Tao
01-27-2013, 12:57 PM
RUG Control
This is my version of a RUG control deck. It has some nice synergies, can create a lot of card advantage and control the board well while playing a decent amount of disruption.
Strengths:
- Punishing Fire / Grove Combo is great at the moment (Delver, DR Shaman)
- you gain a lot of value out of your lands (Lonely Sandbar/Wasteland/Academy Ruins, Grove)
- you get to play a lot of disruption, especially post board
- many synergies
Weaknesses:
- the burn matchup is pretty much unwinnable without giving up too much on other matchups.
- I like all the spells but I am not fully satisfied with the win conditions besides Jace and Punishing Fire yet. ATM I play 2 Thrun, 2 Tamiyo and 2 Wurmcoil but that might not be ideal. Still figuring out the ideal configuration for that.
// Lands
4 [ZEN] Scalding Tarn
3 [ZEN] Misty Rainforest
2 [B] Tropical Island
3 [B] Volcanic Island
2 [TE] Wasteland
1 [B] Mountain
2 [B] Island
4 [FUT] Grove of the Burnwillows
4 [CMD] Lonely Sandbar
2 [TSP] Academy Ruins
// Creatures
2 [SOM] Wurmcoil Engine
2 [MBS] Thrun, the Last Troll
// Spells
3 [ZEN] Punishing Fire
4 [MM] Brainstorm
4 [RTR] Izzet Charm
4 [AL] Force of Will
4 [WWK] Jace, the Mind Sculptor
4 [RAV] Life from the Loam
4 [FD] Engineered Explosives
2 [AVR] Tamiyo, the Moon Sage
// Sideboard
SB: 2 [TSP] Krosan Grip
SB: 3 [NPH] Surgical Extraction
SB: 4 [B] Red Elemental Blast
SB: 2 [B] Blue Elemental Blast
SB: 2 [NE] Submerge
SB: 2 [MOR] Vendilion Clique
Card Choices
4 Izzet Charm
The card's strength is how versatile it is. All three modes are useful in this list. The Shock kills problematic creatures like Delver of Secrets, DR Shaman, Dark Confidant and all kinds of Goblins and other stuff. The Spell Pierce is useful in general to have around. The looting part has nice synergy here. With Life from the Loam and Punishing Fire you have recurring cards that the Charm can convert into new ones. Last but not least it is a blue card and can be pitched to FoW.
4 Life from the Loam
It is important to hit your land drops. Dredging is quite benefitial, too, because it can hit the missing piece of the Grove/Fire combo, Lonely Sandbars, Wastelands, Academy Ruins and Artifacts to regrow with Ruins. It is also great to get extra cards to discard into Izzet Charm or helps to dredge away bad cards from Brainstorm.
4 Force of Will
Auto 4-off. Some BUG decks rightfully don't play them in the maindeck anymore but decks like this need FoW, especially when they don't have black for Discard.
3 Punishing Fire
Fire is really good right now. Many decks have a hard time beating it especially if you have the Grove protected from their Wastelands by Loam.
4 Engineered Explosives
You need four because burn spells won't kill Tarmogoyfs. Can be recurred with Academy Ruins.
4 Brainstorm
duh
4 Jace TMS
He is pretty good. You always want one, you don't want your opponent to have it, and it pitches to FoW. Clear 4-off.
2 Wurmcoil Engine
A win condition that can be recurred with Ruins. It is bad against decks with Swords to Plowshares but against UW decks it is usually a Jace war anyway and against Maverick it is more about reaching the late game in a halfway intact structure. Great against Jund and BUG.
2 Tamiyo, the Moon Sage
Like I said Burn spells don't kill the big guys and the deck needs some more help for that. Tamiyo locks down Goyfs and Tombstalkers nicely and as a Planeswalker she is good against Control decks, too.
2 Thrun, the Last Troll
Great against control decks and a good blocker for Goyfs and annoying Mongeese.
4 Grove of the Burnwillows
Taps for R/G and recurs Punishing Fire.
4 Lonely Sandbar
Value for Loam and in the complementary color to Grove so you always have enough sources of each color. 90% of the time it gets cycled but it is nice to have the backup.
2 Wasteland
Helpful in the control mirror but also against Ancient Tombs or for the random mise win.
2 Academy Ruins
For the Explosives soft lock and later for Wurmcoil Engine.
