After a few years off I have returned to magic and would like to make a control deck for the current standard. Here is the list and I hope I can get some info on increasing its consistency.
ive thought of building tezz build with mindlock orb n chalice of the void. chalice shuts down a lot of strategies and mindlock orb shuts down pod n scapeshift. also makes ghost quarter a strip mine
the reason I ran jace is honestly the bounce has helped a few times. while the +1 does not draw any cards it has a few times stopped me from drawing useless lands after he's down.
telling time is a card that i have thought of using. I can try it instead of the jaces I suppose.
I actually like izzet charm. it acts as a filter spell as well as a counter.
the reason I love gemstone caverns is that 1) it speeds up the deck on the draw 2) on the draw it gives me the ability to have spell pierce up. it use to be a 4of but was made three of because of the issues you stated
honestly when I built the deck I had sneak and show on the brain. the deck is fun in legacy and seems like it would be fun in modern.
for the delver plan I would think that it would be a better out of the sb plan. if not it dilutes the deck. would be pretty awesome to be able to switch out to a delverish strategy after they removal is gone
EDIT: I have also wondered about removing prism for lightning bolt. while it slows the deck down it gives it more controlling aspects that kinda make up for the lack of turn 2-3 emrakuls
so far we have a ghetto sb to see where we need to go with it.fastest it can "go off" is turn 2(emrakul/gris) on the draw or turn 3 on the play. nothing like a turn 2/3 emrakul to start the day. I like jace as a extra fixing card but cannot really see him as more then a 2of.
Please keep all "this deck sucks" or "will never work" comments out of the thread. I want to see thoughts on improving. SB is ghetto but here it is:
for the people who ask about using miracles with it. I posted a list early on using the combo in a control shell. here is the current list not tested tho.
seemed cool. I always felt that the combo didn't have to be in a drop the whole hand turn 2 deck but as a way to make control decks know they aren't going to lose. kinda like how legacy uses countertop as a soft lock
EDIT: I honestly feel that the new jace in a miracles shell Is good, he can set up miracles on the following turn. and his ult pretty much means u aren't going to lose. while the minus is somewhat over costed, I feel a miracles deck makes his +1 good. u can also - rest in peace for snapcaster mage to make the GY discard useful
EDIT2: the new jace makes me want to try a deck like this. codex shredder+ lantern is so powerful in a lot of matchups
current testing with this. just balls to wall agro has some crazy good hands. devote sb to combo. Caleb durward(sp?) built a legay deck almost same list and was able to win legacy games ez. modern is a weaker format with all the same options for combo matchup so I don't see how it would be hard to run it in modern
How can you have a sideboard for combo when you only have 10 lands that can produce colored mana for sideboard cards, and only 5 lands for each color?
thalia, meddling mage, ethersworn canonist, teeg, mindbreak trap is what he used for the random combo decks.
harmonic would destroy any artifact/enchantment based deck.
with syphon main removing ancient ziggurat for CoB\MC would prob be ok
also frenzy sliver seems good as a three of since we have turn 1 galerider
current testing with this. just balls to wall agro has some crazy good hands. devote sb to combo. Caleb durward(sp?) built a legay deck almost same list and was able to win legacy games ez. modern is a weaker format with all the same options for combo matchup so I don't see how it would be hard to run it in modern
2 archfiend of ifnir
4 start//finish
3 cut//ribbons
3 never//return
4 renewed faith
4 unburden
3 cast out
1 forsake the worldy
3 sweltering suns
2 fumigate
1 approach of the second sun
4 concealed courtyard
4 evolving wilds
3 inspiring vantage
5 swamp
4 plains
2 mountain
The land base is very basic but any suggestions are more then welcome!!!
4 erdwal illuminator
3 Graf mole
4 expose evil
4 jace's scrutiny
2 confirm suspicions
2 descend upon the sinful
4 ulvenwald mysteries
4 weirding wood
3 tamiyo's journal
4 port town
4 fortified village
2 westvale abbey
4 plains
4 forest
4 island
This is the current list I am running. I like it as a deck but I feel like the format has to slow down a little before it can shine
4 moldgraf scavenger
2 kindly stranger
4 mindwrack demon
3 the Gitrog monster
3 dead weight
4 to the slaughter
3 merciless resolve
4 pick the brain
4 hissing quagmire
4 drownyard temple
8 swamp
5 forest
4 rattlechains
4 bygone bishop
3 spectral shepherd
4 clash of wills
2 essence flux
4 just the wind
3 puncturing light
4 port town
2 westvale abbey
8 island
6 plains
After a few years off I have returned to magic and would like to make a control deck for the current standard. Here is the list and I hope I can get some info on increasing its consistency.
