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Let it go Timmy, it's Countertown (1st Place FNM)

Standard* Budget Competitive Control W/U (Azorius)



Soooooo description. This is U/W budget control deck i had been thinking on for a while. Using a mix of control and spells that work off casting non-creature. Not a ton of time to type a more comprehensive description so I will do so later.



So I took my Control deck to FNM. I placed first.

Round 1: R/G Aggro 0-2

First game I lost because he swung in too fast for me to respond and stabilize the board. Second game I sided in Displacement Wave and a extra Planar Outburst but got stuck on 3 mana and lost.

Round 2: R/U Thopter 2-0

First game I started off well but couldn't get a planar til late game. Managed to Dig it and wipe the board while having decent land creatures and a well boosted Myth Realized. Second game I sided in Displacement Wave and bounced his thopters mid game. Got Narset out and board wiped then swung in for 18.

Round 3: B/R Devoid Burn 2-0

Both games i took damage till i stabilized turn fiveish then just controlled the board state from there on out. No real danger since most of my creatures had high power thanks to Noyan.

Round 4: R/W/G Ally 2-0

Was worried about this one because Allies can be fast and like the first round catch me off guard. First game went well, came off fast enough with some essential early game counters. Second started a bit more dicey but some spot removal kept me alive till i had enough land to control the board from then on out.

Round 5: B/U/W Control 2-0

I easily out controlled him. He didn't have near enough control to keep up with me. Dominated easily both games.

Round 6: B/G Aristocrats 2-0

Game 1 went well. Countered essential creatures that gained and lost life along with creature returns like rally. Used simple removal on annoying creatures like Nantuko Husk and Warden of the First Tree. Game two i didn't side anything in and played normal. Went easier since i knew what to expect.

Round 7 B/U Hand Disruption 2-0

This one i was worried about due to early hand disruption and creatures that were cheap and brutal Reality Smasher. Game 1 was rough due to a poor mana draw. I drew into some eventually and his few hand disruption cards didn't hurt too much. We both stalled mid-late game but i drew into a dig and came around stalling him permanently and winning with myth and noyan. Game 2 I got a solid draw and dominated from turn 3 on. By turn 7 it was over and he scooped.

Final Results: First Place going 12-2

The deck worked better than i expected save for the first round and Myth, Noyan, and Outburst just made the mid game brutal and game changing. Usually once Planar dropped it was over and there was no way they could stop my deck from winning within the next 2 to 3 turns.

Comments View Archive

ObeseBanana says... #1

I think you mean Chinatown

February 14, 2016 1:18 a.m.

f4i2001 says... #2

Nice deck strategy. I play tested my mono-green vs yours and out of 4 games I couldn't get yours to become a threat until around turn 7 or 8. I think you need some return creature to hand spells in order to remove early threats so you can ramp up your other spells. I like this as an awaken deck, but it takes too long from what I've tested to last against decks that can produce a win by turn 5. Another strategy would be to add cheaper card draw spells like Slip Through Space. You probably will only use this to draw cards, but it also triggers your Myth Realized for one blue. Anyway I like this deck a lot, I'm going to play around with my version of it and see how it does. Good ideas!

February 14, 2016 2:45 p.m.

blong217 says... #3

It's not supposed to be a threat till turn 7+. Basically it goes:

Turn 1-4: Stall with early counters and Walls

Turn 5-6: Stabilize board state with removal and creature drops

Turn 7+: Work towards end game and keep them from changing Board state

February 14, 2016 3:11 p.m.

