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SMR0079
10-06-2010, 10:25 PM
I have been thinking of different control approaches that are not defined by Counterbalance or Landstill shells. I find both of those strategies to be lacking in the current metagame wheretribal, Survival, and Zoo are dominant decks. Vial and Survival are simply to fast for Counterbalance to get set up and stop them. I have played every version of Counterbalance so I'm very familiar with it's strengths and weaknesses. I am also tired of being blown out by Krosan Grip, and don't want any

I initially started with various Fae builds but found Spellstutter Sprite and Bitterbossom to be lacking. Spell Snare on the other hand is a card I want to see in my opening hand in nearly every matchup.

I want a strong creature removal sweet with StP and Spouts, EE, Sowers and shackeles to create advantage, and Pithing Needle for Vial and Survival. The deck feels like it needs a couple more ways to draw cards and create card advantage. I don't think Ponder is right, but possibly more Tops. Your suggestions in this area would be appreciated.

Here is where I'm currently at:


Jace: 3

Counters: 11-12
4 Force
4 Snare
3/4 Counterspell

Removal:11
4 StP
3 Firespout
1 Explosives
1 Shackles
1 Needle
1 Relic

Creatures:7
3 Clique
2 Sower
2 Trinket Mage

Draw: 5
4 Brainstorm
1 Top

Lands:22
4 Islands
1 Plains
1 Mountain
3 Tundra
3 Volcanic
8 fetch
1 Karakas
1 Academy

SB: ???
3 Crypr
3 Pyroblast
3 Hydroblast
3 Meddling Mage
1 EE
1 Path
1 Firespout

Thanks for reading and your constructive criticism!

Sean