Idea for Blue/White Tempo Control, Help Needed
Posted on Jan. 5, 2017, 7:50 p.m. by Konglicker
Hey guys! So right now I'm running this deck in standard that I really like right now. It isn't blue/white flash with all spirits, but I consider it a well-rounded blue/white tempo deck designed to disrupt my opponent's plays in order to buy me time so I can win with my aces: Thought-Knot Seer and Reality Smasher. Both are agro-control creatures in their own right and I like that play style.
What I want to know is how I can upgrade that to Modern caliber: a creature-based aggro+heavy control strategy. Some cards I'm thinking about including are Authority of the Consuls to hose haste creatures, goblins and tokens, Kami of False Hope to waste my opponent's combat phases, Dryad Militant to hose graveyard strategies, Reflector Mage and/or Spell Queller to bounce creatures or counter spells, and of course rounding the curve with Thought-Knot Seer and Reality Smasher to pound face and disrupt my opponent's hand. Some of Modern's best counters like Mana Leak and Remand might be included too.
Is this a sound strategy going in the right direction? I need suggestions for cards, and all suggestions are open.I am aware of the Hatebears and Bant Spirits strategies.
If you want to play tempo i would strongly suggest a Delver of Secrets variant.
Bant is much better at casting Eldrazi then regular UW.
January 5, 2017 8:22 p.m.
There is nothing really Dryad Millitant shuts off as a deck plan that isnt just value. You play proper hosers like RiP if you want that. And waisting a single combat step for 1 card isnt great. And without Eldrazi temple, your threats are outclassed on turn 4-5 by either getting killed. Or bigger goyf.
January 6, 2017 2:10 a.m.
What they're pointing out is that your goals are a mishmash of three archetypes better captured individually by (Grixis) Delver, Bant Eldrazi, and to a lesser extent Death & Taxes. Ignoring for the moment any issues with power level of your threats or speed with which they come down, having a little bit of several different plans means you're not well positioned to fully implement any of them. You'll frequently draw "the wrong half" of your deck.
Tempo and control are two very different game plans, and the Eldrazi you want to play are really better thought of as strong Midrange cards.
Tempo is generally a specific kind of Aggro strategy with cheap early threats that it rides to victory while disrupting opponents' efforts to catch up with counters, mana denial, or cheap removal and burn. Control, on the other hand, plays a delaying game early on not so it can ride a cheap threat but rather so it will still be alive long enough to land a big threat that can win on its own.
What do you most want the deck to accomplish?