U/R(in)control?
Part II: the control
First thing I
would like to do is to correct some errors
from the previous article. Cards like
Feldon’s Cane and Rewind are not
commons in
their new versions, so they should be
removed from the last article’s list. And
forget about that Eye of Nowhere
comment…I thought it is an instant, and not
a sorcery, so I bow my head in shame.
Well, as I
promised, we’ll now try to combine some
cards into a working control deck. First
thing to have in mind is to cover all the
game areas-your draws, your hand, the field
and enemy permanents, enemy spells, enemy
life and some other ones.
Your Draws:
cards that say “draw a card” are a plus for
this area. Simple... But we must balance the
draw-only cards (like Train of Thought
and Think Twice), cards that get
you a draw with an effect (like Remand
and Repeal) and cards that control
what you draw (like Telling Time and
Index).
Your Hand:
cards that enlarge you maximum hand number
(like Minamo Scrollkeeper)
The Field and
Enemy Permanents: this covers a lot…
enchantment destruction (Aura Flux is
a good one against decks with lots of
enchantments), artifact destruction (Shattering
Pulse or Builder’s Bane), damage
(everything from Shock to
Yamabushi’s Storm), tapping/untapping
(Dream Grip, Gigadrowse…),
return-to-hand spells (Boomerang,
Echoing Truth) and direct permanent
cripplers (Frozen Solid, Erosion,
Immobilizing Ink…)
Enemy Spells:
counterspells are the force here.
Anything like Counterspell, Mana
Leak and similar.
Enemy Life:
all damage spells and creatures you
control.
Now, let’s choose
a system to use in this deck. It can be a
counter/burn (lots of counterspells and
damage), something close to aggro (stompy
creatures with a bit of counter/return cards
to influence the game), or something
different. Well, for example we will decide
to build an “aggroized” control. Now there
would be no point in just throwing cards
in…we have to choose a subsystem-a way to
connect the cards. That system could be
“when this creature comes into play…” and
“return a creature you control…” cards, or
flying creatures with Tibor and Lumia…but
let’s just make a plain control deck-a
counter/burn. When it comes to constructing
the deck we could go for the average few
creatures, but we could also go for the
extremes-no creatures at all…we’re going to
do something like that now. Some may call it
dumb, but I call it fun-four Gelectrode
cards in the deck. The thing with this kind
of deck is that you will find very hard to
protect the Gelectrodes in play, but
if you manage to sneak one into the next
turn, you can do some serious damage… Now,
let’s start.
Lands-of course,
you need Islands and Mountains,
but you could also use a couple of Izzet
Boilerworks. Lands with cycling are not
needed because you’ll need all the mana you
can get. Just in case, throw in a couple of
Izzet Signets. Now, the draws:
Think Twice, Gush, Compulsive
research, Serum Visions,
Counsel of the Soratami…the choice is
wide, but let’s just use Think Twice
(handy flashback), Gush (play
something with two U, then return the tapped
Islands, and play one of them back
untapped), Counsel of the Soratami
(straight draw, no discards as with
Compulsive Research) and Serum
Visions (gives the Gelectrodes a
round of pinging). For enchantment problem
solvers, I like to keep Cut the Earthly
Bond (against a deck with a lot of
“enchant something” cards) and Aura Flux
cards in my sideboard-in case I meet a
straight enchantment deck. For artifacts I
like to keep Shattering pulse cards
(cheap, but you can buy them back if needed)
or Smash (gets you a draw). For
tapping, my favorite would be Dream’s
Grip (for this deck). For return-to-hand
purposes, Repeal is one of the best
cards to use, but it can get tricky with
returning expensive cards, so you might want
to use Boomerang or Snapback.
Creatures are Gelectrodes (as said)
and Drift of Phantasms (just for
defense). As for damage…the choice is wide,
but let’s stick to some good old ones:
Shock, Seal of Fire,
Yamabushi’s Flame (for those “special”
creatures), Arc Lightning (for group
tours) and Barbed Lightning (for the
pet and the master). Add a couple of good
old counterspells. And the final product:
Lands: 19
Mountain
x 7
Island
x 9
Izzet Boilerworks
x 3
Creatures: 6
Gelectrode
x 4 (ping your opponent with these as you
play your spells)
Drift of Phantasms
x 3 (play as defenders or transmute for more
useful cards)
Artifacts and Enchantments: 6
Izzet Signet
x 2 (extra mana never hurts…unless it’s mana
burn)
Immobilizing Ink
x 2 (to immobilize your opponent’s
important creatures)
Seal of Fire
x 2 (a shock on hold)
Other spells: 28
Arc Lightning
x 2 (dispatch a couple of
weak creatures)
Barbed Lightning
x 2 (kill a creature, and hurt the player)
Yamabushi’s Flame
x 2 (for killing
creatures that have go-to-graveyard
abilities)
Shock
x 2
Cancel
x 3
Mana Leak
x 3
Serum Visions
x 2
Think Twice
x 2
Gush
x 1
Counsel of the Soratami
x 2
Dream’s Grip
x 2 (works well with
Gelectrodes in play)
Boomerang
x 2
Repeal
x 3
Sideboard:
Smash/Shattering
Pulse (for artifacts)
Cut the Earthly Bond/Aura
Flux (for enchantments)
Grip of Amnesia
(for those dredge/flashback/threshold decks)
Echoing Truth
(for tokens)
…
That’s something around the main
idea-return, counter and kick your
opponent’s creatures, and ping him with
Gelectrodes. Of course, this deck can be
made better with a bit of work, but I’m just
too lazy
J.
Note that I haven’t made
disenchants/artifact destroyers a part of
the deck, mostly because it’s easier you
return them to your opponent’s hand and then
counter them. Instead, such cards are kept
in the sideboard, in case of meeting a deck
with lots of enchantment/artifact cards.
That’s it for this one, in
the next article we’ll be building fat
black, suicide black, red burn or red Goblin
budget deck (I got a couple of deck
requests, and I still don’t know what to
build). Thank you for you attention. Feel
free to e-mail me with any comments,
suggestions and stuff.
Live long and prosper!
Max (Burn_To_Fade)
maxmax@neobee.net
P.S.: thanks to Ben and
Talrum for their help |