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Naya Control - Modern - Suggestions?

Modern* Control

ober0066


Sideboard


Maybeboard

Sorcery (1)

Planeswalker (1)


The goal behind this deck was to make a control deck, without blue. Obviously blue does control best, but I wanted to see how much of a disadvantage you are at without using blue in the deck, compared to with blue.

This deck wants to stall out the game with various removal and control elements and gain life to mitigate damage until we can slam down a Glorybringer or Sigarda, Host of Herons to beat down in the air. Mana denial and a large blocker/defender like Loxodon will also help this stalling plan.

Advantages: This deck has direct answers to the current meta that don't compromise the main goal of the deck:

-Anger of the Gods against Humans, Affinity, G/W Company, Elves, Pyromancer, Aggro, Dredge. Also, no one plays around Settle the Wreckage in Modern.

-Lightning Bolt, Path to Exile, and Lightning Helix hit most creatures in Modern. Helix can gain us some life to gain us time against fast decks until we can find an Anger / Settle or deploy enough blockers.

-Ghost Quarter obviously has plenty of targets in Modern, tron especially, and with players usually playing only a few basics, if paired with Ramunap Excavator can force concessions quickly.

-I like Banefire against control, death's shadow, and any match up where their lands pain them a lot, by turn 6-8 we have the potential to sideline them.

  • Surgical Extraction and Runed Halo are good in most decks in modern. It can essentially be a 4 for 1 (3 for 1 if the card has already been cast). It can find a target in almost every deck that is worthwhile and at worst it takes out some of their bigger creatures, pesky spells, or otherwise.

Incremental value: -Tireless Tracker+Fetchlands/Ramunap -Ajani Vengeant for addt'l removal or icy effects

Sideboard: This deck is weak to non-interactive strategies like storm, KCI, Griselbrand type, Prison, Control. So we try to bring in some answers to those.

We also can't allow fast starts, as we only have so much removal. We want to get to the late game fast to drop our bigger threats so affinity, bogles, pyromancer, and others have to be treated with -Detection Tower -Kataki, War's Wage -Stony Silence -Nature's Claim -Amulet of Safekeeping

Against non-creature heavy decks in game 1, like control, we can attempt to burn them out with Bolt, Charm, Banefire, Helix, and Ajani and we aren't stuck with a deck that does nothing the entire game.

Suggestions? I was thinking about - I've wanted to play with the card Silence for a while, would that fit in this deck?

Suggestions

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Date added 5 years
Last updated 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

6 - 1 Mythic Rares

37 - 4 Rares

11 - 7 Uncommons

0 - 2 Commons

Cards 60
Avg. CMC 2.68
Tokens Clue, Emblem Chandra, Torch of Defiance, Emblem Elspeth, Sun's Champion, Soldier 1/1 W
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