|Commander / EDH||Legal|
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|Dragon's Maze (DGM)||Common|
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Gain 1 life for each creature your opponents control. Prevent all damage that would be dealt to you this turn.
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Riot Control Discussion
1 month ago
Some stuff I think could be changed out.
Concealed Courtyard is a guildgate the majority of the game, might be better as a basic?
Sanguine Sacrament seems like a possible cut.
Caged Sun is another possible cut. I'm really of the opinion that these cards are only good in mono color decks.
Cards that work well with your commander
Ashes of the Abhorrent, Auriok Champion, Authority of the Consuls, Blood Artist, Deathgreeter, Falkenrath Noble, Patron of the Kitsune, Resplendent Mentor (combo with Famished Paladin , Righteous Cause, Riot Control, Soldier of the Pantheon
1 month ago
I had considered both. War's Toll is a card that can give incremental advantage, but it is really a forcing move. It is not really dissimilar to Winter Orb in how it feels when played, and it actually discourages attacking. When someone wants to maintain some defense, they have to abstain from any attacks to accomplish that. When someone wants to preserve a utility creature, they have to abstain from any attacks to protect it from blockers. It was counter to the decks optimal play. Reverse Damage is definitely a little limited. I have played Reverse Damage, Awe Strike, and Riot Control for a short time for each of them. Riot Control turned out to be the best of the bunch in the meta that I used it in, but even then, aside from an extra Fog that kept me from losing, it also never won me a game. I used that slot for better cards for this deck. I do appreciate the suggestion, though.
1 month ago
Remove Naturalize and add Natural End. Fits better with your theme. Consider Riot Control and Blunt the Assault for Fog effect and life gain. Alive / Well should be replaced with Congregate since it gets every creature in play.
2 months ago
Classic U/W Control, counter things, exile things, etc. More info on the deck under comments. I'm a new player so I greatly appreciate insight from seasoned vets, especially other pilots of U/W Control. :)
Edit: Thank you all for your feedback! I changed the deck quite a bit. I still need help with:
Win cons: Currently my major win cons are the two Aetherlings, but I know there is a lot more I could play with.
Mana base: I can't afford Celestial Colonnade yet, besides that how else do you think I could improve my mana base?
Creatures: Should I cut more creatures out for more counters? More cantrips?
Counters: Besides the obvious Cryptic Command, any idea how I could improve my counter base?
If any of you need help as well, I would be nore than happy to provide it! :) Happy holidays!
2 months ago
Good suggestions... and you're probably right, I'm not running much ramp, so when I do play it, I end up hitting it for 3-5... so opponents discard 1 or 2 of their least favorite cards, maybe lose 3 life... not much value. If I was popping it for 8-10... oh yeah that would get out of control.
Oddly enough, I was looking around and saw Riot Control... that little guy definitely has a place here. It's effectively a life gaining fog which works pretty well against the meta I play with.
What would be your thoughts on Sorin Markov?
5 months ago
Classics in Mardu include:
Removal like Crackling Doom, Chaos Warp, Oblation, Swords to Plowshares, Path to Exile, Return to Dust, Wear / Tear, Utter End, Anguished Unmaking, Mortify, Unmake, Terminate, Pyroblast, Red Elemental Blast.
5 months ago
Okay so I'm going to go through these from least to most obstructive to the deck
Option C: Retire the deck, this would require no edits so the deck isn't technically changing, if you did this (please don't by the way) your meta is fast so you would want to play either an agro deck or burn to keep up and give you the best chance of success.
Option A: Adding green could do a lot for the deck and it would retain the enchantment focus however adding green would make the mana base significantly more expensive, more on that to come. The inclusion of green would most notably give access to Utopia Sprawl and Eidolon of Blossoms. The former would accelerate the deck and provide it with a way to keep up with faster decks, the later would provide a card draw engine. If you went this route I would drop Gideon's Intervention and Wall of Omens to make room for the new additions. The biggest change here however would be the mana base, you would need to have a fetch/shock setup 4x Flooded Strand, 4x Windswept Heath, 1-2 Misty Rainforest and then 2-3 Temple Garden, 3-4 Hallowed Fountain, and 1-2 Breeding Pool, 1x Oboro, Palace in the Clouds, Razorverge Thicket, maybe Minamo, School at Water's Edge, and you probably also want 4 Ghost Quarter in there. If you go this route I'll draft an example mana base so you can get a better idea.
Option B: The deck would basically be a whole new deck if you went this route, it would probably be built around Thing in the Ice Flip, with cantrips such as Serum Visions, as well as a collection of prevent damage spells including Holy Day, Ethereal Haze, Angelsong, Riot Control, Hallow and Luminesce in the side, and most importantly Isochron Scepter to get repeated use out of the prevent damage spells. Again green could be added here but this deck would have a low curve so Fog isn't necessary. The core prison pieces would stay Ghostly Prison, Luminarch Ascension, Nevermore, Runed Halo, Detention Sphere, Path to Exile but just about everything else would be cut or be in serious consideration of being cut. This concept is something I haven't really seen before so I can't attest to its power but it seems like it could be good with the power of Thing in the Ice Flip (this deck would also likely run some counters like Remand).
I would personally go with A or B because I think the deck could work but if you chose to retire it I'm more than happy to help you find a new deck, just I feel this deck is almost there.