Mr_Sausage says... #4

That's a bit late to be a threat, unless your meta has lots of slow decks blong217

February 14, 2016 3:32 p.m.

f4i2001 says... #5

The problem I ran into with trying to beat the deck I'm using with your deck was that you had no response to early threats (early meaning turn 1 and turn 2). Here's the scenario that kept repeating with my green deck:

In your hand I ended up with plenty of counter spells, but most of them cost 3 mana to cast. The cheapest was 1 +X (a minimum of 2 to counter something on turn 2) I mulled, reset and mulled repeatedly until I had a hand that I felt could counter a quick deck, but I kept wanting something to remove creatures from the field. At turn 3 you need something to remove creatures, then you buy yourself a little time to get set up. If not then by turn 5 that's game in my opinion. A couple times I did get lucky and have a Stasis Snare or 2, which helped protect until I could get Planar Outburst out, but turn 3 if I don't have 2 white mana available I'm screwed with your deck. I like the strategy, and I think it's almost there you just need something to deal with quick early threats. Since this is awaken, you could use Rush of Ice or Clutch of Currents. That way if they have a threat you can respond, or if you save til you can awaken, you have board control following a Planar Outburst just a thought.

February 14, 2016 3:32 p.m.

blong217 says... #6

Not if you get control of the board. If you have control of the board then turn 7+ is not late to be a threat.

February 14, 2016 3:35 p.m.

Mr_Sausage says... #7

Look at my Esper Standard Mill for ideas.

February 14, 2016 3:40 p.m.

Mr_Sausage says... #8

Whoops that's another persons. Ill change the name.

February 14, 2016 3:42 p.m.

blong217 says... #9

Did you side in displacement wave which is Hangarbacks worst enemy. Though I'm looking to add reflector mage for early game stall. Gonna get rid of Wingmate Roc in favor of more early game stuff.

February 14, 2016 3:47 p.m.

f4i2001 says... #10

Displacement Wave didn't even pop up once in all the tests I ran. Plus with only two of them in there it makes it less likely you're going to draw it. Plus even if you got that in your hand, you can't play it to remove Hangarback Walker until turn 4 because his mana cost is . Unless I kill him with Evolutionary Leap to spawn thopters Displacement Wave is "meh" at best. I'm serious, don't underestimate the benefit of a one return creature to hand or tap target creature spell. It's huge when you're thinking about delaying early damage. The problem is by turn 5 you have nothing in your deck that's going to consistently defend your life total as it stands right now. Just trying to help, because I think you're almost where your deck can be a major challenge to work around.

February 14, 2016 4:06 p.m.

Mr_Sausage says... #11

Can you test my esper mill out and give feed back? just go on my page since the link redirects to another page

February 14, 2016 4:28 p.m.

blong217 says... #12

I think I'm gonna make a more competitive version of this deck. Couple hundred dollars and without the sets which are about to cycle out.

February 14, 2016 7:32 p.m.

Massayoshi says... #13

f4i2001 Man, from what I know, for Displacement Wave bouce Hangarback Walker you just need to pay UU because his converted mana cost is 0.

blong217 Nice deck, I've been running a similar build... and I'm thinking about Reflector Mage... Do you think the tempo play from It might be a thing in the deck? And maybe Surge of Righteousness for the side, but not convinced in either cards.

February 14, 2016 8:05 p.m.

blong217 says... #14

I think they both would be good against tempo play. Yeah Displacement can bounce for UU, which is why I sided it against hangarbacks and tokens. Also bounces the X mana cost eldrazi.

February 14, 2016 8:26 p.m.

f4i2001 says... #15

Yeah i just confirmed the mana cost would be just UU to bounce hangarback, but unfortunately it just removes the counters. I guess for a deck that doesn't rely on tokens it's not very effective, but for a token deck you'd crush with that spell. Not saying it's bad by any means, but stasis snare or silk wrap is so much more effective for dealing with Hangarback. Thopters? What thopters? lol

February 14, 2016 8:46 p.m.

Silkwrap staves off early aggression, I would cut the High Sentinels of Arashin for three Silkwraps. IMO the High Sentinels aren't strong enough to win games. Alternatively Linvala, the Preserver is a strong control finisher.

Overwhelming Denial is four mana to counter a spell, that's too much. Play Void Shatter instead, it exiles which is relevant against Rally decks.

Horribly Awry is also good at countering early threats.

February 14, 2016 9:03 p.m.

I have two decks, maybe 3, to suggest you test this against, out of curiosity and to check strength. Mention if you'd like them linked, and if you need information on how to play them for optimal experimentation.

