Cire
06-29-2015, 03:34 PM
https://pbs.twimg.com/media/CIXHuaxUsAA_YZu.jpg
Pact Control.
Here's the idea. . . first things first: This deck is SUPPER SlOW. How slow? Well. . . . it is made with the assumption that you will win turn 17 or later. Why? The Win condition is Demonic Pact. The fastest the deck will be winning would be if you cast Demonic Pact turn 4, bounce it to your hand turn 7, cast it again, and so on till you win. Obviously you can win faster, by casting more than one pact, or you can win slower due to you having to use pact on troublesome creatures.
The reason it is important to know how slow the deck is, is to also understand how many bounce spells you need. Under the above assumptions you need to have at least 4 bounce spells in 28 cards (including the draws from the pacts). That means you only need to run around 9 bounce spells (or less) in your 60.
Which bounce spells you should be playing? Ideally they will have to do something more that bounce your own permanent to your hand. The list of these such cards isn't large, from what I can find it is just:
Ęther Tradewinds
Cryptic Command
Rite of Undoing
Outside the bounce spells What should the other spells be? Obviously, since we are playing control, we need the best discard, counterspells, creature kill and other type cards. This list could obviously be changed: I have not tested anything so I am coming up with this on the fly, but I believe this might be a worthy control suit
3 Though Seize
3 Liliana of the Veil
3 Inquisition of Kozilek
3 Surgical Extraction
1 Haunting Echoes
4 Snapcaster Mage
2 Dismember
2 Hero's Downfall
1 Damnation
I am sure that is not perfect, but it is the best I have at this moment. Sideboard cards might have more counters for combo decks or something similar. Please note that the use of Snapcaster can also be used for the previously mentioned bounce spells. As such you could probably get away with running 7-8 instead of 9.
To decrease variance, we should also include the best card draw in Modern: Serum's visions.
Thus far I have the following list
4 Snapcaster Mage
3 Liliana of the Veil
4 Demonic Pact
4 Serum's visions
3 Though Seize
3 Inquisition of Kozilek
3 Surgical Extraction
3 Ęther Tradewinds
2 Dismember
2 Hero's Downfall
2 Cryptic Command
1 Rite of Undoing
1 Haunting Echoes
1 Damnation
That should leave 24 spots for lands. . .
There is my rough initial draft for Modern Pact Control. Any comments or suggestions would be appreciated. Thank you.
Pact Control.
Here's the idea. . . first things first: This deck is SUPPER SlOW. How slow? Well. . . . it is made with the assumption that you will win turn 17 or later. Why? The Win condition is Demonic Pact. The fastest the deck will be winning would be if you cast Demonic Pact turn 4, bounce it to your hand turn 7, cast it again, and so on till you win. Obviously you can win faster, by casting more than one pact, or you can win slower due to you having to use pact on troublesome creatures.
The reason it is important to know how slow the deck is, is to also understand how many bounce spells you need. Under the above assumptions you need to have at least 4 bounce spells in 28 cards (including the draws from the pacts). That means you only need to run around 9 bounce spells (or less) in your 60.
Which bounce spells you should be playing? Ideally they will have to do something more that bounce your own permanent to your hand. The list of these such cards isn't large, from what I can find it is just:
Ęther Tradewinds
Cryptic Command
Rite of Undoing
Outside the bounce spells What should the other spells be? Obviously, since we are playing control, we need the best discard, counterspells, creature kill and other type cards. This list could obviously be changed: I have not tested anything so I am coming up with this on the fly, but I believe this might be a worthy control suit
3 Though Seize
3 Liliana of the Veil
3 Inquisition of Kozilek
3 Surgical Extraction
1 Haunting Echoes
4 Snapcaster Mage
2 Dismember
2 Hero's Downfall
1 Damnation
I am sure that is not perfect, but it is the best I have at this moment. Sideboard cards might have more counters for combo decks or something similar. Please note that the use of Snapcaster can also be used for the previously mentioned bounce spells. As such you could probably get away with running 7-8 instead of 9.
To decrease variance, we should also include the best card draw in Modern: Serum's visions.
Thus far I have the following list
4 Snapcaster Mage
3 Liliana of the Veil
4 Demonic Pact
4 Serum's visions
3 Though Seize
3 Inquisition of Kozilek
3 Surgical Extraction
3 Ęther Tradewinds
2 Dismember
2 Hero's Downfall
2 Cryptic Command
1 Rite of Undoing
1 Haunting Echoes
1 Damnation
That should leave 24 spots for lands. . .
There is my rough initial draft for Modern Pact Control. Any comments or suggestions would be appreciated. Thank you.