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Mister Agent
09-22-2007, 02:46 PM
Hello everyone I would like to present to you all a new control deck that I have been working on. It's basically a wub control deck. I have been doing alot of extensive testing with this deck.

Here is the list:

// Lands
4 [U] Tundra
3 [U] Plains (2)
3 [MM] Swamp (4)
4 [OD] Island (2)
3 [ON] Flooded Strand
1 [U] Scrubland
3 [U] Underground Sea
2 [ON] Polluted Delta

// Creatures
2 [US] Morphling
3 [ON] Exalted Angel

// Spells
2 [AP] Vindicate
4 [4E] Swords to Plowshares
3 [NE] Daze
2 [FD] Serum Visions
2 [PLC] Damnation
3 [FD] Engineered Explosives
2 [SC] Decree of Justice
4 [AL] Force of Will
4 [IA] Brainstorm
2 [DIS] Spell Snare
1 [6E] Wrath of God
3 [RAV] Telling Time
1 [OD] Skeletal Scrying

// Sideboard
SB: 1 [AP] Vindicate
SB: 3 [SC] Stifle
SB: 3 [UL] Engineered Plague
SB: 4 [PS] Meddling Mage
SB: 4 [PLC] Extirpate

Matchup Analysis:

Threshold: This match is favorable for you since you have almost as much countermagic as they do and this deck also packs in quite a bit of creature removal. Postboard this matchup can be even better with extirpates and one more vindicate.

Cephalid Breakfast: This matchup can be tough preboard mainly because they have a much faster clock and ways to get around your countermagic and removal via cabal therapy and force of wills. Postboard however is favorable since extirpate and meddling mage helps out a ton against their dread return. Engineered plague helps out against their milling engine via en-cors and Cephalid Illusionist.

Landstill: This matchup can be tough unless you don't let them resolve a standstill and crucible of worlds although not saying that's an easy task. Postboard however can be favorable but not by much since extirpate and stifles can certainly help in some ways.

Card Choices:

Daze: This seems janky in here I know but I find them good versus threshold since you can cast a wrath spell and having an easier time resolving the spell via daze.

Skeletal Scrying: Anti-american suggested this card and I find it to be really good in this deck. I find it to be an all-around draw spell in the early to late game. I was thinking of playing with another one but I did not want to lower my blue count since it will make my force of wills less consistent.

vindicate: Great card to get rid of those pithing needles so you can have an easier time activating engineered explosives when needed.

Exalted angel: I find this card to be a great late game beater against threshold. Backed up by cheap countermagic and creature removal Exalted angel can often win me games against thresh.

Well thats it for now. I am going to do more testing with the deck when i have time so I can extend this first post.

Nihil Credo
09-22-2007, 03:44 PM
You have made some terrible card choices here.

Damnation: You have no other card requiring BB in your deck. However, you have Exalted Angel, which requires double white. Since Meddling Mage isn't exactly a major consideration, the Damnations should become WoGs, thus leaving Black mana as a minor splash.

Telling Time: We have Impulse, you know.

4 Island, 3 Plains, 3 Swamp: You have fetchlands to get those basic lands, you know (more fetches would also make Brainstorm better). You don't need to open yourself to massive colorscrew just out of fear of Stifle.

Daze: This is a control deck - until you get around to casting Wraths, FoFs, and fatties, you are supposed to be behind on tempo. Time Walking yourself is very bad. You said it's to protect Wrath against Thresh, but Thresh isn't a matchup where you have to cast turn 4 Wrath or die.

There are a few more things I disagree with, but this is what jumps to the eye. On a separate note, what reasons would you give to play this archetype over UWb Landstill?

xsockmonkeyx
09-22-2007, 04:04 PM
However, you have Exalted Angel, which requires double black.

I wish ;)

lukatron2
09-22-2007, 04:59 PM
You have made some terrible card choices here.

Damnation: You have no other card requiring BB in your deck. However, you have Exalted Angel, which requires double white. Since Meddling Mage isn't exactly a major consideration, the Damnations should become WoGs, thus leaving Black mana as a minor splash.

Telling Time: We have Impulse, you know.

4 Island, 3 Plains, 3 Swamp: You have fetchlands to get those basic lands, you know (more fetches would also make Brainstorm better). You don't need to open yourself to massive colorscrew just out of fear of Stifle.

Daze: This is a control deck - until you get around to casting Wraths, FoFs, and fatties, you are supposed to be behind on tempo. Time Walking yourself is very bad. You said it's to protect Wrath against Thresh, but Thresh isn't a matchup where you have to cast turn 4 Wrath or die.

There are a few more things I disagree with, but this is what jumps to the eye. On a separate note, what reasons would you give to play this archetype over UWb Landstill?

I'd have to agree with just about everything said here...I think that even force spike would be a better choice than daze. The manabase looks like its very unstable and needs a lot of work/more fetches. WoG should be 3 and what is the advantage of this deck as opposed to landstill?