The first one, one of my friend's is a Mardu Aggro deck I helped refine. I believe it might be able to win by sheer speed and force, having outclassed Blue Tron and top tier Grixis Control in a Modern tournament without branching from the Standard legal version.

The second one, one I co-developed with the same friend, is a sort of Abzan Ally Sacrifice Control. I know. Awkward. I believe it would be a good match because of its absolutely absurd number of wincons - I've worked on it and played with and against it for months, and I don't even know them all. Lethal damage by one creature or 25, lethal life drain, instadeath remote life drain, high speed and power control deck aspects, and more will net the win for it. Testing should be interesting, because if it gets set up (which it can do sufficiently in 3-5 turns), playing a Planar Outburst automatically kills you, blocking favorably, and swinging into blockable combat with anything kills you as well.

The third one, one I personally designed, is a quirky midrange Temur Land Destruction deck. I could see it being totally knocked out by this in 19 games out of 20, or I could see it locking you out of blue, laughing as you run out of counterspells, and continuing to knock you out of land in general, holding you below stabilization until it can punch through victory in 9 games out of 10.

I look forward to hearing from you, and seeing if I can beat this list so you can make it better!

February 15, 2016 12:24 a.m.

NotSquishedYet could you give me a link to the Mardu Aggro deck? It sounds interesting.

Also can you just put the name of the deck on Tappedout in case the link doesn't work.

February 15, 2016 1:24 a.m.

Alright. Do you mean write out the name in the comments, or something else? I'm a bit new to Tappedout, so I'd like to check that I'm not missing a feature.

Here you go: Mardu Swarn Enchantments, (don't ask, just look). If the link doesn't work for some reason, check SGTbacon15.

Not to be condescending, but would you like a long run-down of how it functions for better testing? I've noticed that everyone who looks at it before playing against the creator piloting it sees it as a pile of junk cards. (Don't worry - with an early version two local Pro Tour placers playing it in Standard thought so too, and were blown speechless as they realized what was going on, barely stabilizing with Hand-hate against bad draws one turn before it would have annihilated them.)

February 15, 2016 1:38 a.m.

NotSquishedYet thanks, you did I exactly what I meant. It's just some people try to actually paste links, instead of using code. I don't need a longer run-down, I think I can figure it out.

February 15, 2016 1:46 a.m.

Also you can do this and it looks cool:

Mardu Swarn Enchantments, (don't ask, just look)

Standard SGTbacon15


February 15, 2016 1:47 a.m.

Good luck, then! For a quick primer, ignore the creature sizes. Focus on the interaction of the enchantments to see the combo-bomb, and look for the rest of that theme - there are a lot. Second, remember that 4 2/1s kill very, very fast with any enabler. Third, remember that the deck doesn't need reactive cards, because it wins by total aggro before there's anything to react to that Crackling Doom hasn't hit.

February 15, 2016 1:50 a.m.

Argy says... #23

You might want to test against this deck, too.


Standard Argeaux

SCORE: 39 | 74 COMMENTS | 7112 VIEWS

It's an unusual deck, but the destruction against your deck is interesting to think about.

When playing it destroy every Opponent Creature you can then hit with the Prowess Creatures.

February 15, 2016 3:43 a.m.

Loreshadow says... #24

Quiet Contemplation for 1 mana extra two turn creature taps when you counter a spell.

When you don't, tap Mage-Ring Network for ramp.

February 15, 2016 4:50 a.m.

Mickyplays says... #25

hey man what do you think of adding silkwraps and dragonlord ojutais?

February 20, 2016 9:11 a.m.

blong217 says... #26

Ojutai is amazing but pricey. Silkwrao would be a good side deck card.

February 20, 2016 11:54 a.m.

stepla says... #27


I play

Seeker of the Way for early Lifegain

Harbinger of the Tides for early Bouncing


Azorious Awaken

February 26, 2016 5:42 a.m.

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-1 Reflector Mage maybe
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