Sideboard


Control the board until you can bring in a win-con, and then control the board again.

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Win-Cons

Stormbreath Dragon: Haste for four damage, and is not that easy to kill.

Elspeth, Sun's Champion: A late game Supreme Verdict and can bring out chump blockers.

Assemble the Legion: Slow at start, but gets uncontrollable fast. At the beginning they are good chump blockers, but sooner than alter they become effective attackers.

AEtherling: It's my sideboard win-con against control and if I need more possibilities to win when they sideboard in Slaughter Games.

Board Control

Azorius Charm: An extremely versatile card. I can either bounce their creature for some much needed stall, draw a card, or even thought I rarely use this, give my creature lifelink to get myself out of trouble.

Chained to the Rocks: Excellent early game removal, and helps leave room for counters later in the game.

Supreme Verdict: No contest. Staple for any control deck with W/U.

Warleader's Helix: Might look expensive, but it has gotten me out of plenty hairy situations. Four damage/life is no small number; it can kill most anything and hits for unexpected 1/5 of their total life, and Stormbreath Dragon can hit for the win.

Detention Sphere: So I can get rid of those pesky Planeswalkers/Gods. Also, if there is any multiple identical creatures.

Magma Jet: Early creature removal, or just hit them for two, either way, I can set up my deck. Scry 2 is always nice if I either need more lands or more removal.

Turn / Burn: I can remove two creatures at once, or remove a fatty that would otherwise be irremovable.

Syncopate: Good for early game and late game counter. Plus, with Dissipate out of Standard, the exile can be useful.

Dissolve: Basic counter if Syncopate doesn't work in the situation, plus I can Scry 1.

Blind Obedience: It's not technically removal, but it gives me time to deal with creatures that have haste, and it basically voids any power Whip of Erebos has over me. Then of course, the Extort has saved me numerous times.

Draw Power

Sphinx's Revelation: A card that can bring you from a losing situation to have the advantage in a mere turn.

Divination: I would rather have [Jace, the Architect of Thought]], but I don't have any. It is a decent card nevertheless.

Thoughtflare: I have been debating between this and Steam Augury, but in a deck with such few win-cons, I can't let my opponent choose the pile. Plus, this card lets me get rid of any useless cards I would either draw or that are sitting in my hand.

Side Board

Glare of Heresy: Gets rid of pesky white Planeswalkers, I'm looking at you Elspeth, Sun's Champion, but it also helps against Voice of Resurgence, which is one of the most annoying cards for Control. There is also a rise in G/W decks, so it can help with early removal as well.

AEtherling: See top at Win-Cons.

Counterflux: Helps in counter battles against control match-ups.

Dispel: Same as above, except it is a little more sneaky, since most people aren't expecting a counter with only one mana open.

Mizzium Mortars: Need it to kill Stormbreath Dragon and it's not that hard to reach the Overload cost in this deck, which can effectively wipe the field.

Essence Scatter: I have this in my sideboard for every Blue deck I play with. It is so useful against any creature heavy deck.

Negate: Useful against control match-ups.

Comments

Date added 11 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

7 - 0 Mythic Rares

26 - 7 Rares

10 - 4 Uncommons

7 - 4 Commons

Cards 60
Avg. CMC 3.22
Tokens Emblem Elspeth, Sun's Champion, Soldier 1/1 RW, Soldier 1/1 W
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