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Izzet Red Blue Burn Control

Modern* Aggro Burn Casual Control UR (Izzet)

Kman8301


Sideboard


This is my control deck. It works by keeping creatures off the board at all costs. It uses burn spells to take off the creatures that make it through the storm of counterspells, and counterspells anything remotely benefiting the player. This deck is in it for the long game.

Card Overview

There are burn spells a plenty in here, all meant to either:
  1. Kill the Enemy Creature
  2. Finish off the Opponent

Electrolyze: This one is nice early game and late game. It keeps your hand constantly stocked, and can remove pesky 2/1 creatures. The ability to divide up damage is also nice. Begone 1/1s!

Izzet Charm: This one is kind of a catch all, and will be included in all spell categories. It's second ability is very applicable here, allowing you to get rid of 2 health creatures at 2 cost, along with being able to counter and draw. Very nice card.

Lightning Bolt: A simple, but effective card. Kills most creatures for one mana, and also brings down 1/7th of the enemies health for one mana. Along with all the burns of the creatures, you can bring down your enemies health very quickly, even late game.

Flame Slash: A very nice instant that, when combined with one of the above spells, can take down most ramp creatures for a total of two or three mana. That's very nice considering the opponent most likely spent six to ten mana casting that spell. This spell is good for all around creature removal.

Counterspells make up the bulk of the deck, and do exactly what their name suggests: counter spells. Each is slightly different, and has their own purposes.

Counterflux: A nice spell against big creatures or a spam of spells on a stack. Allows you to get past decks with counterspells in mind, or eldrazi in general. Get out of here Emrakul, the Aeons Torn, I want to win this game.

Disallow: The heavy hitter when it comes to counterspells. It pretty much allows you to counter anything, all for three mana! Make sure your opponent doesn't get anything at all.

Essence Backlash: This is also meant for ramps. If your opponent puts out a 15/15, not to worry. All that 15 is going right back at him, AND he doesn't get a creature! It's a win/win (for you)! This is, however, one of the most expensive cards in this deck, so when it comes up, be prepared to lose mana.

Izzet Charm: This is Spell Pierce 2.0, but for one extra mana. It allows you to counter responses, although not as effectively as other spells. Where it shines is, like I said earlier, its versatility. I can counter, burn, and draw. That is always useful.

Mana Leak: This is nice early game and late game, early game when your both your opponent and yourself has very little mana, late game when your opponent uses all his/her mana to cast something big. Its a nice quick and agile spell.
Because this is a control deck, there are not many creatures in the deck. However, the ones that are in it play very nicely with the rest of the deck. Same goes to the planeswalkers, both of whom I personally like.

Curious Homunculus  : This dude is an upgraded version of Goblin Electromancer with added bonuses. Every single instant and sorcery costs less, meaning that Mana Leak becomes a one drop, Disallow is a better version of Counterspell that's modern legal, and Mizzium Mortarses can be played rapid fire. In addition, you get a 3/4 with prowess. This is all for two mana. WTF!?

Bedlam Reveler: A good win condition. Allows you to gain card advantage while also providing a potent threat. This is also a 3/4 for two mana, which is always good.

Pearl Lake Ancient: The actual win condition. When all else fails, this will be there to sweep up the mess. Also, it has prowess. Yay prowess.

Chandra, the Firebrand: This planeswalker acts as an upgraded Thermo-Alchemist, with the benefit of being able to 1. Copy Spells and 2. Board wipe. It's very effective late game.

Ral Zarek: This is another win condition card. Pair this with Thermo-Alchemist to deal 2 damage every turn and build up loyalty counters, then either deal lots of damage in very little turns, or take lots of other turns to finish off your opponent with spells. He's very special, so make sure he doesn't die (or leave, or whatever the deal is when the loyalty counters of a planeswalkers run out).
The other cards in this deck are mainly card searches to keep your hand well supplied, and also giving you the ability to always know what is coming next in your deck.

Izzet Charm: The last ability of Izzet Charm allows you to supercycle, drawing two cards instead of one. It's nice in a pinch, but only in a pinch.

Ancestral Vision: Play this early, and you’ll be rewarded. This refills your hand when you need it refilled. A very solid draw spell.

Serum Visions: This card gets you more cards as well as lets you see your deck, all for one mana. It's like Opt, except you don't get to see your draw first, you scry 2, and it's a sorcery. It is still a powerful deck search.

Elixir of Immortality: Gets you life back if you lost it early game, and also recovers your instants and milled cards. Try to use this after casting Bedlam Reveler and Curious Homunculus  .
The sideboard is still a work in progress, though its main goal is to respond to threats that the main deck didn't prepare for. This includes artifacts, enchantments, and opposing control decks/aggro decks. It will eventually become more efficent.

Strategy

You're going to want to start the game with two lands, a counter spell, and a burn spell. The rest of your hand can be what ever. You're also going to want a card search like Opt, though you don't need it. By turn three you should have three lands out. Counter everything the opponent casts. If you can't burn it away. Spend one turn playing a creature like Guttersnipe, preferably early on when the opponent has little mana, or when you have a burn spell in hand ready to be played. Keep on countering until you get a planeswalker, and play that one ASAP, or as soon as it's safe. You can then start slowly burning away the opponent's health, while maintaining control of the field. Finally, when your opponent's health is low enough, make a move with one of your planeswalker's minus abilites, and win the game. Sideboard for the deck they were playing to make the deck more effective. Some cards that you can get rid of easily are Counterflux and Essence Backlash.

That's everything! Hope you enjoy the deck! Be sure to upvote the deck, have fun, and remember: "The only action worth taking is one with an unknown outcome" - Nivix Guildmage

See Ya!

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Updates Add

Added a sideboard. It’s crappy, so I need some input on it. Should do for now.

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54% Casual

46% Competitive

Date added 5 years
Last updated 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

5 - 0 Mythic Rares

17 - 2 Rares

18 - 2 Uncommons

9 - 11 Commons

Cards 64
Avg. CMC 2.79
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