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Goblin Chainwhirler looks promising. Can also do crazy stuff with Soul-Scar Mage.
Yeah, this is a pretty cool interaction that I missed initally. It makes Chainwhirler good against any creature deck, not just the ones that play x/1's. I'll probably go back to playing Soul-Scar instead of Firebrand, since it's also less vulnerable to opposing Chainwhirlers.
Three red is kind of hard to do unless you are mono red, and even then his 3 toughness makes him easy to kill with abrade or lightning strike. If he was 2/4 instead he'd be damn near unstoppable but with all the burn in the format I don't know.
Sup fellas! Looking at this list for FNM. I haven't played Standard in a very... very long time. This seems about as close to "Do nothing control" as I can reasonably get, so it should be fun... for me. *evil laugh*
Overall, I plan on doing my thing game one. Good ole classic control magic. Counter some spells. Kill some creatures. Draw some cards and play the Approach. Nothing special here. After board, we have options for different threat packages and some hole fillers in our game 1 plan. Authority of the Consuls is basically an ace in the hole to the Izzet GPG deck. Or at least it seems like it. Crook also gives additional game against Scarab God based decks. Essense Scatter for the low to the ground. Renewed Faith if I feel like I'm under a particularly high amount of pressure and Censor sucks for some reason. Glyph Keeper + Gideon is good in control mirrors. Lyra feels like she'd do well in most late game situations and against the more aggro/midrange Monsters builds.
At least... that word vomit is my plan. We'll see how it goes.
Looks interesting but where is your alternate win condition in game 1, you are putting all your eggs in one basket with just Approach. Also in the sideboard why do you have just 1 spell pierce and 2 essence scatters, you should be playing the scatters main deck because pretty much every day has some creatures.
Practically every single UW Control deck plays only Approach as the win condition game 1
Slaughter the strong is too narrow and situational maindeck. Knights or RDW dont care about it. Cant be flashed back by Gearhulk.
No need to wait till next week for cards, when the cards are already available on xmage now for testing.
Making the argument not to play a creature because "it dies to removal", is not an argument at all. If that is the case, how does UB control do it?
Yes, Approach does offer a unique win con for control that is rarely seen in the history of the game. But what happens when it rotates? Control is no longer viable because you have to play creatures that die to removal as your wincon? As if Approach cannot be Duressed, Negated, or Doomfalled away. I mean, get real dude.
And what is with this thread? People that think Baneslayer Angel is bad. Dont want to play Glimmer of Genius. Only wanted to play two colors when there was no legit two mana remover. And now that there is, want to add a third color.
+1: Untapping two lands at your end step effectively makes this a three mana planeswalker. Resolving Teferi on turn seven, the same turn you would normally cast Approach of the Second Sun, gives you four untapped lands at end step. Enough mana to cast anything in your deck. Glimmer of Genius, Cast out, Settle the Wreckage. This is hidden protection.
-3: Removing an opponent's nonland permanent and putting it three down in the library is protection. An outstanding tempo maneuver to disrupt Hazoret, Scarab God, Rekindling Phoenix. This also works great when you have access to multiple Teferis. Turn five -3 to remove a threat. Turn six +1 to draw card. Cast a second Teferi to either +1 and draw a another card. Or -3 to remove another threat.
-8: This is a gaming winning ultimate. Especially in a control shell where your other spells can manage nonland threats. The ultimate can then be used to exile lands. Add to this casting a Glimmer or Pull from Tomorrow then moving to your draw step. That's on average exiling three permanents. This locks the opponent out of the game forcing a concession. Again in multiples, with an ultimate in play, resolve another Teferi and draw more cards.
Actually I am thinking of removing all Fumigate and going with up to 4x Dawnbringer Angel main deck. Becuase of everything she does. And then run 4x Suns.
Lets not leave out Dawnbringer Angel. Its strong enough to go maindeck
Actually with Danwbringer, Gideon, and Teferi, I may drop the Suns altogether.
Even though UW has gotten some new powerful weapons, it does not look like they will solve the duress/negate/doomfall problem that the deck suffers from
the U/B matchup doesn't look THAT bad. you can't possibly lose game 1 with them having more dead cards than you, and you can deal with Search(unflipped) and they can't
after boarding they're still stuck with 5+ removal spells at the minimum; every UBdeck is running 15 removal and 5 or more in the board
any combination of Gideon, Metallurgic SummoningsBaral, Chief of ComplianceNezahal, Primal Tide
lots of vanilla 'slip under the shields' card advantage engines, like Azor's GatewayTreasure MapSunset Pyramid could help ensure the # of duress/negates won't ultimately matter
Sure we get them one game 1. But you are saying that match does not look that bad. Does that mean you have not played against it with UW Control? Unfortunately I do every Friday. UB Midrange is difficult because of their multiple angles of attack.
No need to wait till next week for cards, when the cards are already available on xmage now for testing.
Yes, Approach does offer a unique win con for control that is rarely seen in the history of the game. But what happens when it rotates? Control is no longer viable because you have to play creatures that die to removal as your wincon? As if Approach cannot be Duressed, Negated, or Doomfalled away. I mean, get real dude.
And what is with this thread? People that think Baneslayer Angel is bad. Dont want to play Glimmer of Genius. Only wanted to play two colors when there was no legit two mana remover. And now that there is, want to add a third color.
Strange.
+1: Untapping two lands at your end step effectively makes this a three mana planeswalker. Resolving Teferi on turn seven, the same turn you would normally cast Approach of the Second Sun, gives you four untapped lands at end step. Enough mana to cast anything in your deck. Glimmer of Genius, Cast out, Settle the Wreckage. This is hidden protection.
-3: Removing an opponent's nonland permanent and putting it three down in the library is protection. An outstanding tempo maneuver to disrupt Hazoret, Scarab God, Rekindling Phoenix. This also works great when you have access to multiple Teferis. Turn five -3 to remove a threat. Turn six +1 to draw card. Cast a second Teferi to either +1 and draw a another card. Or -3 to remove another threat.
-8: This is a gaming winning ultimate. Especially in a control shell where your other spells can manage nonland threats. The ultimate can then be used to exile lands. Add to this casting a Glimmer or Pull from Tomorrow then moving to your draw step. That's on average exiling three permanents. This locks the opponent out of the game forcing a concession. Again in multiples, with an ultimate in play, resolve another Teferi and draw more cards.
- Servo Exhibition
- Sram's Expertise
- Karn, Scion of Urza
- Metallurgic Summonings
??4x Seal Away
4x Essence Scatter
4x Disallow
4x Glimmer of Genius
4x Settle the Wreckage
4x Cast Out
2x Search for Azcanta
4x Approach of the Second Sun
4x Lyra Dawnbriger
Lands 26
1x Memorial to Genius
2x Field of Ruin
2x Scavenger Grounds
4x Glacial Fortress
4x Irrigated Farmland
7x Plains
6x Island
Actually with Danwbringer, Gideon, and Teferi, I may drop the Suns altogether.
Even though UW has gotten some new powerful weapons, it does not look like they will solve the duress/negate/doomfall problem that the deck suffers from
4x Seal Away
4x Essence Scatter
4x Syncopate
4x Glimmer of Genius
4x Settle the Wreckage
4x Cast Out
2x Fumigate
2x Search for Azcanta
2x Gideon of the Trials
2x Teferi, Hero of Dominaria
2x Lyra Dawnbriger
Lands 26
1x Memorial to Genius
2x Field of Ruin
2x Scavenger Grounds
4x Glacial Fortress
4x Irrigated Farmland
7x Plains
6x Island