3 Graf mole
2 sigarda, heron's grace
4 broken concentration
3 confirm suspicions
4 puncturing light
4 expose evil
4 descend upon the sinful
2 pieces of the puzzle
1 angelic purge
4 weirding wood
4 woodland stream
4 evolving wilds
2 fortified village
2 westvale abbey
2 forest
3 plains
4 island
Let me know what you think. No budget constraints just a starting point
4 lagonna-band elder
4 hundred handed one
3 griffin dreamfinder
2 evangel of heliod
3 skybind
2 heliod, god of the sun
4 banishing light
3 mass calcify
2 spear of heliod
3 nykthos, shrine of nyx
18 plains
the reason I ran jace is honestly the bounce has helped a few times. while the +1 does not draw any cards it has a few times stopped me from drawing useless lands after he's down.
telling time is a card that i have thought of using. I can try it instead of the jaces I suppose.
I actually like izzet charm. it acts as a filter spell as well as a counter.
the reason I love gemstone caverns is that 1) it speeds up the deck on the draw 2) on the draw it gives me the ability to have spell pierce up. it use to be a 4of but was made three of because of the issues you stated
honestly when I built the deck I had sneak and show on the brain. the deck is fun in legacy and seems like it would be fun in modern.
for the delver plan I would think that it would be a better out of the sb plan. if not it dilutes the deck. would be pretty awesome to be able to switch out to a delverish strategy after they removal is gone
EDIT: I have also wondered about removing prism for lightning bolt. while it slows the deck down it gives it more controlling aspects that kinda make up for the lack of turn 2-3 emrakuls
3 griselbrand
3 through the breach
4 Fold into Æther
2 jace, the living guildpact
4 gitaxian probe
4 gut shot
4 spell pierce
4 pentad prism
4 serum visions
4 sleight of hand
4 scalding tarn
4 steam vents
3 temple of epiphany
1 mountain
5 island
so far we have a ghetto sb to see where we need to go with it.fastest it can "go off" is turn 2(emrakul/gris) on the draw or turn 3 on the play. nothing like a turn 2/3 emrakul to start the day. I like jace as a extra fixing card but cannot really see him as more then a 2of.
Please keep all "this deck sucks" or "will never work" comments out of the thread. I want to see thoughts on improving. SB is ghetto but here it is:
4 leyline of sanctity
4 mindbreak trap
3 torpor orb
3 jace, the living guildpact
4 codex shredder
4 lantern of insight
2 rest in peace
4 telling time
4 path to exile
3 terminus
4 mana leak
4 cryptic command
2 Mikokoro, Center of the Sea
seemed cool. I always felt that the combo didn't have to be in a drop the whole hand turn 2 deck but as a way to make control decks know they aren't going to lose. kinda like how legacy uses countertop as a soft lock
EDIT: I honestly feel that the new jace in a miracles shell Is good, he can set up miracles on the following turn. and his ult pretty much means u aren't going to lose. while the minus is somewhat over costed, I feel a miracles deck makes his +1 good. u can also - rest in peace for snapcaster mage to make the GY discard useful
EDIT2: the new jace makes me want to try a deck like this. codex shredder+ lantern is so powerful in a lot of matchups
thalia, meddling mage, ethersworn canonist, teeg, mindbreak trap is what he used for the random combo decks.
harmonic would destroy any artifact/enchantment based deck.
with syphon main removing ancient ziggurat for CoB\MC would prob be ok
also frenzy sliver seems good as a three of since we have turn 1 galerider
4 galerider sliver
4 sinew sliver
4 predatory sliver
4 leeching sliver
4 dilusion sliver
4 phantasmal image
4 syphon sliver
3 frenetic sliver/opaline sliver/firewalker sliver
4 sliver hive
4 cavern of souls
4 ancient ziggeraut
4 mutavault
5 shocklands
current testing with this. just balls to wall agro has some crazy good hands. devote sb to combo. Caleb durward(sp?) built a legay deck almost same list and was able to win legacy games ez. modern is a weaker format with all the same options for combo matchup so I don't see how it would be hard to run it in modern