Maybeboard


Oath Control is similar to other 4 color control decks in that it uses a multitude of draw and card advantage engines and flexible, highly customizable interaction to take over the game. This deck is unique in that it plays only a single creature in the 98, allowing you to leverage your sweepers to maximum effect while also fulfilling the prerequisites to play some of the most efficient combo enablers. The primary win condition also plays through most stax pieces. Oath Control matches up reasonably well in any pod combination and excels when paired with at least 1 stax deck and 1 blue deck.

General strategy

Get a draw engine online as soon as possible and disrupt opponents until you can safely win. Do not be afraid to use combo pieces as disruption - we have alternate lines to victory if necessary.

Opening Hand

Generally, you want an opening hand that is capable of generating card advantage and the mana sources to achieve it. This could be as simple as Bayou , Island and Imperial Seal - to find a Sylvan Library for example. Alternatively a keepable hand might look completely different, such as Command Tower , Chrome Mox , Dig Through Time and Mana Crypt - allowing you to cast Thrasios, Triton Hero on turn 1 and activate her ability on turn 2.

Tidespout Tyrant infinite mana

You can cheat Tidespout Tyrant into play with Oath of Druids , Polymorph or Divergent Transformations .

Requirements: Tidespout Tyrant in play and the ability to make positive mana by bouncing 2 artifacts over and over, floating mana in between. For example, Mana Vault + Talisman of Dominance .

Many combinations of mana rocks can be used to produce infinite mana. A simple rule is to take the total mana they make minus their mana costs. If the remainder is at least 1, it works!

Isochron Scepter + Dramatic Reversal infinite mana

Requirements: Artifacts in play that tap to produce at least 3 mana total, Isochron Scepter + Dramatic Reversal in hand, .

Play Isochron Scepter , imprinting Dramatic Reversal . Repeatedly activate to generate mana.

Winning with loops

Requirements: Infinite colorless mana, Thrasios, Triton Hero in play.

Draw your deck with Thrasios, Triton Hero . Use Mox Opal to generate infinite colored mana. Cast Noxious Revival on anything. Gain infinite life by looping Nature's Claim on an artifact, shuffling Nature's Claim , the artifact and Noxious Revival into your deck with Memory's Journey , draw all 3 with Thrasios, Triton Hero 's ability, then Noxious Revival your Memory's Journey . Draw it with Thrasios, Triton Hero 's ability and repeat. You can then cast a lethal Earthquake to win the game.

Winning with Paradox Engine

Requirements: Infinite colorless mana, Thrasios, Triton Hero in play.

Draw deck with Thrasios, Triton Hero . Make infinite colored mana with Mox Opal . Cast all of your enchantments. Play Paradox Engine and Isochron Scepter , imprinting Nature's Claim . Repeatedly activate Isochron Scepter to destroy all of your enchantments, gaining you plenty of life. Cast a lethal Earthquake to win.

Winning with Oath of Druids

Requirements: Oath of Druids in play, opponent has more creatures than you in play, Tidespout Tyrant not in library, .

Mill your entire deck during upkeep. While still in upkeep, flashback Memory's Journey on Yawgmoth's Will . Play Yawgmoth's Will . Cast some mana rocks and Paradox Engine . While floating as much mana as possible between Paradox Engine triggers, play the rest of your mana rocks and all of your enchantments. Cast Noxious Revival on Nature's Claim . Draw with Thrasios, Triton Hero . Cast Isochron Scepter , imprinting Nature's Claim . Repeatedly activate Isochron Scepter to destroy all of your enchantments, gaining you plenty of life. Cast a lethal Earthquake to win.

Acceleration

Mana Crypt - 10/10
Chrome Mox - Try to imprint a blue card if possible, since that is our primary color. You can choose not to imprint a card during Tidespout Tyrant combos.
Mox Diamond - Unfortunately can not be used during Tidespout combos, but still good enough as an accelerant to play on it’s own. Still great with Dramatic/Scepter and Paradox Engine .
Mox Amber - We often have a commander in play to turn this on. If drawn early you can cast Thrasios, Triton Hero the turn you play this, still making it better than a Talisman/Signet. It is also another 0 mana permanent to use with Tidespout combos - exactly what the deck wants!
Mox Opal - We play just enough artifacts to make this worth it. Again, 0 mana permanents are great for this deck.
Sol Ring - Mana positive, great for Tidespout combos, Dramatic/Scepter and Paradox Engine value.
Mana Vault - See above
Grim Monolith - See above
Fellwar Stone - The second best of the 2 mana rocks since it can often produce any color of mana. We need a critical mass of mana rocks so this makes the cut.
Talisman of Dominance - The next best of the 2 mana rocks. Producing blue is very important. Good enough.
Carpet of Flowers - Yes please.
Optional
Copy Artifact - Fine for copying opponents mana rocks. Extra artifact for Mox Opal . Does not enable any additional Tidespout combos however does give you extra redundancy for Dramatic/Scepter lines. A good addition if your meta has a prevalence towards removing combo pieces from the game.

