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Azorius Control: Sphinxes and Humans

Casual* Casual Control WU (Azorius)

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This is my version of an Azorius Control deck, had I started playing soon enough to build one before the Khans Rotation. I don't know how to label that sort of deck, so if anyone has an idea aside from "Casual," please let me know, though I'm thinking of making a RTR and forward version of Modern to play with friends. It could make for some fun/interesting games, especially as new blocks continue to emerge.

Azorius Charm: This card is quite versatile. I prefer it's use as a form of card draw because one of the themes of this deck is to get through the deck quickly, ensuring that you get the cards you want. It can come in handy, however, as a short-term removal spell. I personally don't find it's lifegain mechanic extremely useful, since I'm running very few creatures, but I suppose it could do something in the right moment.

Syncopate: While it isn't a hard counter, it is a single spell that covers both Negate and Nullify, and most of the time, you'll have enough mana not to worry about things settling when you cast it.

Dissolve: Continuing with the theme of preventing things from ever hitting the board, Dissolve is one of the most loved counters from the Theros block because of its scry mechanic. Obviously, it has no restrictions as to what it can counter (aside from lands and abilities), and this makes it versatile, and still effective at a 3 CMC.

Render Silent: This spell is Dissolve without scry, but it prevents any other spells from hitting the field that turn. It can be very useful late game when opponents have enough many to where you can't counter everything they throw out in a turn.

Divination: More card draw. This should help you get through your deck quicker, keeping cards in hand, and get you the cards you need at any point in the game (unless it's the bottom card of your library).

Detention Sphere: This card comes in handy for the planeswalker that settles when you didn't have a counter in hand or something of the like. It also has protection from the mirror deck.

Supreme Verdict: This works well almost at any point for your deck since you aren't running many creatures, and the most powerful of them AEtherling can evade this effect without any issue. Gideon, Champion of Justice + Supreme Verdict is also a nice combo, increasing Gideon's loyalty counters or making him an indestructible creature, and getting rid of their blockers.

AEtherize: AEtherize helps slow down decks that get creatures out before you by putting them back in your opponent's hand.

Gideon, Champion of Justice: This first planeswalker in such a creature-less deck, provides a means of creating a large creature in attempt to deal heavy damage. I also feel like his ultimate is not as hard to achieve as many other planeswalkers', and exiling all other permanents aside from Gideon would allow you to do unanswered damage for a period of time, even if he's only, say a 3/3 after his ultimate.

Jace, Architect of Thought: This card helps protect against creature attacks to you and Gideon (to help you get his ultimate faster) as it's plus one. It then allows for decent card-draw, and, if you can keep him on the board, he gives you access to any card you need from your library and a card from your opponent's library.

Supreme Verdict: Supreme Verdict can be extremely helpful as you play your first creature, wiping the board before it hits the field, or to aid Gideon in his onslaught by ridding the field of any blockers that might prevent his doing damage before his ultimate.

AEtherspouts: AEtherspouts also helps protect against attacking creatures, and it slows your opponent down to better suit your own speed.

Prognostic Sphinx: The sphinx helps you do consistent damage each turn, and he smooths out your draws to ensure you're getting what you need at each moment. He also serves as a great blocker.

AEtherling: AEtherling is my favorite finisher in this deck because the moment he hits the board, you can essentially win the game unless your opponent stalls with repeated removal spells, but that is why you have a multitude of win cons.

Elspeth, Sun's Champion: Because I own the card, I knew I wouldn't have to pay exorbitant amounts of money for it (the other planeswalkers in this deck cost about $5 a piece, at most), and I think that she brings just another way of winning. The win cons in this deck aren't necessarily synergetic, but each is powerful in its own way, enough so to win you the game alone, or, in the case of Prognostic Sphinx get your opponent's life down while gathering friends to go in for the kill.

Medomai the Ageless: I find this to be a very underrated mythic rare from the Theros set. Sure, it's easily removable and all that jazz, but it allows you extra turns, which, in combination to AEtherling if you had to exile him last turn, takes away summoning sickness and can win you the game. Or it can draw you an additional card.

Other lands are self-explanatory, but Evolving Wilds helps thin the deck, even if it means tapped lands. I think that it helps me get to the few weapons and the many control cards of this deck.

Cards I'm Considering:

Detention Sphere: I think this would fit nicely in this deck as a three-of to provide more board control, particularly against planeswalkers and enchantments that do consistent damage to me.

Isperia, Supreme Judge: This card could replace Medomai the Ageless if I find that there is a reason he is only a $1 mythic rare for sake of late game card draw.

Daxos of Meletis: Gives you something to do in the early game, and he gives lifegain and mill/getting free cards to play against your opponent.

Let me know what you think about what I'm considering and on the overall deck. I'd also be curious to know if anyone else is interested in an RTR and forward form of Modern.

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Date added 9 years
Last updated 9 years
Key combos
Legality

This deck is Casual legal.

Rarity (main - side)

7 - 0 Mythic Rares

14 - 1 Rares

4 - 0 Uncommons

18 - 0 Commons

Cards 60
Avg. CMC 3.49
Tokens Emblem Elspeth, Sun's Champion, Soldier 1/1 W
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