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UW Control

Modern*

simbioide


Sideboard


Introduction

This is a reactive control deck. The game plan is to interrupt the opponent's own plan and preventing it to take place.

Once we can establish our domain on the field, start developing a way to comfortably win.

Draw Engine

This is a reactive control deck, so we need to always have cards in hand. To achieve that task we have 10 specific cards, and some more that can help.

  • Serum Visions: The only sorcery speed cantrip in the package. Never the less Visions collaborate to get the things you need, bringing top deck control in a cheap harmless way.
    Think Twice : The flashback is what makes this card attractive, it's not mana efficient, but gives us two cards.
  • Shadow of Doubt: Worst case scenario of this card is that it cycles itself. But in combination with some Path to Exiles, opposing fetchlands, Ghost Quarters or other tutor effects on the stack, it amazing.
  • Sphinx's Revelation: If you manage to cast it for 4 or more, Sphinx's Revelation could give the necessary tools to close the game. However, it can be used to draw at least two or three cards on an early instance of the game. After all, we play two of them and Snapys.

Counterspells

Permission is the sugar of almost every control deck. This is the main way we control, preventing our opponent to cast things.

  • Logic Knot: I prefer Knot over Mana Leak in this type of deck because we attempt to go in a long term game. And we also play 4 Path to Exile so after turn five Leak's efficiency decreases. Knot Instead maintain useful long term. (Also this is the reason why the deck has 6 fetchlands).
  • Negate: Take cares of planeswalkers, combat tricks, auras and annoying artifacts.
  • Cryptic Command: There is almost nothing to say about the best counterspell in the format. Command is a hard counter that comes whit three other useful modes.

Why not Spell Snare? Recently it seems poor than before, and has not enough targets.

Removal

Most of the time permission isn't enough, and some treats find their way into the battlefield.

  • Path to Exile: This cheap instant speed card take care of most treats and doesn't care about regenerating or indestructible things.
  • Supreme Verdict: Perfect complement to our spot removal. This Wrath effect takes care not only of hoards of creatures but also of hexproof ones.
  • Detention Sphere: Not all treats are creatures. Sphere maintains enchantment, artifacts and planeswalkers at the line. Also it is excellent agains tokens.

Value

  • Crucible of Worlds: This is the reason for playing 5 Strip Mine-ish lands. Most of modern decks play an intricate mana base and or manlands. Destroying them is always a good plan. This could bee devastating if you combine it whit Spreading Seas and or Shadow of Doubt.
  • Restoration Angel: Combines well with all other creatures in the deck, and it's body and evasion make it a very good blocker and attacker as well.
    Secure the Wastes: This card is extremely versatile. It can provide chumpblockers on early game, and it's a win condition itself on late.
  • Snapcaster Mage: Needs no explanation.
  • Vendilion Clique: Offers pressure and hand control at instant speed.

Win Conditions

Once we have stablished control of the board, and stabilized enough. We can proceed to close the game. The ways to achieve that are attacking with Angels, Clique, Colonnade and even Snapcaster. But Secure the Wastes can collaborate to speed things up.

Sideboard

This is totally meta-dependent, but the idea is to have generic answers to many strategies. In other words, every card in the sideboard intend to be useful against a handful of decks.

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Revision 14 See all

(7 years ago)

-2 Logic Knot main
+3 Mana Leak main
+2 Pithing Needle side
+1 Remand main
-2 Runed Halo side
-2 Serum Visions main
Date added 8 years
Last updated 7 years
Legality

This deck is Modern legal.

Rarity (main - side)

9 - 4 Mythic Rares

31 - 5 Rares

7 - 2 Uncommons

6 - 4 Commons

Cards 60
Avg. CMC 2.54
Tokens Angel 4/4 W, Warrior 1/1 W
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