Fear Angrath and his mighty Flame Chain.


We've done , , and Control.

It's time for some high jinks.

is appreciated if you like this deck.

C'mon, show some love.

All suggestions made for this deck will be considered. That doesn't mean they will automatically be adopted, no matter how special you think they/you are.

I see decks very differently than most people. I know what suits my play style, and my local meta.

I don't follow deck building "formulas".

Think before making a suggestion. If you are going to insist up front that it is the ONLY thing that can make this deck better, or make snide comments about my choice of cards/theme, or if you are going to be a jerk in general, then save us both the trouble and just go away.

Do some research before pointing out that my cards aren't Standard legal.
I usually know What's In Standard
I will be deleting any comments that don't discuss this deck.

Any extra comments made by the same user will be deleted without being read. If that pattern continues, the user will be blocked.

The key to playing a Control deck is to learn how to prioritise spells.

You usually don't want to use Fatal Push to get rid of a 2/2 Creature, if you have a Magma Spray in hand.

You're better off saving it to get rid of a 4CMC Creature later in the game.

On the other hand, if that same Creature can return from the Graveyard, Magma Spray is perfect.

Early Game

  • Use Magma Spray to take out Creatures with low Toughness. Magma Spray can be used to Exile Creatures so they can't be returned by God-Pharaoh's Gift.

  • Fatal Push can be used to destroy a Creature with 2CMC, whose Toughness is too high for other spells to take care of.

  • Harnessed Lightning is very situational. It can be used to dispatch a Creature with 1 Toughness, saving 2 to use with a second Harnessed Lightning later in the game, or it can be used to take out a strategic threat with 3 or less Toughness. You can even choose to spend 0 , if you need to save them up to take out a bigger Creature later in the game eg. Torrential Gearhulk.

Mid Game

  • Cut / Ribbons is a good mid game play. Having it in your Graveyard can give you an earlier win in the late game.

    Try to prioritise playing this over just about any other removal spell. Its Aftermath ability is how this deck usually wins games.

  • Unlicensed Disintegration can be used to mop up a Creature which earlier removal has missed.

  • Vraska's Contempt is best used to get rid of a Planeswalker, an Indestructible Creature, or a Creature that you want to Exile eg. A God.

  • Scavenger Grounds can be sacced to trigger Revolt on Fatal Push.

  • This stage of the game is where you usually want to play and sac Metalspinner's Puzzleknot to draw cards. The only time you would play it earlier is if you needed the draw, or the game gave you an opportunity to do so.

    Don't sac the Artifact if you need it to achieve the City's Blessing, or to get more out of Unlicensed Disintegration.

    DO sac it to trigger Revolt.

Late Game

There is where the action heats up.

  • Glorybringer gives you not only an Instant speed way to attack Planeswalkers, but can also act as a constant source of 4 damage to Opponent Creatures.

    Don't be afraid to hold it up to protect Angrath, the Flame-Chained.

  • Tetzimoc, Primal Death can be used to mop up Opponent Creatures that have survived through the other phases of the game. You can activate its ability multiple times before playing it, then swoop in for the kill.

    Alternatively, if the Opponent has gone wide, put Prey counters on everything the turn before you cast it.

  • Angrath, the Flame-Chained starts to deplete your Opponent's hand straight away, while pinging them for 2 life each turn.

    You want to mostly stick to using his +1, resorting to his -3 only if situationally relevant, and his ultimate only to finish the game.

    He has amazing synergy in this deck, due to the fact that you are usually filling the Opponent's Graveyard with Creature cards, and you are constantly whittling their life down.

  • Hold off playing Twilight Prophet until this stage of the game. You will be more likely to obtain the City's Blessing, and this Creature may siphon off an Opponent Card that would otherwise be used to destroy Glorybringer, or Tetzimoc, Primal Death.

  • Ifnir Deadlands can be used at this stage of the game to nerf a large or Indestructible Creature.

  • The game can be closed out with direct damage from Angrath's ultimate, or the Aftermath of Cut / Ribbons.


  1. Ongoing damage from the first ability of Angrath, the Flame-Chained.

  2. Hits from Glorybringer, Tetzimoc, Primal Death, or Twilight Prophet.

  3. Life lost through Twilight Prophet's ability.

  4. Final damage/life loss from Cut / Ribbons, or the ultimate ability of Angrath, the Flame-Chained.


Lands produce slightly more than , as that seemed necessary from testing.

I have gone for 25 lands, as I have found that with this "Destroy and Damage" form of Control that 26 is not needed.

Arch of Orazca gives a chance for late game draw.

Ifnir Deadlands can be used to nerf or kill Creatures in the late game.

Scavenger Grounds can be sacced to trigger Revolt on Fatal Push, or sacced in response to an Opponent trying to return a Creature from their Graveyard, while the ability is still on the stack.

Bontu's Last Reckoning is an all purpose boardwipe. May end up replacing this with Sweltering Suns, if that turns out to be a better fit.

Gonti, Lord of Luxury helps to grab the first copy of Approach of the Second Sun when it is siting in the top four cards of the Opponent's library. It also comes in against Control, as both an extra Creature to draw Counter spells, and to give a chance at grabbing key cards.

Lost Legacy grabs annoying cards like Approach of the Second Sun, and Hexproof Creatures, before they are cast.

Unlicensed Disintegration gets rid of bigger Creatures. If Metalspinner's Puzzleknot is on the field it will also deal 3 damage to the Opponent.

I may end up putting Duress, Dispossess, or Doomfall in the Sideboard, based on my local meta.


Sample deck:
UW Auras by MosesBlue


3x Angrath, the Flame-Chained
4x Vraska's Contempt


3x Unlicensed Disintegration
4x Bontu's Last Reckoning

Don't be afraid to use Bontu's Last Reckoning once you have five lands, to keep their early game under control.

Sample deck:
Grixis Energy by Eric Froehlich

No card exchange.


Sample deck:
Grixis Control by yuta666


4x Fatal Push
4x Harnessed Lightning


4x Gonti, Lord of Luxury
4x Lost Legacy

Name Torrential Gearhulk, The Scorpion God, then Essence Scatter with Lost Legacy.

Don't forget that you can empty Graveyards with Scavenger Grounds.

You often win by decking your Opponent, so be careful with draw.


Updates Add

So, my hubby got to play against two Merfolk decks tonight.


I, on the other hand, got two Approach of the Second Sun decks.

My deck doesn't have enough cards to use against them, so I'm adding Gonti, Lord of Luxury to my Sideboard.

I think he will be useful against Control as well, although not many people have been rocking Control decks.

I have removed all copies of Abrade (gasp) because they just haven't been relevant for my meta. There was one person playing God-Pharaoh's Gift, but she can no longer make it to Standard Showdown.

Pretty sure Scavenger Grounds would help me there, anyway.

Speaking of, I've taken out a Scavenger Grounds for an extra Mountain.

I've moved a copy of Unlicensed Disintegration to the Mainboard.

We'll see how that goes.

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100% Competitive

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Date added 1 month
Last updated 2 minutes

This deck is Standard legal.

Cards 60
Avg. CMC 3.11
Folders Standard Decks, Wants, STD DECKS FOR RIX, rakdos bitchinness, deck ideas, Decks to try, Standard Decks, Decks to consider, ideas, MTGO, See all 26
Top rank #1 on 2018-01-27
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Revision 13 See all

3 days ago)

+1 Mountain main
+1 Unlicensed Disintegration main
-1 Abrade main
-1 Scavenger Grounds main
+4 Gonti, Lord of Luxury side
-1 Unlicensed Disintegration side
-3 Abrade side
+4 Abrade maybe