Card Advantage

Mystic Remora - Fush! :) Pro tip: don’t miss your triggers.
Curiosity - Play this on your Vial Smasher the Fierce and take over the game with your endless stream of cards. Any damage to an opponent triggers this, so make sure to attack every turn as well.
Training Grounds - Fantastic with Thrasios, Triton Hero .
Sylvan Library - Great selection and draw power since we don’t use our life total for much other than this. Get used to saying ‘pay 8’ :D
Rhystic Study - At worst it's a 1 sided Sphere of Resistance , we are fine with this. Don’t miss your triggers.
Yawgmoth's Will - Great 1 shot card advantage in the mid/late game and a combo enabler.
Optional
Keen Sense - If you want an extra Curiosity . This one is usually worse as it cannot pitch to Force of Will or Misdirection. Play over Curiosity if you have a lot of Pyroblast / Red Elemental Blast in your meta. Currently testing.
Fact or Fiction - Additional 1 shot card advantage. Our deck doesn't make great use of the graveyard so it’s potency is lackluster compared to use in other decks. Still probably good enough if you play against a lot of other control decks.
Compost - If your meta has a lot of black decks or at least a small percentage of Shuffle Hulk or Gitrog then this is worth it. Did I mention not to miss your triggers?
Dig Through Time - 1 shot card advantage and selection. Be careful what you delve away as you might need combo pieces or to use Yawgmoth's Will later. Currently testing.

Selection

Brainstorm - If this doesn’t almost always read ‘Draw 3’, then you’re probably casting it at the wrong time. Often tutored for to put Tidespout Tyrant back into the deck. Unless you’ve played a great deal of Legacy or Vintage, you probably don’t know how to play with this card properly. Take my advice and go and read some articles online - NOW!
Mystical Tutor - yep
Vampiric Tutor - Double yep
Imperial Seal - Good enough
Lim-Dul's Vault - Vamp Tutor #2, plus it’s blue!
Demonic Tutor - Sure
Gamble - It’s good when we have a decent amount of cards in hand, although I’m still not 100% on this. Currently testing.
Whir of Invention - Instant speed makes this card playable. Primarily used to find a mana rock, although can also find Top for more selection or an Isochron Scepter / Paradox Engine . Currently testing.
Sensei's Divining Top - Great selection, artifact for Mox Opal . Can be used with Dramatic/Scepter combo to draw your deck if Thrasios, Triton Hero is unavailable.
Ponder - Great cantrip. Selection is good.
Preordain - See above.
Noxious Revival - Listed under selection because you are generally getting back a card you want to use again, although also graveyard hate and a combo piece - what doesn’t this card do!

Permission

Mental Misstep - Great in counter wars and stopping early power plays.
Pact of Negation - Mostly for protecting our own combos but can be used offensively in the mid/late game when we have enough mana to pay for it.
Pyroblast - So many threatening spells are blue, obviously also great in counter wars.
Red Elemental Blast - See above.
Swan Song - Stop a lot, great counter.
Dispel - Less versatile than most, but so efficient.
Flusterstorm - Efficiently and safely stops a great deal of game ending cards. The bigger the stack, the better it is. Learn to abuse this card and you shall be rewarded. Building storm sometimes required.
Spell Pierce - Falls off a bit late game, but very efficient early game and therefore, good enough.
Stifle - Counter a Protean Hulk trigger, stop the imprint on Isochron Scepter , stop that Zur the Enchanter player searching for Necropotence . This card does a lot of work. Such good, many versatiles. Doge highly recommend.
Delay - Very flexible as it counters anything and at a great mana cost.
Arcane Denial - See above. Drawing 1 yourself and one of your opponents 2 is usually fine, since our cards are usually on average better than other decks' - with that said, try to lead with this in counter wars.
Counterspell - is rough, but it’s flexible enough to still be great.
Mana Drain - 10/10. Use this on something expensive to setup big turns with cards like Paradox Engine or just get a free Thrasios, Triton Hero activation. Be aware that casting this in your 1st main phase will give you the mana in your 2nd main.
Muddle the Mixture - Not the most efficient or flexible counter, but the extra usefulness in tutoring any 2 drop makes it worth it.
Negate - Great mana cost, flexible enough.
Shadow of Doubt - Primarily to stop Protean Hulk and tutors. Replaces itself. Good card.
Force of Will - Free counterspell? Yes please.
Misdirection - Very unique effect and situationally superior to other counters. Can get around uncounterable spells like Abrupt Decay . Don’t forget that you can change the target of another counter to Misdirection itself if needed.
Optional
Trickbind - Stifle #2. If your meta has a lot of Hulk decks, play this.

