Quote from -spooky- »Commune With the Gods is pretty sweet tech. How does the deck play for you?
It's surprisingly good against slower midrange decks, I had a game where I was able to loop 2 eternal winesses against Jund to hold off a tarmgoyf until I drew into the white source for congregation. Commune is a solid dig spell to replace the sunstrike legionaries.
My point was that the control versus aggro matchup is inherently boring. It's not either player's "fault" for bringing a certain deck, as both those decks can have interesting matchups. Aggro does try and play everything as quickly as possible, but it can interact with other aggro decks through blocking. Most aggro decks do run instants as well - mono red runs burn, GW runs pump such as selesnya charm, and boros can play brave the elements, boros charm, or burn spells.
Once again, the ONLY boring matchup is aggro versus control. Just because you have fun games against other decks doesn;t mean aggro is what's making the game boring for you.
The problem I have with control is that the interaction is completely one-sided. Because they only play reactive cards and aggro plays proactive cards, the aggro player doesn't get to make many decisions. The only thing I can do is turn creatures sideways because I don't have any information to make decisions based on. In control versus control, both players have to make decisions - do I counter this, or save my spell for later? In aggro versus aggro, you have to take into account your opponent's creatures - do I attack but lose my guy if he has a pump spell, or stay back to block and try to trade? However, in aggro versus control there's nothing the aggro player can do but turn creatures sideways and hope they don't get hit by a supreme verdict.
Yeah, because not letting your opponent do anything makes for such a great game.
I've been wanting to try a white devotion build splashing blue to use Nyxthos for a huge sphinx's revelation.