1. Blood Moon - Is always a great card against any deck with 3+ colours in it, but it is still VERY beatable for us. Firstly, by playing 3 Island and 2 Plains, you'll naturally be able to play out your deck with a Blood Moon already in play which goes a long way to beating it. A Mainboard option I've found to be very efficient is Cast Out since it just requires 1 Plains in play. Alternatively, you could also play Nahiri, the Harbinger/Emrakool package which has you virtually covered against Blood Moon from her - ability.
2. Path to Exile - Much better than Terminate for a lot of reasons. I'd definitely make the switch from Terminate >> Path.
3. Esper Charm + Kolaghan's Command - I think it's best to not fall into a trap of thinking both these cards will allow your control deck to answer anything in the main since there is much permanent's like Land or Planeswalkers that these do not deal with. Also, other stuff like the Dredge mechanic, Storm mechanic, triggered abilities etc are things too which both Esper Charm and K-Command cannot deal with. If you want to set up your 4c Control deck to be able to answer every single thing in the main, and it is possible to do this, it will come at a very specific deck building decisions, generally featuring the card Mystical Teachings for perfect consistency.
Example list that can answer everything in the mainboard:
Otherwise, I'd still keep the K-Command but I'd cut Esper Charm completely since it's just a very weak card in the Modern format not to mention the stressful mana cost in a 4 colour deck is noticeable.
4. Countermagic - I'd group both Counterspells and Discard in the same category. If you want to add more counters specifically, then look at cutting some discard spells. You currently have 7 (counters/discard) in total, which is a good enough number in the main. If you wanted more, I'd probably cut all Esper Charm and go from there.
5. Rest in Peace - The best card at what it does, but is extremely counter-intuitive to the Snap/K-Command/Spells + Lingering Souls game plain. Maybe reconsider other graveyard hate that works better with your game plan?
So I have been playing with the idea to convert my esper draw-go into a 4-color draw-go deck. I was happy to find out (via teferi_brah_of_zhalfir) that people are playing competitive 4 color control. Hope this thread will stay alive, so we can brew along.
So here's the deck I put together with help of this thread:
I am still working on the SB, which will be completed soon. Hope you guys can give me some feedback, as I feel like I'm missing something
EDIT: Played some matches against Eldrazi (GR ramp), zombies and Artifact lockdown. Maybe it's me, but I found it hard to win against these decks. It seems that the deck is lacking a wincon or is not able to stabilise. My first changes were taking out Runed Halo and D-sphere, replacing them with 2 souls, either as chumpblockers or a wincon. I also took out Teferi, as the card feels awkward in some matchups, I rather play a resto angel to get more out of my snappies. Elspeth SC in the mainboard is something I'm still considering, although too much sorcery speed cards would break the idea of 'draw-go'. Another question of mine is whether we should play 1 or 2 mystical teachings, I am still trying out both but can not really give an opinion yet. Got to be honest: I miss the card draw engine esper draw-go had. I often see myself ending up with 1 or 2 cards in hand, which feels terrible.
I think most of the problems stated above are also part of the fact that I just started playing 4 color control. This deck requires a very dedicated way of piloting and hopefully will improve over time. So here's the current deck:
I started to play control once again and updated the decklist I'm running. More fetches to fight Blood Moon, more lifegain in the mainboard to stabilise due to fetching and shocking (not the nicest manabase). So here it is :
I have some flex spots in the sideboard, not sure what to include. I've went 3-2 against Soul Sister (2-1), Affinity (1-2), Ad Nauseam (0-2), Storm (2-1) and Burn (2-1). Some good matchups, some rough moments and some nice tweak.
1. Blood Moon - Is always a great card against any deck with 3+ colours in it, but it is still VERY beatable for us. Firstly, by playing 3 Island and 2 Plains, you'll naturally be able to play out your deck with a Blood Moon already in play which goes a long way to beating it. A Mainboard option I've found to be very efficient is Cast Out since it just requires 1 Plains in play. Alternatively, you could also play Nahiri, the Harbinger/Emrakool package which has you virtually covered against Blood Moon from her - ability.
2. Path to Exile - Much better than Terminate for a lot of reasons. I'd definitely make the switch from Terminate >> Path.
3. Esper Charm + Kolaghan's Command - I think it's best to not fall into a trap of thinking both these cards will allow your control deck to answer anything in the main since there is much permanent's like Land or Planeswalkers that these do not deal with. Also, other stuff like the Dredge mechanic, Storm mechanic, triggered abilities etc are things too which both Esper Charm and K-Command cannot deal with. If you want to set up your 4c Control deck to be able to answer every single thing in the main, and it is possible to do this, it will come at a very specific deck building decisions, generally featuring the card Mystical Teachings for perfect consistency.
