I call this deck U/W
"Control". I emphasize the quotations.
It's my version of the Blue - White control decks
running around right now. Instead of just a
Blinding Angel or Millstone for the victory, I use a
larger amount of creatures, in an attempt to kill my
opponent faster. Here's the decklist:
4x Opt
4x Brainstorm
2x Disenchant
4x Counterspell
1x Trade Routes
4x Indentured Djinn
2x Parallax Wave
3x Foil
2x Coastal Piracy
1x Wrath of God
2x Jeweled Spirit
2x Blinding Angel
1x Mageta the Lion
2x Bribery
1x Rout
13x Plains
12x Island
Card by card breakdown:
Opt: Um, it's good.
Brainstorm: See
above
Disenchant: The
current environment is fairly enchantment heavy, but I
only think 2 are needed. The counterspells
should take care of the rest.
Counterspell: Well,
it is a control deck!
Trade Routes: There
are 25 lands in the deck, but you only need 6 or 7 in
play. Trade Routes will help you get to the good
stuff after that. However, I doubt you will need
more than one because of the card drawing effects.
Indentured Djinn:
This is one of my favorite cards in this deck.
My friend introduced me to the power of this card in
the Urza's - Masques Type II, and I think it is no
less powerful now. It can very quickly turn the
tide if one of the 3 cards the opponent draws isn't an
answer to the Djinn, and a turn 3 Djinn can be
devastating.
Foil: Some of you
may be wondering why I chose this over Absorb.
Look at the land count again: 25 lands. I
personally think it looks like too many lands when I
see it written out, but when I play the deck, I need
to draw my 5th land on turn 5. Foil takes
advantage of the excess land as well as being a good
counter in the late game. It's alternate casting
cost allows you to counter a spell after a turn
3 Djinn. It also does not require any white
mana, which allows you to continue with the assault of
white creatures while keeping your counter options
open in the later game.
Coastal Piracy: I am
currently testing this card. I think it may
deserve a slot, even over the almighty Fact or Fiction
and the powerful Wash Out. The problem with Fact
or Fiction in this deck is that you have tons of Turn
5 threats, and a 4th turn FoF may allow your opponent
to elminate some of them. Wash Out is a good
card, but I will cover that when I get to Parallax
Wave. Anyway, with 9 creatures in the deck,
Coastal Piracy may seem to be a bad choice. When
combined with Bribery, however, you basically have 11
creatures, bringing the creature count to more than
1/6th the deck. By turn 4 or 5, you should have
at least 1 creature attacking each turn, maybe 2.
The card helps you get the creatures to continue the
attack, and rewards you for playing them. I love
it.
Parallax Wave: My
choice of removal over Wash Out. It is very
verasitle, and allows you to drop a Mageta, remove all
your other creatures, and let him Wrath for a turn or
two. Though only 2 in the deck seems a bit
light, the card drawing helps you get it, and you will
usually hit it by turn 5 or 6 at the latest.
Wrath of God: A very
good card, but in a more creature heavy deck such as
this one, I believe only 1 is needed. There are
a total of 3 Wrath effects in the deck, and I don't
think there is a huge need for more.
Jeweled Spirit: I
personally love this card. It has a very good
ability which saves it in many situations, and if need
be can get through your opponent's fliers. It is
also safe from the burn decks like Fires loves to run
because of it's ability.
Blinding Angel: An
awsome card, period. It can lay down the beats
because it is a flier, and its ability keeps the
opponent from mounting an effective return attack.
Once this card hits play, you can all-out attack
without too much fear.
Bribery: Another
card I definently love. Most of the decks in the
current Type II are creature-oriented, and Bribery
punishes them for it. Against fires, you steal
any one of their massive creatures; against
rebels, a Liin Sivi, (If they don't already have one
out, which is unlikely) Sky Marshall, or Jhovall Queen
are all good choices; in the mirror match, you can
steal their Blinding Angels.
Mageta the Lion:
Capable of holding down a game on his own against any
deck except fires. His ability is awsome, and he
is big enough that Wrathing every other turn until
your opponent runs out of creatures to play and going
in for the kill is a feasible plan. Plus his
Wrath is instant speed, making him even better.
Rout: I included
this instead of a second Wrath because it is more
versatile. Although it might not come up too
often, you never know when you might need to use it's
instant ability.
Sideboarding:
I have not worked out a
sideboard yet. However, not that their are no
nonbasic lands in the deck. I did this for a
purpose; 3 Tsabo's Webs would make a good addition
against many decks right now. Beyond that, I
would suggest 4 Gushes in case you see a Rising
Waters, and at least 2 Reverent Mantras against Fires.
Thanks for taking the time
to read this, and I hope you like the deck!
Taylor Howard
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