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Counter target noncreature spell. Draw a card.
Now then, here's my advice on the deck in question. If you want to make a detain deck, I would advise against adding green. Honestly, I'd recommend just taking out some of the larger creatures instead of splashing a third color just to ramp into them faster. We are playing in a format of intense creature removal. Putting that much mana into creatures that aren't going to end the game might give you more headaches than it's worth. I personally find that detain style decks actually work best as aggro decks, using detain and tap effects to make sure your low beaters (especially ones with high power but low toughness) can swing through freely. Basically, you need to really lower your mana curve. Keep in mind that detain effects are temporary solutions. You can't keep your foe at bay forever with them (which is one reason why detain decks never actually see competitive play), so you need to strike quickly. Cards like Isperia, Supreme Judge are primarily defensive, and thus won't really help. Once you have six mana, if things are actually managing to attack you with this kind of deck, you're kind of screwed anyways. Try to fill your six-plus mana slot with things which will quickly and efficiently end the game (if you even have anything in the deck that costly). For pure efficiency, use AEtherling . It's a control deck's finishing tool, but it's still crazy whatever deck it's in. You also need more consistency. You have one copy each of three counters, only one of which (Dissolve ) is remotely good here. You have almost no reason whatsoever to even consider Mindstatic , and Scatter Arc is just a Negate that cantrips for two more mana (not worth it). Try running more counters, as these provide more permanent solutions than detain spells. One last note: Encrust isn't standard. If this is a standard deck, as your tag suggests, it should be removed.
I'd definitely prefer Archetype of Courage to Archetype of Imagination . Unless you've really been running into problems with enemy fliers, I'm not sure Imagination's worth the high cost, while the lower-cost Courage is always valuable in a creature-based deck like this.
Since you're running blue, it may be worth sideboarding a handful of counterspells, like Spell Rupture , Scatter Arc , or Thassa's Rebuff to help you deal with control decks a bit better. Especially in a creature deck like this, Rupture can be pretty brutal. Mizzium Skin can also do wonders for keeping your creatures alive.
is a pretty solid one mana drop that can help boost your mana early and insure you can cast your control/smaller flyers early. There are other cards like Rampant Growth
that can search your library for land cards and put them on to the battlefield and others such as Explore
that can allow you to get to that 6 mana mark a couple turns early. Certain creatures are very good for mana ramp such as Birds of Paradise
but can be a little expensive to buy as they are rare. Your main creature cards are good, it just takes getting to know the kind of cards that support them well. I personally don't own any of those besides Medomai the Ageless
and the Jelenn Sphinx
, but I can tell you that many an opponent, particularly those running red/black, will try to find a way to knock them out of the sky as quickly as possible. Consider more cards like Dissolve
to protect them from removal. You could probably ignore Mindstatic
and Scatter Arc
as they are a little on the expensive side and maybe consider cards like Cloudshift
or Deadeye Navigator
to flicker your creatures if your opponent attempts a field wipe. A card that is pretty insane with flicker spells is Sunblast Angel
who is a field wipe when ever she re-enters the battlefield and is a pretty solid flyer. She goes well with cards like Frost Breath
as well and can really help turn the game in your favor. Just be careful you don't take out your own creatures as well. If you are interested in control then look no further than Supreme Verdict
as a cheap way to 'reset' the field if things spiral out of control. Anyway good luck with your deck, hope you end up with something you are happy with.
I love to play control decks that affect all players/ opponents when also playing multiplayer rounds with my 'friends.'
You are playing three colors that when put together in a themed deck is casually called "Bant" to the mtg community. blue, green, white.
regardless, since you have white included, you should have creature mitigation set pretty nice in the cards, which I would suggest that you do these following things:
2) Integrate some pretty helpful defense and populate with Sundering Growth and Rootborn Defenses . this allows you to get rid of Pacifism and Chained to the Rocks (popular to get rid of the resurgence) and Oblivion Ring (in modern) and the feared Detention Sphere . Keep in mind that you have centaur tokens laying all over the place. One Detention Sphere ('D sphere') would suck them all away and they would never again see play no matter how hard we may plead. Sundering Growth may be a better sideboard option now that I think of it, because in standard, the really gross artifacts and enchantments you would see in Tier 1 and Tier 2 decks would be gods and would be indestructible anyway, so if it is the God cards you are worried about, fear not, grab yourself some Fade into Antiquity and definitely some Revoke Existence .
Be prepared. You have blue in your mana mix so feel free to say no to the mean ones that try to destroy all your creatures. Rootborn Defenses is delicious against turn 4-5 Supreme Verdict s. Tier 1-2 Minotaur rakdos decks splash white for this very reason. defenses say "no thanks" to the opponent, and then give you yet another token. possibly the Selesnya Charm knight, the centaurs, or the malicious Voice of Resurgence tokens which is next best to the 5/5 trample wurms, and the best part is, the opponent will be tapped out and you can free cast anything you'd like because they didn't expect a board presence.