Bardo
09-22-2007, 05:20 PM
Pulling your deck apart.

// Lands
4 [u] Tundra
3 [u] Plains (2)
3 [MM] Swamp (4)
4 [OD] Island (2)
3 [ON] Flooded Strand
1 [u] Scrubland
3 [u] Underground Sea
2 [ON] Polluted Delta

-1 Scrubland
+1 Polluted Delta
-1 Swamp
+1 Underground Sea

Though you're still one land short, and having six basics that can't tap for U is going to disappoint you often.


// Win Conditions
3 [ON] Exalted Angel
2 [US] Morphling
2 [SC] Decree of Justice

Sure.

// Removal
4 [4E] Swords to Plowshares
3 [FD] Engineered Explosives
2 [AP] Vindicate
2 [PLC] Damnation
1 [6E] Wrath of God

Hard core, indeed. At this point, I think you need to make some decisions about where this is going. The 2 Damnation / 1 Wrath split is odd, make a choice. Since you need WW to flip Exalted, I'd push the deck into U/W, with a splash for black; that will give you access to Neo-Duress (Duress that nabs a dude), Extirpate, Scrying and whatnot.

// Draw
4 Brainstorm
3 [RAV] Telling Time
2 [FD] Serum Visions
1 [OD] Skeletal Scrying

Huh. BStorm and Scrying is fine, but the 3/2 Telling Time/Vision seems dodgy. Maybe:

-3 Telling Time
-2 Serum Visions
+4 Impulse
+1 Skeletal Scrying

// Counters
4 [AL] Force of Will
3 [NE] Daze
2 [DIS] Spell Snare

Daze is generally terrible in control decks. It's playable (and awesomely so) in Thresh and other aggro-control decks that [i]force interaction. No opponent of yours is going to be under enough pressure to haplessly walk into Daze and this is what I'd call a 'Big Mana' deck that needs to consistently make its land drops, since your curve has a lot of action at 3-4.

-3 Daze
+3 Counterspell / Mana Leak / Rune Snag if you free up another slot.

If I were to make a U/W/b Control:

Remaking your deck:

4 Brainstorm
4 Accumulated Knowledge
2 Impulse
2 Skeletal Scrying

4 Force of Will
4 Counterspell
3 Spell Snare

4 Swords to Plowshares
3 Humility
2 Engineered Explosives

3 Exalted Angel
2 Decree of Justice

4 Tundra
4 Underground Sea
4 Flooded Strand
4 Polluted Delta
5 Island
2 Plains
1 Swamp

Shrug. You'll get a lot more bang playing 3/4 color Landstill.

Lemuria
09-22-2007, 05:33 PM
Since you suggested Accumulated Knowledge, I would also go with 3/4 intuition, and maybe some cabal therapies

from Cairo
09-22-2007, 11:07 PM
Since you suggested Accumulated Knowledge, I would also go with 3/4 intuition, and maybe some cabal therapies

A couple Intuition maybe. Cabal Therapy seems awful in a deck with 4-5 guys being Exalted Angel and Morphling... You're not going to flash it back, and I guess there's Decree but generally after cycling it you either just win, or need the tokens to serve as blockers.

Mister Agent
09-23-2007, 12:50 AM
You have made some terrible card choices here.

Damnation: You have no other card requiring BB in your deck. However, you have Exalted Angel, which requires double white. Since Meddling Mage isn't exactly a major consideration, the Damnations should become WoGs, thus leaving Black mana as a minor splash.

Telling Time: We have Impulse, you know.

4 Island, 3 Plains, 3 Swamp: You have fetchlands to get those basic lands, you know (more fetches would also make Brainstorm better). You don't need to open yourself to massive colorscrew just out of fear of Stifle.

Daze: This is a control deck - until you get around to casting Wraths, FoFs, and fatties, you are supposed to be behind on tempo. Time Walking yourself is very bad. You said it's to protect Wrath against Thresh, but Thresh isn't a matchup where you have to cast turn 4 Wrath or die.

There are a few more things I disagree with, but this is what jumps to the eye. On a separate note, what reasons would you give to play this archetype over UWb Landstill?

Well the reason why I chose to playtest and play with this control deck is because I always play landstill and i just think its fun to come up with a different control deck then just play landstill at every tournament.

The point with the dazes was to have free countermagic and so I can pull off removal spells easier but I admit the fact that this probably will not always work just like anything else you play in magic. I also never said that casting wrath on turn 4 would be a life or death situation I just said that it works well against thresh.

I would be gladly to admit that this type of control build is strictly inferior to 4c landstill or wub landstill but thats besides the point considering I want to play with another control deck for once. I play blue control since 2004 in legacy so I know how to play blue control decks well.


Actually running alot of basics is actually a good idea against the likes of stifles. Every threshold deck seems to play with 4 of them. Nick who is known as Anarchy on the source said he lost to threshold 2 out of 3 times at gencon mainly because of stifles also the fact he played against some threshold decks that also ran wastelands.