Example list that can answer everything in the mainboard:
2 Arid Mesa
1 Creeping Tar Pit
1 Wandering Fumarole
1 Celestial Colonnade
2 Flooded Strand
1 Nephalia Drownyard
2 Hallowed Fountain
3 Island
1 Mountain
2 Plains
1 Sacred Foundry
2 Polluted Delta
2 Scalding Tarn
2 Steam Vents
1 Swamp
2 Watery Grave
Creature (4)
3 Snapcaster Mage
1 Vendilion Clique
Instant (29)
3 Path to Exile
1 Mana Tithe
1 Spell Snare
1 Spell Pierce
1 Spell Burst
1 Surgical Extraction
3 Lightning Bolt
1 Lightning Helix
1 Blessed Alliance
1 Hallowed Moonlight
4 Think Twice
1 Disallow
1 Kolaghan's Command
1 Kozilek's Return
2 Mystical Teachings
1 Mindbreak Trap
1 Cryptic Command
1 Retaliate
1 Logic Knot
1 Sphinx's Revelation
1 Wrecking Ball
1 Cast Out
1 Aven Mindcensor
1 To the Slaughter
1 Patrician's Scorn
1 Gather Specimens
1 Commandeer
1 Psychic Spiral
1 Extirpate
1 Crypt Incursion
1 Sulfur Elemental
1 Notion Thief
1 Izzet Staticaster
1 Hide // Seek
1 Rakdos Charm
1 Wear // Tear
Otherwise, I'd still keep the K-Command but I'd cut Esper Charm completely since it's just a very weak card in the Modern format not to mention the stressful mana cost in a 4 colour deck is noticeable.
4. Countermagic - I'd group both Counterspells and Discard in the same category. If you want to add more counters specifically, then look at cutting some discard spells. You currently have 7 (counters/discard) in total, which is a good enough number in the main. If you wanted more, I'd probably cut all Esper Charm and go from there.
5. Rest in Peace - The best card at what it does, but is extremely counter-intuitive to the Snap/K-Command/Spells + Lingering Souls game plain. Maybe reconsider other graveyard hate that works better with your game plan?
So here's the deck I put together with help of this thread:
2 Celestial Colonnade
1 Creeping Tar Pit
2 Flooded Strand
2 Polluted Delta
2 Scalding Tarn
1 Marsh Flats
1 Arid Mesa
2 Hallowed Fountain
2 Watery Grave
2 Steam Vents
1 Sacred Foundry
3 Island
1 plains
1 Swamp
1 Mountain
1 Glacial Fortress
1 Ghost Quarter
2 Mystical Teachings
4 Think Twice
1 Sphinx's Revelation
1 Extirpate
4 Lightning Bolt
2 Kolaghan's Command
3 Cryptic Command
2 Logic Knot
1 Spell Pierce
1 Negate
3 Path to Exile
2 Fatal Push
2 Blessed Alliance
1 Lingering Souls
Creatures (3):
2 Snapcaster Mage
1 Teferi, Mage of zhalfir
I am still working on the SB, which will be completed soon. Hope you guys can give me some feedback, as I feel like I'm missing something
EDIT: Played some matches against Eldrazi (GR ramp), zombies and Artifact lockdown. Maybe it's me, but I found it hard to win against these decks. It seems that the deck is lacking a wincon or is not able to stabilise. My first changes were taking out Runed Halo and D-sphere, replacing them with 2 souls, either as chumpblockers or a wincon. I also took out Teferi, as the card feels awkward in some matchups, I rather play a resto angel to get more out of my snappies. Elspeth SC in the mainboard is something I'm still considering, although too much sorcery speed cards would break the idea of 'draw-go'. Another question of mine is whether we should play 1 or 2 mystical teachings, I am still trying out both but can not really give an opinion yet. Got to be honest: I miss the card draw engine esper draw-go had. I often see myself ending up with 1 or 2 cards in hand, which feels terrible.
I think most of the problems stated above are also part of the fact that I just started playing 4 color control. This deck requires a very dedicated way of piloting and hopefully will improve over time. So here's the current deck:
2 Celestial Colonnade
1 Creeping Tar Pit
2 Flooded Strand
2 Polluted Delta
2 Scalding Tarn
1 Marsh Flats
1 Arid Mesa
2 Hallowed Fountain
2 Watery Grave
2 Steam Vents
1 Sacred Foundry
3 Island
1 plains
1 Swamp
1 Mountain
1 Glacial Fortress
1 Ghost Quarter
2 Mystical Teachings
4 Think Twice
1 Sphinx's Revelation
4 Lightning Bolt
2 Kolaghan's Command
3 Cryptic Command
2 Logic Knot
2 Negate
4 Path to Exile
2 Fatal Push
1 Blessed Alliance
2 Lingering Souls
2 Supreme Verdict
Planeswalkers (1):
1 Elspeth, Sun's Champion
Creatures (2):
2 Snapcaster Mage
2 Snapcaster Mage
2 Tasigur, the Golden Fang
Spells (31)
2 Fatal Push
3 Inquisition of Kozilek
4 Lightning Bolt
2 Path to Exile
4 Serum Visions
2 Spell Snare
3 Lightning Helix
2 Mana Leak
2 Negate
2 Think Twice
1 Sphinx's Revelation
1 Supreme Verdict
3 Cryptic Command
2 Arid Mesa
1 Blood Crypt
2 Bloodstained Mire
2 Celestial Colonnade
1 Creeping Tar Pit
4 Flooded Strand
1 Godless Shrine
2 Hallowed Fountain
3 Island
2 Plains
2 Polluted Delta
1 Steam Vents
1 Swamp
1 Watery Grave
2 Dispel
1 Secure the Wastes
2 Blessed Alliance
2 Celestial Purge
1 Negate
1 Counterflux
1 Timely Reinforcements
2 Supreme Verdict
2 Thoughtseize
I have some flex spots in the sideboard, not sure what to include. I've went 3-2 against Soul Sister (2-1), Affinity (1-2), Ad Nauseam (0-2), Storm (2-1) and Burn (2-1). Some good matchups, some rough moments and some nice tweak.
Cheers!
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R