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Torrent of Scarabs | Dimir Control

Pioneer Competitive Control UB (Dimir)

Iamme10000


Sideboard

Control/Combo (7)

Transformative (4)


Azorius Control? Big, fancy Teferi? Revelation? Approach? Ojutai? Please.

Presenting, Dimir Control. The deck with the most flexible answers, and the most versatile of wincons.

Swamp and Island are necessary to play Magic. Even split, six total for fetching and playing.

Drowned Catacomb and Watery Grave are untapped dual lands. Catacomb is slightly better here, but the shockland is still very relevant, especially for the post-board Turn 1 Duress .

Fabled Passage puts a card in the 'yard and grabs you a basic. Nice.

Fetid Pools can be a tapland or a cantrip. Both are meh. Together? Pretty good.

Temple of Deceit is the best tapland, accept no substitutes. Best turn 1 play this deck can pull off.

Field of Ruin is nonbasic hate, which feels like it could be very relevant in Pioneer. Not too much of an opportunity cost, not in two-color decks.

Castle Vantress is the second utility land, and it's quite good. You won't use it often, though, you can usually find a use for your mana. Nice to have on hand, though!

The ironclad core of this deck is being able to make sure nothing resolves, ever.

Censor is a card I had forgotten how good it is. Bleeds the opponent on-curve, smooths out your draws later in the game, fills your graveyard in case that's somehow relevant -- this little workhorse holds this deck together.

Drown in the Loch is a counterspell. That can also kill things. And costs only two mana. The only caveat is you need to kill some other things first? Uh, yes please.

Disallow makes sure that when you hit three mana, you can make things not happen. Hitting abilities isn't usually relevant, but it's a nice option to have to counter a pivotal activation.

Syncopate scales a little better than Censor , but exiling isn't always good in this deck. Still a nice one-of.

Because you can't counter everything, no matter how hard you try. Someone's always going to be going at your throat with little creature and 'walkers, and we can't have that, now can we?

Blacklance Paragon can either pressure 'walkers or trade with an attacking creature. While a little vulnerable to instant-speed removal, the ceiling is high enough that I'm willing to risk a one-of in the maindeck.

Fatal Push is old, tried and true. A couple fetches mean that the pair of pushes can hit bigger creatures with reasonable frequency, and hitting manlands and vehicles could prove to be extremely relevant.

Collective Brutality can pitch dead cards to impact almost any game in some capacity. Very versatile.

Grasp of Darkness and Cast Down are both CMC 2 removal spells that can trade up. Which proves to be better will depend on the meta as it shakes out.

Hero's Downfall is relevant in all matchups, killing pivotal creatures and annoying 'walkers alike.

Murderous Rider : Probably a better version of Downfall, but the life loss is a very real concern in a format where Burn can go off so quickly, though the creature is also nice in those cases. Works worse with Torrential Gearhulk as well.

Ritual of Soot will give you a clear slate, and can be effective against both annoying go-wide decks, quick double-spelling aggro, mana dorks, and animated lands.

Of course, games don't always go to plan. The following cards are here to make sure that you can adapt, keep the cogs of control turning, and make sure everything's peachy keen.

Thought Erasure is very good at "smoothing" your opponent's hand, giving you a ton of information, and making sure your next turn is a little bit better. Knowing when to hold up countermagic and when to crack this off is imperative.

Opt is something you'd think there would be more of, but Censor plays the cantrip game very well. Still putting in a brace of these bad boys to use up spare mana and filter draws.

Dig Through Time , when coupled with your cheap interaction and multiple cycling abilities, can allow you to fire it off for a scrumptious two or three mana. Nothing much to say here besides that Dig is good.

For five or six mana, you can break your opponent's back and coast to victory. All of these provide some form of impact immediately and can help stabilize in addition to just, y'know, killing the opponent.

The Scarab God is one of the best Dimir finishers in a while. If it sticks, you probably win off of reanimating creatures. If it doesn't, you can usually bring it back pretty easily. It's also a five-drop 5/5.

Torrential Gearhulk is an undercosted beast that can get you huge card advantage and/or tempo swings at the drop of a hat. You haven't lived until you've Hulked a Dig Through Time .

Liliana, Dreadhorde General is the newest finisher, and she comes ready-made with a sweeper built in and a way to grind out aggressive decks' last legs.

For your optimization pleasure.

Blacklance Paragon is just a good way to absorb the hits from big aggro decks.

Collective Brutality can buy you a little more time and kill a creature.

Duress will make mincemeat of any deck that tries to jam a noncreature spell.

Negate is like Duress : anti-control and anti-combo.

Drown in the Loch is brought in whenever you possibly can, because it's really, really good, provided you have a turn or two to breathe and disrupt.

Brineborn Cutthroat is more experimental tech to help deal with combo decks by bringing in a heftier clock, turning you into a weird aggro-control deck.

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Date added 5 years
Last updated 4 years
Legality

This deck is Pioneer legal.

Rarity (main - side)

1 - 0 Mythic Rares

35 - 4 Rares

16 - 4 Uncommons

2 - 7 Commons

Cards 60
Avg. CMC 3.21
Tokens Copy Clone
Votes
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