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[Gentry] Azorius Control

Standard Budget Control WU (Azorius)

brechttomme


Maybeboard


Hey there! Ever since I started playing Magic, I've loved the Azorius colours and the control archetype (despite it making my opponent salty some of the time). I figured the deck got some very good new cards in Amonkhet, so why not give it a try? Note that this is not intended to be a top tier deck, just something to play casually, between friends. I'm looking for any improvements you guys can suggest; the idea is to have a consistent deck that controls the game until we get to later turns in which I can play (and protect) my big creatures that finish the game. I'd definitely like to remain , though am open to splashing a third colour (likely or ). Keep in mind that's not easy to do without rare lands though, which I can't play due to the format restrictions.

The Gentry format Show

That aside, let me explain my thought process concerning the cards in the deck!

I first wanted to add Irrigated Farmland but unfortunately they are rare rather than uncommon, and so not worth it in the format. So, to cover the dual lands, they'll simply have to be taplands. I should note these are counted as commons in the Gentry format, because cards like Stone Quarry have been reprinted as commons, and it wouldn't be fair to discriminate against certain colour pairings.

Note that the skew towards Islands over Plains might seem too heavy, but we have a lot of counterspells we'd like to play early. As they say: prevention is better than a cure. This cure is covered by the white removal spells, but doesn't seem as important to get super early on in the game. What do you think? Skew towards but not this much?

The new addition of Censor has surprised me quite a bit. Upon initial reading it didn't seem very useful, but the fact it cycles for just one makes it never a bad card. Early on it's a cheap counter, and later you just cantrip it.

Cancel and Spell Shrivel are played as catch-all counterspells in place of something like Void Shatter or Disallow, simply because they are commons. I don't feel they are much worse, and the exile effect of Void Shatter is covered in Spell Shrivel.

Essence Scatter and Negate are specific counters, but I seem to always find a use for them. My meta is slightly heavier on enchantment shenanigans, which is why i added in one more Negate than an Essence Scatter. It's also the counter that will protect our win conditions from opposing removal spells later in the game.

Speaking of removal, this is where we transition from to . What we can't prevent, I suppose we'll have to cure in the end. 3 copies of Immolating Glare are to deal with creatures that see our empty board and try to smash face. Perhaps Blessed Alliance is better though, as it is more versatile, and we likely won't allow too many creatures to attack at once anyway (by virtue of not allowing our opponent to play a lot of creatures), so sacrificing a creature instead of destroying a target creature isn't always going to be worse. In fact, it could be better against indestructible Gods and/or Eldrazi.

Stasis Snare can do the same, but also deals with pesky creatures that don't attack but rather rely on their abilities. Exiling instead of destroying can be relevant against other Gentry decks that try and be sneaky with the new Gods, since they do seem to be quite popular. Exiling one of four rares in the deck, perhaps their best card, then seems like quite the deal.

Cast Out is somewhat redundant with Stasis Snare, but has two big advantages: it can cycle for a single , and can also exile artifacts or enchantments that we failed to counter.

The deck then includes a single Fumigate. This is an awesome board wipe that can keep us in the game due to the life gain, though all / board wipes (to my knowledge) being rares really hurts, as it means we are very susceptible to aggro decks and token/weenie decks that go wide. Does anybody have any suggestions for that issue? There are a couple of non-rare sweepers in , like Flaying Tendrils, but I'm not sure that's worth splashing into a third colour for.

Hieroglyphic Illumination is a great new card from Amonkhet, for it's two modes: either we pay one to draw one card, or to draw two. Cycling seems quite underrated (though it's not technically card advantage, it's still very useful in practice). Of course we'll want to draw the two cards as often as is possible, but sometimes it's not necessary. The other option in this slot is of course standard-staple (at uncommon rarity) Glimmer of Genius, which is also amazing due to the scrying, but it's less flexible and the energy won't be used. What do you think? Better to go for Glimmer of Genius anyway? Or stick with Hieroglyphic Illumination?

Note that two of our creature finishers also have an ability tacked onto them that lets us draw cards. These seem expensive, but in practice they're great, especially since we're usually keeping up mana on the opponent's turn (for counterspells or instant removal). If they end up not playing anything we need to counter or remove, these abilities let our untapped lands do something rather than go to waste for the turn. And in the end, just having card draw on a stick (an engine, if you will) is very powerful in these kinds of restricted formats.

Our creatures are essentially our win conditions. We're only playing 5 in the deck, 3 of which constitute our rare/mythic allowance of 4, because we want these single cards to be very powerful and robust. To start off, we have two copies of the uncommon Aerial Responder. I feel like his combination of keywords is invaluable. Flying let's us hit face most of the time, while healing with lifelink in the process (to recover from early aggression). Vigilance is also amazing against all those 1 and 2 power creatures opponents may play, that you can then still block after attacking. In fact, this seems like one of our better cards against aggro and token strategies, since we may only be able to kill one of their weenies a turn, but it does also heal us in the process. I'm not sure if I should play more copies of Aerial Responder or not. They are still vulnerable to removal, though are thankfully out of range of spells like Shock and Magma Spray.