Removal

Chain of Vapor - Can be used on your own mana rocks to produce extra mana, especially useful with Paradox Engine .
Nature's Claim - Great removal and part of our combo.
Abrupt Decay - Good for must kill permanents.
Assassin's Trophy - Can be used as an alternate win con with Isochron Scepter + Paradox Engine .
Rolling Earthquake - Great sweeper and our finisher.
Toxic Deluge - #1 sweeper.
Optional
Massacre - Great if you play against white stax or Tymna the Weaver decks.
Natural State - Hits a lot, particularly good as an additional out to Blood Moon .
Rakdos Charm - All modes are great depending on your meta. Can be used as a win con with Isochron Scepter / Paradox Engine . Damage mode is particularly great against infinite creature combo decks like Blood Pod.
Reality Shift - If you want extra spot removal, this is the one to play. Doubles up as top deck tutor hate.
By Force - If you play against mana rock heavy decks a lot.
Vandalblast - See above.
Pyroclasm - Additional sweeper against dork heavy decks, particularly Tymna the Weaver decks.
Kozilek's Return - See above. Instant speed makes this slightly superior to Pyroclasm .
Cyclonic Rift - Useful in stax heavy metas though usually shouldn't be needed as our primary combo plays through stax well.

Combo Pieces

Tidespout Tyrant - Our primary combo piece while also being fine to have in play before being able to combo to disrupt opponents. Bounce stax pieces before comboing with rocks. Since the ability is not a may you will need to bounce it before playing out loops or Isochron Scepter lines.
Oath of Druids - Fetches Tidespout Tyrant and if that fails (or is in hand) it mills our deck for the alternate win line. Keep in mind that the ability checks when it triggers and on resolution.
Divergent Transformations - The big advantage we have over other Divergent decks is that we only need 1 creature out to combo with this. Since you must target 2 creatures just have your second target be an opponent's creature. Can also be used as instant speed removal.
Polymorph - Can be used as removal.
Isochron Scepter - Primarily for comboing, but can be useful as a source of virtual card advantage by imprinting removal or a counter.
Dramatic Reversal - Can also be used as a ritual with enough mana rocks out.
Memory's Journey - Combo piece and graveyard hate.
Paradox Engine - Excellent combo piece to enable alternate Isochron Scepter lines, but can also be used as a great source of mana generation with enough rocks, which converts to card advantage with Thrasios, Triton Hero .

Land

We don't want to take too much damage from our land as games can go quite long, therefore Tarnished Citadel and threshold lands have been omitted. A lot of our spells require blue so try to fetch islands as much as possible. This is also the reason why we play blue pain lands over non-island shocklands.

All 10 fetches
All 6 ABU duals
All 3 blue shocklands
All 3 blue painlands
The 1 blue Battlebond land ( Morphic Pool )
5 rainbow lands: Command Tower , City of Brass , Mana Confluence , Exotic Orchard and..
Forbidden Orchard - Useful to force an Oath of Druids to trigger. Can give opponents blockers to stop Tymna the Weaver draws.
Forest & Island - The best basics to fetch against Blood Moon / Back to Basics .

Matches

Nexus Derevi, Blood Pod & Shimmer Zur

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Top Ranked
  • Achieved #46 position overall 5 years ago
Date added 5 years
Last updated 5 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

54 - 0 Rares

15 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 1.94
Tokens Bird 2/2 U, Spirit 1/1 C
Folders cEDH Lists, #cEDH
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