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This is my competitive UW Control list. These are the 75 i have sleeved and in my deck box. I have been playing this deck at tournaments more recently because I am trying to get better at playing the deck and optimizing my list. Control is a hard style of deck to play, especially as a inexperienced player like myself, because you need to understand your opponents deck almost as well as they do. Below I walk through my card choices for each category of spells in the deck. Would love to hear some opinions from you guys!

As a personal preference i like to run a counter spell package that is a little heavier than a typical UW Control list. Most of these are pretty standard.

3 Cryptic Command This card does everything you would ever need in control. Is a great Torrential Gearhulk target.

1 Logic Knot A great 1 of counterspell.

2 Mana Leak Typical U counterspell, I run 2.

1 Negate I think it is safe to run 1 of these main board going into any match up

2 Spell Snare You will run out of fingers and toes counting all of the relevant 2 cmc spells in modern.

3 Snapcaster Mage I choose to run 3 of these guys because my deck is more instant heavy. Drawing a Snap is almost always an excellent draw. I am including him in this category because more often than not you are using him to flashback a counter spell.

All in all this is 10 pieces of counter magic. It always feels nice to have counters in hand.

Control decks need to generate card advantage in order to increase the likelihood of having an answer to our opponents threats and to hit our land drops. Here is what I have chosen to run.

4 Serum Visions This is a 4 of in almost any deck that runs blue. It replaces itself and can dig for answers and lands. I will be interesting to see how Opt will affect the usage of this card.

1 Sphinx's Revelation This card is a beast of an end step drop, especially if you are able to get X = 4 or above. Not the easiest card to play, however, and including more than 1-2 would way to often result in situations where you draw it in your opening hand and it will sit there dead for till late game

2 Search for Azcanta   This card is a new addition and has become a staple of U control decks at this point.

1 Jace, Architect of Thought This card commonly sees play in UW control, but is a recent addition to my list. After playing with him for a short time I can see why he is so popular. He is a card draw powerhouse, and is a threat an opponent must deal with. Most people run 1-2.

Other cards that replace themselves are Spreading Seas, Cryptic Command, and Irrigated Farmland, which comes to a grand total of 14 cards that can replace themselves or draw cards. In my experience this has given me a good shot at getting the cards I need throughout a match. One card I used to play but don't anymore is Ancestral Vision. This card is an amazing turn 1 play, but playing 3-4 to increase the chance you have it in hand for turn 1 also means that you are likely to draw it late game where it is not a very good draw. Another popular choice is Think Twice, which I have never played with but seems find and makes a lot of UW lists.

If our opponent is able to resolve threats, the board control White provides gives UW Control players some of the best spells in the game to remove them.

4 Path to Exile Best removal spell in the game.

1 Detention Sphere Can remove planeswalkers, enchantments, and all those other pesky non-land permanents.

3 Supreme Verdict This is a 3-4 of in most UW decks. Can't be countered, destroys all creatures. Play this over Wrath of God because you don't really see a ton of regenerate except for Thrun, the Last Troll.

Land disruption is a powerful ability that UW Control has access to. While the deck doesn't rely on this ability to win outright, it can be a huge headache for our opponent.

4 Spreading Seas Not sure why this card took so long to see 4 of main deck play in UW Control, but it can be used to take multi-colored decks off a color or destroy man lands with the added bonus of drawing a card. Excellent all around.

2 Tectonic Edge I like this over Ghost Quarter since i am not running Crucible of Worlds anywhere and because your opponent doesn't gain that basic land after you destroy it. I've played with both and really think this feels better.

2 Field of Ruin I recently cut down 2 Tectonic Edge to try out this card. I have heard a lot of people talking about how good it is and have opened 2 in Ixalan packs so I figured why not.

One of the fun areas to be creative in control lists is choosing which package of win conditions you want to use. While all competitive UW control list will run 3-4 Celestial Colonnade, the other 3-4 main deck slots are up to you.

4 Celestial Colonnade This is the primary win condition of the deck. Going into beat down mode with him is always awesome. Colonnade also has vigilance, which means you will be able to tap the land for mana after attacking.

2 Gideon of the Trials This strength of this card is the cmc. We can cast this on turn 3 against some decks, or play it later in the match and be able to protect him with counterspells.

1 Gideon Jura Very powerful and can take over games by himself.

I have run everything from Ugin, the Spirit Dragon, Dragonlord Ojutai, Elspeth, Sun's Champion and Geist of Saint Traft as win conditions. Also never forget the Snapcaster Mage beatdown for the win.

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Date added 8 years
Last updated 1 year
Legality

This deck is Modern legal.

Rarity (main - side)

2 - 5 Mythic Rares

31 - 3 Rares

16 - 5 Uncommons

4 - 2 Commons

Cards 60
Avg. CMC 2.47
Tokens Angel 4/4 W, Emblem Elspeth, Sun's Champion, Samurai 2/2 W, Soldier 1/1 W
Folders Paper Decks
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