Kefnet the Mindful is cheap to play and hard for our opponent to get rid of. Even when he's not active, so to speak, he still acts like a permanent enchantment as the Theros Gods would, but instead of having a passive effect, he has an ability to trigger. When I first read the card, I thought "7 cards in hand at all times will be too hard to achieve", yet in playtesting, I've found it's much easier than it seems. We have card draw, usually don't play many spells since we're often waiting to just counter our opponent, and Mr. God here enables himself quite easily. Note you can also just draw your card for the turn to have 7 in hand, attack with him, and then play your lands and spells in your second main phase when you don't need him to be active anymore. For an indestructible guy with card draw that puts your opponent on a 4-turn clock, the measly mana cost seems quite okay to me!

Glyph Keeper is honestly just a new sphinx I want to try out, but he seems very good because he's so persistent. His downside is opposing flying/reach creatures that block him with his lowly 3 toughness, but we have removal like Stasis Snare and Cast Out to get rid of them. Opponents that do end up being able to burn him down, will then have the absolute pleasure of going through all that trouble for a second time when we embalm him from our graveyard (also great card advantage, by the way).

Sphinx of Magosi is a creature that, to my knowledge, is 100% overlooked since he comes from the welcome decks, and what card from a welcome deck could actually be any good, right? Yet this guy fits snugly into a control deck. A flying, expensive finisher: that's the standard job description. 6 toughness resists a lot of pain, and we can always sink mana into him to increase this even further. Opponents that aren't careful can see this enter the battlefield and then swing at the dome for 8 damage or so the turn after. But the counters aren't the main thing that attract me to this sphinx. It's the aforementioned card draw on a stick. This guy isn't indestructible like Kefnet the Mindful is, and can be dealt with by any "destroy target creature" effect, which is why I'm not completely sold on him yet, but every time I've played him the card draw has provided so much value.

A possible replacement for either of the sphinges is Sphinx of the Final Word, who is an amazing control finisher because he is so resilient (can't be countered, hexproof and flying). and in control mirror matches he stops the rest of our spells from being countered, though that clause doesn't trigger too often. Replacing Sphinx of Magosi would make all three of our real finishers (Kefnet the Mindful, Glyph Keeper and Sphinx of the Final Word) very difficult to deal with. Indestructible, a once-per-turn shield + embalm and hexproof are not things our opponents want to see. In that regard, I've even considered dropping the two copies of Aerial Responder, simply to void any creature removal cards in our opponent's deck. After all, making some of your opponent's cards useless is a form of control by itself. What do you think in that regard? It's probably too dangerous considering our weakness to early aggression, right? Also, who gets your vote for the end of the curve: Sphinx of Magosi or Sphinx of the Final Word? I may add that there is of course another extremely popular option: Torrential Gearhulk. Outside of his real-life cost, though, he's also hindered slightly by our removal being mostly enchantments, and him not having flying.

Thanks all, for this not-so-comprehensive decklist! I hope you all enjoyed my thought process, and I look forward to improvements I can make (that still fit within the format). Any suggestions for sideboard cards would also be appreciated, as I haven't put much thought into that.

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After playtesting, I'm definitely leaning more towards Blessed Alliance over Immolating Glare, and Sphinx of the Final Word over Sphinx of Magosi.

The reasoning for the former being its versatilty. Blessed Alliance can take out Ormendahl, Profane Prince  Flip, and is good against creatureless decks (like some burn decks), where it can just gain you life to hold on longer and make your opponent use their cards. We already have cards like Stasis Snare that become almost useless against creatureless decks, so it's better to not play too much into that weakness. As a note, Blessed Alliance is also great in the mirror match, because it doesn't care about indestructible, hexproof or shields that counter targeting spells.

As for the second amendment (heh), I've found opponents always have some form of creature removal, and I'd like all my creatures to be peskier to deal with. Whether indestructible, hexproof or a shielding ability. In that vein, I'm also decreasingly sold on Aerial Responder. I may just switch it out for some extra card draw, since I do need to always have card advantage over my opponent (which is not helped by removing Sphinx of Magosi). If healing would be necessary, we have the Blessed Alliance for that. Perhaps adding four copies of that would be good, and one copy of Glimmer of Genius or something similar, in place of Immolating Glare and Aerial Responder. What do you think?

As an aside, this deck won most of its matches against other Gentry decks (and even some Standard decks), even when "mana screwed" - as long as 3 mana was available to keep counterspelling and removing opposing threats. That seems to be the critical amount of lands. It should also be noted that this deck actually has a decreased chance of getting mana screwed thanks to the cycling mechanic on many cards.

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Top Ranked
  • Achieved #58 position overall 6 years ago
Date added 6 years
Last updated 6 years
Exclude colors BRG
Legality

This deck is not Standard legal.

Rarity (main - side)

1 - 0 Mythic Rares

3 - 0 Rares

19 - 0 Uncommons

17 - 0 Commons

Cards 60
Avg. CMC 3.03
Tokens Glyph Keeper 5/3 W
Folders Gentry, Budget Modern, magic, Azorius, mayybe deck, something
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