself because of your larger handsize.
Another card I personally havn't tested but it can get out of hand very quickly.
If you own this fella I see no reason not to play him. He does a lot of things very well. I can't give any new insight that hasn't been said already about this card.
I am torn on this one as it stops you from playing Planeswalkers if you choose to play this card but it does help against many other decks.
Blood Sun This card however can hurt your own utility lands so it is not recommended. However if you arnt running any of the utility lands it will help quite a bit in the control mirror. Thaumatic Compass Once it flips into a Maze of Ith it ends up helping you out a lot. Treasure map It allows early scry for yourself and then can draw cards with treasures later not really what the deck is looking for. Azor's Gateway This card is interesting for sure as there are a lot of different casting cost in the deck to make use of it. But the Mana it provides will probably go wasted. Whirler Virtuoso This card can be useful as it gives you an outlet for your energy that you normally don't have. Chandra, Torch of Defiance While the most powerful Chandra ever printed she doesn't play well with counters. I would not recommend this card for this deck. Sorcerous Spyglass This one is great if Scrap-Heap Scrounger and Heart of Kiran are large in abundance in your area you will want a few of these in your sideboard. Dynavolt Tower I really like this card however, my meta is overloaded with red decks so there are a lot of Abrades. If your area doesn't have them I would say try this out. Deep Freeze Very interesting card. I havn't tried it out personally. Aether Meltdown This card has Flash and give you Energy. Most of the threats lately are 4 power or less so this card shuts those down quite well. By Force Mass artifact removal, Not much else to say about it. Jace's Defeat Counter blue Spells and upside against Jace but no one is really playing Jace. Best thing is that it is a 2 mana Counter for Teferi. Chandra's Defeat Deals with Chandra's that are all over the place. Also deals with large Red creatures quite well. Saheeli Rai I haven't tested this yet but it could do well with being able to let you scry every turn it can also copy your value creatures like Siege-Gang Commander and Whirler Virtuoso. Blink of an Eye This card gives you a way to deal with problem permanents, plus it draws a card. In Bolas's Clutches This is a Pet card of mine that i have liked to run lately it is great in dealing with Walkers or large creatures.
Thanks for your interest I havn't had a chance lately to update but here is my most recent list. This Was what I played at GP Pitt and went 5-3 on day 1 My losses were UB Midrange and 2 RB decks. The only one that 2-0'd me was UB. The 2 RB decks basically came down to me mullinging to 5 in game 3
I've been testing this deck in MTG Arena with good results.
Still working on the SB, and need to find a place for Search for Azcanta Karn's Temporal Sundering has great synergy with Planeswalkers and The Mirari Conjecture, which allows you to deal 20 points of damage in one blow with Fight with Fire. The MVP card is definitely Temporal Sundering. It gives Chandra and Jaya Ballard the possibility to become great finishers.
I personally stay away from Chandra in any deck that plays counterspells. I do agree that Search can replace mirari in almost every instance. Gearhulks have been very good everytime i play it and like d90 said you want to maximize the instants that you can. Temporal sundering was in my list for a short while but i quickly cut it because it was underwhelming most of the time.
I will disagree that Jaya is not a good planeswalker as my experiences with her have been good. Very rarely does she not help do what i want.
I have a feeling we will want Magma spray even more so with zombies coming back. With the rise of that deck we will want it a lot.
Though your deck does show a lot of promise. If i owned Karns i would probably play them in my list as well.
I have to disagree with Jaya Ballard being a weak PW. It allows you to cast Temporal Sundering and still have 3 mana for counter. It also helps with casting Fight with Fire. Same idea can be applied with Chandra.
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Magic. Yes, I know you think you know what it is, and how it works. You don´t. You're an ignorant fool, just like all the others.(...)
- by Khelben "Blackstaff" Arunsun
I saw the set up, I just personally am not a fan of it. It is too many pieces for me honestly. But if it works for you that is awesome. If we are all able to work on the deck to make it more viable then i am happy about that.
true, but it's such a low casting cost, it's probably easy to protect. personally, i'm ok fighting over Tower. If you're spending their mana on Abrade, that's 2 mana they aren't spending on damage to my face (in the form of creatures or burn).
While i agree with that eating a dmg spell, they are probably already going to have a board presence and you will not. So killing your only gas (tower) will prolly end you.
I also feel that jaya is a bad PW. She only helps if you are already doing ok. I'd rather have shaheli if you really want another walker.
Do you side int he locust god or just play him? i think hes fine against control but way to slow against the rest of the pack
I think that Tezzeret can be really good in the deck and fill a similar role to Teferi in UW.
He can protect himself and generates card advantage while having high loyalty.
He doesn't even need other artifacts to support him but works nicely with Karn (and Treasure Map) and Torrential Gearhulk as the artifacts in the deck.
Another decent build around card is Metallurgic Summonings but it is hard to justify tapping out for a 5-mana enchantment.
I have yet to try out a artifact heavy build of the deck yet so i havnt tried Karn,Metallurgic summoning has been okay for me but not great.
While you say Jaya is bad walker, you havnt played with her. She seems worse on the surface then what she is actually doing for you. Filtwring your draws is huge. Or when i have been able to play her make mana and then play sweltering suns the same turn has been great.
Saheeli is out of the board for my current list and she does a lot of work for me.
As for the Locust God, I did play him originally over the Baral in my deck. But with the vast amounts of Chainwhirler i was seeing i took him out of the deck. When you play against the green decks and the non-chainwhirler decks he is great though.