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Black/Blue
Control Deck
This time we have Nate, a pokemon convert wanting some
advice on a black/blue control deck. Nate, welcome
to the light side, we're glad to have you.
Here is the primary decklist, which, Nate explains,
focuses on "counterspell/creature
destruction."
>Creatures:
>3 Plague Spitters
>2 Thrashing Wumpus
>3 Glacial Wall
>2 Air Elemental
>Land:
>4 Salt Marsh
>8 Swamp
>10 Island
>Other:
>4 Brainstorm
>4 Accumulated Knowledge
>4 Undermine
>4 Counterspell
>4 Spite/Malice
>4 Recoil
>4 Dark Ritual
>Side Board:
>2 Avatar Of Woe
>4 Cremate
>4 Perish
>2 Tsabo's Decree
>2 Planeswalker's Scorn
So, at first look, a couple of things. The deck is
very much a control deck, and so, should utilize a
higher land count, say 25, and would certainly not be
hurt by the use of the black/blue pain lands from 6th
edition, Underground River. Since the decks bulk
of double casting cost spells(either BB or UU)lie in
blue, with air elemental, undermine, and counterspell,
there should probably be 4 salt marsh, 4 Underground
rivers, 9 island, and 8 swamp. This won't rule out
mana troubles, but it'll certainly help the situation.
Onto the creatures. I've found that Plague Spitter
is phenomenal against both fires' early creatures as
well as some of the rebel searching engine. As an
added bonus, if the spitter dies on your turn, he takes
down half of a mono-white rebel decks creature force
with him(if there are no crusades in play, you should be
able to arrange that). However, 2 is probably all
we need. We'll also increase the number of
thrashing wumpuses to 3. The wumpus not only
controls the board and takes out most creatures, he also
attacks for a healthy sum, and is as good at taking out
opponents with his ability as he is creatures. I
also have no problems with glacial walls holding the
fort against blastoderms and Air Elementals ruling the
sky in pairs. What I'll also do is add two crypt angels,
for two reasons. One: they recycle your walls and
elementals, and two: they're pro-white beat sticks!!
What's not to love?!! You're batting 1000 so far
Nat, lets see if you can keep the streak alive.
Now the spells. Since we've upped the land count,
brainstorm loses its utility power and Fact or
Fiction(FoF to his friends) steps up to the plate to
replace it, and it does a fantastic job. In a
control deck, card advantage can make or break the game,
and nothing says card adantage like our old friend, FoF.
Not to mention accumulated knowledge is best buddies
with FoF. Discarding a knowledge to FoF doesn't
bother us at all, because when the next one comes, we'll
draw the card for the previous one too. We really
like having it in our graveyards, so what if our
opponent helps get it there? So, 2 FoFs it is.
And we'll keep all 4 Accumulate knowledges, we like them
way too much, now that FoFs are in. We'll also
keep all of the recoils, counterspells, undermines, and
dark rituals, because they all do their job very well.
A small note here though, undermines are highly suspect
for a control deck where the game is won through
controlling the board and answering all of your
opponents threats, rather than by doing small increments
of damage every now and then. Oh well, they are
still a counterspell, and without a better substitute,
they stay. Spite/malice, however, is on the edge,
and I think I'll just push it off. We'll replace
spite/malice with 3 washout and 2 yawgmoth's agenda.
The washouts are really good against a lot of decks, and
they buy you a great deal more time than a spite malice
in the fight to stay alive against aggressive creature
decks. How much time does washout buy when the
fires opponent returns not only their mana creatures but
also all of their other creatures AND their fires of
yavimaya? A lot my friend, a lot. Same goes
for rebels and all of their stupid white permanents,
counters or no. As far as Yawgmoth's agenda is
concerned, I cannot say enough. Late in the game,
when your hand is low, or when you need that one card to
give you the momentum back, agenda is it. This
card can singlehandedly win the game for you if you any
sort of significant graveyard. Card drawers and
counterspells only feel better used the second time
around. There's also something to be said for the
opponent at three life and you with agenda, 2 blue and a
black available, and an undermine in the grave.
Some good that.
Finally, the sideboard. A little disclaimer.
I assume fires and rebels/counter rebels are the most
popular decktypes, so I'll look at the sideboard from
that aspect. Here's the sideboard:
4 Perish-rarely a bad card with fires, and
occasionally blasto-geddon
3 Cremate-zombies, spirits, hammers, oh my!
2 Massacre-quicker than decree, good against
straight white, and free, so why not? Also helps
prevent geddons. No creatures means white doesn't
geddon.
2 Tsabos Decree-good against all rebels, decree
is to rebels what Raid is to roaches. Rebels are
even kinda like roaches...really.
4 Gainsay-lotsa blue around in mono-blue,
counter-rebels, and both white/blue and black/blue
control, in an environment where red is prevalent, which
it doesn't seem to be, chill is the outright better
hoser card, but people seem to hate decks that are
predominantly red, so Gainsay it is. Here's our
final deck:
Land:
4 Slat Marsh
4 Underground River
9 Island
8 Swamp
Creatures:
2 Plague Spitter
3 Thrashing Wumpus
3 Glacial Wall
2 Air Elementals
2 Crypt Angel
Spells:
4 Recoil
4 Dark Ritual
4 Counterspell
4 Undermine
2 Fact or Fiction(FoF!)
3 Washout
2 Yawgmoth's Agenda
Sideboard:
4 Perish
4 Gainsay
3 Cremate
2 Massacre
2 Tsabos Decree
There ya go Nate, hope I helped more than I hurt, until
next time, keep killing those roach-like rebels,
-Wally West
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