This is my version of a RUG control deck. It has some nice synergies, can create a lot of card advantage and control the board well while playing a decent amount of disruption.
Strengths:
- Punishing Fire / Grove Combo is great at the moment (Delver, DR Shaman)
- you gain a lot of value out of your lands (Lonely Sandbar/Wasteland/Academy Ruins, Grove)
- you get to play a lot of disruption, especially post board
- many synergies
Weaknesses:
- the burn matchup is pretty much unwinnable without giving up too much on other matchups.
- I like all the spells but I am not fully satisfied with the win conditions besides Jace and Punishing Fire yet. ATM I play 2 Thrun, 2 Tamiyo and 2 Wurmcoil but that might not be ideal. Still figuring out the ideal configuration for that.
// Lands
4 [ZEN] Scalding Tarn
3 [ZEN] Misty Rainforest
2 [B] Tropical Island
3 [B] Volcanic Island
2 [TE] Wasteland
1 [B] Mountain
2 [B] Island
4 [FUT] Grove of the Burnwillows
4 [CMD] Lonely Sandbar
2 [TSP] Academy Ruins
// Creatures
2 [SOM] Wurmcoil Engine
2 [MBS] Thrun, the Last Troll
// Spells
3 [ZEN] Punishing Fire
4 [MM] Brainstorm
4 [RTR] Izzet Charm
4 [AL] Force of Will
4 [WWK] Jace, the Mind Sculptor
4 [RAV] Life from the Loam
4 [FD] Engineered Explosives
2 [AVR] Tamiyo, the Moon Sage
// Sideboard
SB: 2 [TSP] Krosan Grip
SB: 3 [NPH] Surgical Extraction
SB: 4 [B] Red Elemental Blast
SB: 2 [B] Blue Elemental Blast
SB: 2 [NE] Submerge
SB: 2 [MOR] Vendilion Clique
Card Choices
4 Izzet Charm
The card's strength is how versatile it is. All three modes are useful in this list. The Shock kills problematic creatures like Delver of Secrets, DR Shaman, Dark Confidant and all kinds of Goblins and other stuff. The Spell Pierce is useful in general to have around. The looting part has nice synergy here. With Life from the Loam and Punishing Fire you have recurring cards that the Charm can convert into new ones. Last but not least it is a blue card and can be pitched to FoW.
4 Life from the Loam
It is important to hit your land drops. Dredging is quite benefitial, too, because it can hit the missing piece of the Grove/Fire combo, Lonely Sandbars, Wastelands, Academy Ruins and Artifacts to regrow with Ruins. It is also great to get extra cards to discard into Izzet Charm or helps to dredge away bad cards from Brainstorm.
4 Force of Will
Auto 4-off. Some BUG decks rightfully don't play them in the maindeck anymore but decks like this need FoW, especially when they don't have black for Discard.
3 Punishing Fire
Fire is really good right now. Many decks have a hard time beating it especially if you have the Grove protected from their Wastelands by Loam.
4 Engineered Explosives
You need four because burn spells won't kill Tarmogoyfs. Can be recurred with Academy Ruins.
4 Brainstorm
duh
4 Jace TMS
He is pretty good. You always want one, you don't want your opponent to have it, and it pitches to FoW. Clear 4-off.
2 Wurmcoil Engine
A win condition that can be recurred with Ruins. It is bad against decks with Swords to Plowshares but against UW decks it is usually a Jace war anyway and against Maverick it is more about reaching the late game in a halfway intact structure. Great against Jund and BUG.
2 Tamiyo, the Moon Sage
Like I said Burn spells don't kill the big guys and the deck needs some more help for that. Tamiyo locks down Goyfs and Tombstalkers nicely and as a Planeswalker she is good against Control decks, too.
2 Thrun, the Last Troll
Great against control decks and a good blocker for Goyfs and annoying Mongeese.
4 Grove of the Burnwillows
Taps for R/G and recurs Punishing Fire.
4 Lonely Sandbar
Value for Loam and in the complementary color to Grove so you always have enough sources of each color. 90% of the time it gets cycled but it is nice to have the backup.
2 Wasteland
Helpful in the control mirror but also against Ancient Tombs or for the random mise win.
2 Academy Ruins
For the Explosives soft lock and later for Wurmcoil Engine.