Sideboard


Welcome, Ladies and Germs, to the new and improved version of standard control.This deck stops your opponent from every angle by attacking the field, the hand, and even the deck. No strategy is safe from this deck's overwhelming removal and efficiency. When your opponent has lost all hope is when we finally decide to crush them.

PRESSURE

Transgress the Mind + Wasteland Strangler Perhaps the best early game combo this deck offers. Turn 2 look into their hand and exile a threat, and then process the exiled card turn 3 to remove a creature on their field in the early game and get a 3/2 to boot. It's efficient, and it quickly establishes your control over the game.

Fathom Feeder + Wasteland Strangler I believe Fathom Feeder is the ultimate utility creature in this set. A 1/1 with deathtouch is practically unblockable because nobody wants to trade with it and the ingest starts to spiral out of control. In the late game, gives you card draw and mill at the same time which can start shaving away your opponents chances of winning. Add Wasteland Strangler in the mix and the pressure just piles on.

Spell Shrivel With the loss of Dissolve , this wondrous counter spell is an incredibly effective replacement. The fact that it costs one blue and exiles the spell well makes up for the fact that it requires your opponent to pay 4 mana. It does, unfortunately, start to fall off in the late game, but by then you usually aren't looking to counter anything for the sake of playing your late game threats on curve.

Titan's Presence Godlike removal. Exiles anything with 5 or less power when you have Oblivion Sower or Sire of Stagnation In your hand, and at instant speed to boot. This is the best removal spell in standard and this deck maximizes it's potential.

UTILITY

Jace, Vryn's Prodigy   This gem from Origins complements this deck incredibly well by giving us a massive hand advantage on some turns. In the early game, he can flesh out your hand and help your consistency, while turning into a powerful stalling planeswalker. In the late game, he can give you a ridiculous hand advantage on the opponent, letting you reuse spells in the graveyard to keep your deck on curve even when you run out of gas. He's powerful at every step of the game and will win you many. The fact that he's legendary is the only thing keeping him a 3 of.

Anticipate + Dig Through Time Our two instants of choice when it comes to drawing the cards you need. Anticipate in the early game for more removal or more lands. Dig Through Time in the mid/late game to adapt to your opponents board or to make sure you can win the game without any unexpected surprises.

Kolaghan's Command Gets creatures back, deals with walkers, deals with most allies, attacks the hand. The most versatile spell in the deck can put you incredibly far ahead when used at the perfect time. Gets you back Wasteland Strangler and Oblivion Sower (if it ever dies or you just Jace it) for a more efficient game that your opponents won't be able to keep up with.

Tomb of the Spirit Dragon Ultimate card on the grind. This and a full field can give you massive amounts of life if your opponent can't stop it. The only non-colorless creature in the deck is Jace, so you should always be able to utilize this card.

DOMINATION

Sire of Stagnation One of our three late game savages. great body and rediculous ability stops your opponents from playing any lands without you practically winning the game from them. Two cards per land is four cards per fetch land, and if your opponent needs more lands it forces them into an even tougher position. An extra one is thrown into the side board just to deal with ramp and landfall decks better, and it completely counters Oblivion Sower...

Oblivion Sower Most wouldn't expect this in a control deck, but it honestly brings quite a bit to the table. It can score you a massive amount of lands if you ingested enough throughout the game, while simultaneously milling our opponent for four more cards. The 5/8 body is also extremely nice because it blocks almost everything on the ground. Counters Bane of Bala Ged Pretty well and helps us reach our final step of the game.

Ulamog, the Ceaseless Hunger The ultimate win condition of this deck. While most of our strategy will slowly wear our opponent out, this card will abruptly end the game quickly and efficiently. Even if it gets countered, it exiles two permanents on your opponents field and gets rid of the counter card. If it lands, it's over. The mixture of mill and damage is crazy especially since you will usually have an Oblivion Sower out as well. from the amount of ingesting to the Fathom Feeder draws, your opponent will just run out of cards. This is the most appropriate way to end a game with this deck, as it puts the opponent in a state of fear and despair as you take everything they love away from them.

Spent days perfecting this deck and I wanna hear what you guys think. Hope you all enjoy.

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Revision 15 See all

(8 years ago)

-1 Arashin Cleric side
+1 Crackling Doom main
-2 Fate Forgotten side
+2 Foul-Tongue Invocation side
-2 Horribly Awry side
+1 Infinite Obliteration side
-1 Kolaghan's Command main
+1 Taigam's Scheming main
-1 Transgress the Mind main
+2 Utter End side
Top Ranked
  • Achieved #3 position overall 8 years ago
Date added 8 years
Last updated 8 years
Key combos
Legality

This deck is not Standard legal.

Rarity (main - side)

7 - 2 Mythic Rares

32 - 8 Rares

8 - 2 Uncommons

3 - 3 Commons

Cards 60
Avg. CMC 3.56
Tokens Emblem Jace, Vryn's Prodigy
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