So this deck is meant to play in a much similar way to lantern control in modern. Keep the top card of the libraries revealed and use small mill effects and circu's abilities to keep opponents from drawing problem cards or anything undesirable in the early game and in the late game everything that's not a land. Obviously right now there is some serious jank and chaff in the deck, but that is only until something better comes along. Having plays several games with the deck so far it's biggest strength is nobody expects anything from circu so we don't draw hate, and by time everyone realizes what we are up to, typically the lock has already been well established, we have been sculpting our opponents hands for several turns and they have long since run out of answers. the deck biggest weeknesses are commanders that draw cards themselves. we can keep opponents from drawing tutors and answers if their drawing in one card increments, but deretti and damia and group hug strategies can be a problem or overload the control. Let me know if there is anything to think seems out of place, or if there are any cards I am missing that should be in here.

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Date added 8 years
Last updated 4 years
Exclude colors WRG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

36 - 0 Rares

22 - 0 Uncommons

23 - 0 Commons

Cards 100
Avg. CMC 2.62
Tokens Faerie Rogue 1/1 UB, Saproling 1/1 G, Zombie 2/2 B
Folders Decks to review, EDH
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