Sideboard


Creatureless mill control deck, because apparently I only like playing those types of decks.

The way to win using this deck is to deplete your opponent's library to zero cards. Our opponents will (usually) start at 53 cards and continue to remove one card a turn for each draw. We have 4 cards in this deck that will get rid of more of their cards- a playset of Sphinx's Tutelage.

Sphinx's Tutelage is the bomb of the deck. It means on every one of our turns, our opponent mills at least two cards. Doesn't seem like a lot, but when paired with a Monastery Siege or two, those cards mill quickly. It even has an activated ability that triggers itself and allows us to pitch useless cards lategame. This card can quickly spell death against mono-colored decks.

The best way for a control deck to win? Keep the boardstate clear of any vicious creatures! And what's the best way to do that? Boardwipes, killspells, and counterspells!

Crux of Fate is arguably the best boardwipe in these colors, possibly the best boardwipe in Standard. Wrecks all the creatures on the field- or doesn't, depending on the mode chosen.

Languish gives Crux of Fate a run for its money. At 4 mana, it's slightly faster with roughly the same effect, making it a hoser against aggro decks. However it doesn't stop big butts like Siege Rhino, Silumgar, the Drifting Death , or huge Eldrazi.

Complete Disregard hits a lot of valuable creatures at instant speed like Hangarback Walker, Monastery Swiftspear, Den Protector, Mantis Rider, Abbot of Keral Keep , and Jace, Vryn's Prodigy  . Best yet, it exiles the creature, keeping your opponent from getting all their Thopter tokens from their Hangarback Walker.

Ruinous Path is the new Hero's Downfall. At sorcery speed, it's slightly slower than the instant-speed Downfall, but lategame it gets better by being able to make a 4/4 out of a land. It still does the same thing for the same cost though: get rid of problem creatures or planeswalkers.

Ultimate Price is another great Standard killspell, hitting a lot of prime threats in the meta and being cheap and reliable to cast.

Clash of Wills is a great early game counterspell that can be a real surprise to your opponent even late game. Also useful in a counter war. It gets the mainboard spot over Negate since Clash can counter any spell.

Despise is our one-mana answer to creatures and planeswalkers in the hand we definitely don't want hitting the battlefield. Discard is always very nice, especially to the things that threaten our life total the most.

Disperse is our way to deal with things that blue and black can't deal with- artifacts and enchantments. It's also good for burning on attacking creatures.

Ob Nixilis Reignited is value on a card, enough said. His +1 is amazing, giving us gas while milling the opponent with a Tutelage out, and his -3 is another Murderous Cut to get rid of the opponent's best creature. His -8 is backbreaking, but unlikely to achieve; it's also win-more, as we should be well on our way to winning by the time it comes out.

Scatter to the Winds is our only hard counterspell, and just like Ruinous Path, gets better as the game goes later. Getting a 3/3 in addition to countering a spell is pretty great, and it's the 3-mana "counter target spell" that's strictly better than Cancel.

Send to Sleep is a great way to keep unfavorable creatures from attacking, like Hangarback Walker, Siege Rhino, artaka, world render, and Woodland Wanderer. The best part is that even with all the Delve spells, Spell Mastery is easy to proc and making their best creatures unable to untap next turn is a great way to delay their chances of winning.

Card draw and card advantage is a huge part of a control deck's game. The ability to generate consistent cards outside your draw step plays a big part into how much gas you're able to retain as the game drags on.

Dig Through Time is just value. Digging 7 cards deep is a substantial part of the deck, and being able to pick any 2 of those seven is double the selection of Anticipate. It's the ability to dig through the top of the deck and get 2 answers to the boardstate that makes it better for this control than the straight draw 3 from Treasure Cruise. For with Delve, that's amazing.

Dragonlord's Prerogative rounds out the draw spells. It's never going to be uncounterable (due to the lack of Dragons in the deck), but it is at instant speed and draws a huge 4 cards for huge Sphinx's Tutelage triggers.

Fascination is a huge mana dump that, with Sphinx's Tutelage, becomes a huge mill machine. A 1-of since we only want to see it late game, and we don't want any more sitting in our hand.

Monastery Siege is our way to draw more cards per turn for more Sphinx's Tutelage triggers. Either Khans or Dragons mode is relevant to most games, but obviously the Khans mode should be the chosen for the first Siege.

Treasure Cruise is to help get some gas for Sphinx's Tutelage. Generally it is my opinion that Dig Through Time is better for the control deck since it gives you a rather large selection of options to choose from rather than just 3 off the top. However, Dig does not trigger Sphinx's Tutelage, and the deck needs more triggers, so a slot for Cruise was made.

Disdainful Stroke is great against the midrange decks that love playing those Siege Rhinos, Thunderbreak Regent, Woodland Wanderer, and Hangarback Walker.

Dispel is an excellent counterspell against other control decks that go heavy on the instants.

Foul-Tounge Invocation is excellent against the pesky Esper Dragons and their hexproof.

Negate comes in to help Negate the control matchup. It also stops key cards like Dig Through Time, opposing Sphinx's Tutelage, Dromoka's Command, Hardened Scales, Ugin, the Spirit Dragon.

Orbs of Warding helps protect against opposing Sphinx's Tutelage, Dromoka's Command, Exquisite Firecraft, and Foul-Tongue Invocation , and it reduces the damage taken from opposing creatures.

Palace Siege is currently a test, as an alternate win condition against control decks. Drop it and watch the lifedrain.

Send to Sleep is a good card to slow down aggro decks.

Sire of Stagnation is in the sideboard because it's another surprise card. When playing against control decks, opponents tend to side out most of their removal because there traditionally aren't many creatures in control decks. Bur Sire of Stagnation can come in out of the side to mess with the opponent's land playment, so that when they do play a land, they get rid of at least the top 6 cards of their library when there's Sphinx's Tutelage out. Plus in the sideboard it can still be counted as a creatureless deck.

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Revision 10 See all

(8 years ago)

+2 Complete Disregard main
+3 Despise main
-2 Murderous Cut main
-1 Negate side
-1 Ruinous Path main
-1 Scatter to the Winds main
Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

1 - 3 Mythic Rares

22 - 2 Rares

13 - 2 Uncommons

6 - 8 Commons

Cards 60
Avg. CMC 3.40
Tokens Emblem Ob Nixilis Reignited
Folders 2015, I wanna build, Want, decks i want to build, jace, tutelage, aaa, Game Day, ideas for Abzan Aggro post rotation , The Dream is Collapsing
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