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Azorius Doorkeeper Mill

Modern*

dracom60


Sideboard

Instant (2)

Planeswalker (4)

Enchantment (4)


So, the card that everyone loves but never uses. Doorkeeper!

We'll begin with what I believe the strengths and weaknesses are.

Strengths:

Literally nobody has seen your deck before, It's not the greatest advantage but seeing your opponent be confused is one of life's greatest pleasures.

Low-curve for a control deck. Because defenders are cheap, we've got a low curve. So even when we've got to make sorcery speed plays, we can keep the shields up pretty often.

Great at dealing with a couple of a huge creatures, Since we can block pretty much anything in the format with a frost wall, we've got it until late game. And anything that we can't block we can path. Use your paths wisely, we've only got 4.

Every creature passes the bolt test, while other forms of removal do hit, dodging one of the most popular spells in modern feels good.

Weaknesses:

Planeswalkers! There's an exclamation point because it's SO HARD. we can't attack, so any that resolve basically win the game. If you believe you're fighting a planeswalker heavy deck try to keep your negates and spell pierces open.

Tokens, the contrary point of a few huge creatures. Frost wall blocking one spirit/zombie/goblin/whatever out of 5 isn't great. Perimeter captain makes this bearable since the few we do block can make up for the others, but don't count on it too hard. I'd give more advice, but really it's just a hard match-up.

Additional info on our iffy inclusions:

Turn Aside: Okay, no real excuses here. I just feel it's actually useful here. Since it's really important doorkeeper lives as he is our only win con, and this is one of the best spells to do so. It prevents infinite obliteration too. So keep a blue open on turn 3 if you think your opponent might've boarded in.

Sideboard explanations:

Hover Barrier: If your opponent has a bunch of fliers board it in, it'll basically take over the duties of frost wall.

Jace: good in a match-up where our opponent is also trying for the long game, since he can gives quite a bit of card advantage, and his other abilities can help close it out if we're close.

Extra copies of Perimeter Captain and Wall of Frost and Wall of Omens are there if we're up against something super creature heavy and need more to stem the bleeding.

Rest in Peace, should be obvious. It does help against eldrazi titans. But it does pretty much mean we lose match one if they've got them. But mainboarding rest feelsbadman.

Things I think might be needed:

Board wipes, the problem with boardwipes is that we're also running a creature plan. And so it hurts us just as much most of the time. And there are no conditional boardwipes we can dodge from what I've seen, Aetherize might work I guess, and it does work against tokens. So if your meta is super token heavy, I'd consider it.

More card draw, all control decks need card draw. And this is no exception. Take inventory is fine, but I feel like more could be good. We are low-curve though, so it isn't quite as important as it normally is. Since hitting every single land drop isn't quite at it's normal value for a control deck.

Well anyways, I've said a lot. So please, take a turn, any feedback is well-appreciated. Thanks for stopping by!

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Date added 6 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 8 Mythic Rares

11 - 0 Rares

19 - 5 Uncommons

14 - 2 Commons

Cards 60
Avg. CMC 2.11
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