3) Integrate counterspells. one Anger of the Gods or Bile Blight or Detention Sphere would utterly destroy your field presence. Negate , Dissolve , Annul , Dispel , Gainsay , Fall of the Gavel , Render Silent , Judge's Familiar , Scatter Arc , and Syncopate are all something to take a look at.
My best suggestion is, if you like the whole "Centaurmageddon" theme, then stack up two Negate s and a great big fat Render Silent to completely make your opponent do nothing but attack, and you'll have the beefy field to discourage them of that otherwise.
If you want a more controlled approach, then there is always the turn 7 + treatment to blow up 'everything you don't control,' and get another creature out of it. Judge's Familiar is the all-in-one deal that counter-spikes a spell by 1 and can make your opponents hesitate or spend extra mana to play anything, leaving you more room to cast instead of leave mana open to counter or rootborn defenses.
4) Defense against burn. Mizzium Skin . That's kind of all you can get in standard besides countering their spells or making the damn things indestructible for the turn.I do not know what your friends play, so hopefully you can respond to my feedback with a rough estimate of what you usually have to face.
Mizzium Mortars is going to rock your deck's world if allowed to float free, so make sure you are ready for that bombshell, because that will not go out of rotation for a while.
5) If you are facing heavy rush (aggro) and are getting hate-killed like I am all the time... (I've once died turn 3 before I could place a land because it was a 6 man free for all and they knew I was trouble;D...), then a spectacular way to off-set the hate is Centaur Healer and Trostani, Selesnya's Voice (as you already have). Allows a nice blocker for the mana curve and re-heals a burn spell.
6) Archetype of Courage . first-strike is BROKEN in this card game. Opponents could have an 78/3 trample, lifelink, deathtouch, first strike, 'god-mode' creatures and you throw out Archetype of Courage and just chump block with the centaur healer or any other centaur/ wurm and watch the baddies fall flat and smack them for 3 in the first phase of combat! Not to mention, a 5/5 trample, first strike? c'mon... not very fair...
7) Elspeth, Sun's Champion pricy, maybe, but a lot of games we play in standard nowadays are whoever can land an Assemble the Legion or Elspeth, Sun's Champion the fastest kind of sits there and wins... personal experience, mtg community experience... yeah, it's sad, but damn, she's the boss! throw out tokens!!! populate them if you need to ?? haha and she even has a boardwipe built in that kills off everything above the centaur tokens!
well, I've personally edited and created two of my friend's green/white populate decks and there are so many problems I have with those mechanics in standard, but they are ever-so-powerful with the new Fated Infatuation but! It requires triple blue... sideboard, experiment with... up to you, but it's out there. If you are focusing on getting the most out of your tokens, and getting the most amount of them, then look towards ---- Giant Adephage if you want bigger tokens. Progenitor Mimic if you want more Giant Adephage or Centaur Healer s.
8) Flying. Yeaaaahhh. the most flying you are going to have is going to come from the works of late game white (angels) or early game blue (little birds).
Judge's Familiar does everything you'd need for this build. chump blocker flier that counters spells. NOICE.
Angel of Serenity belongs in your sideboard, dear friend. You exile things on the field or even things in your graveyard and then Voyage's End it and bring all of those creatures back to the hand also! but since you play tokens, that doesn't really matter. still, she is a great bomb to drop to take away your friend's favorite creatures.
Jelenn Sphinx would boost your tokens up one when attacking, and then also would swing for 1 flying and has a large toughness to block medium flying damage!
i'm tired of writing.
Remember, take my advice or not, but we will all pay heed to the FACT that it's not the deck that makes the player, it's the player that makes the deck.
I think you should reconsider Scatter Arc . There is a counter spell called Dismiss that is very similar and your running enough blue that the cost difference shouldn't be a problem. I personally don't care for either but a lot of people still swear by them. I don't like any counter that costs more then two unless it does something really special.
Let's see... Exclude , Scatter Arc ,, maybe some more wizards like Temporal Adept , Jushi Apprentice , Arcanis the Omnipotent , Stronghold Machinist & Stronghold Biologist . Additional card draw would be superb,, I was thinking Braingeyser , Stroke of Genius , Mind Spring , and/or Blue Sun's Zenith . There's the lesser draw spells like Compulsive Research , Fact or Fiction , Concentrate , Jace's Ingenuity , Tidings , Opportunity , Treasure Trove , things like that.... Whispers of the Muse . Instant card-draw is better, so you can leave mana up for all your counterspells. Speaking of which, don't forget about other flash creatures! ie: Snapcaster Mage , and Draining Whelk . Oh! What about AEtherize ? or Devastation Tide ? Sunken Hope plays well with Venser,, and Archeomancer // Man-o'-War ; Dissipation Field has Venser written all over it. Remand , Redirect , Cancel , Essence Scatter , Negate , Turn Aside , Deflection , Envelop ,, and then there's my favorite one-mana counterspell in Annul , (so good). Just sooo many choices. Haven't even touched on artifacts yet... most importantly Vedalken Shackles , and Journeyer's Kite . Crystal Shard and Erratic Portal work best with your ETB creatures.