Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Pre-release | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Standard | Legal |
| Standard Brawl | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Rules Q&A
Think Twice
Instant
Draw a card.
Flashback (You may cast this card from your graveyard for the flashback cost, then exile this.)
legendofa on
First Deck (UB)
1 month ago
Welcome to the club, jaliqai!
If you're aiming for Reanimator, you have a pretty solid base. For specific card suggestions, the main upgrade I see are for speed and efficiency. I suggest filling out the playset of Otherworldly Gazes, which let you dig deeper and faster than Dreams of Laguna. Think Twice isn't especially efficient here, so I would replace that with something else that lets you discard a big creature that's stuck in your hand, like Chart a Course or Macabre Waltz. Six reanimate cards is on the low side, so consider a couple more of those. And finally, Sephiroth's Intervention and Refute are pretty slow as removal/control. Look for more lower-cost options that do one thing well, instead of doing two things kind of okay.
But I can see the shape of this deck, and it looks pretty good. Above all, have fun!
Caran_Lyg on Room Interaction
1 year ago
Does Charred Foyer / Warped Space interact with Flashback effects? For example, I cast Think Twice, goes to graveyard and cast for its flashback cost, goes to exile, then use Warped Space effect to cast Think Twice from exile. That last step where I cast it from exile, where does it go after? Back to exile or graveyard? Thanks for the help in advance.
wallisface on
2 years ago
Some thoughts:
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cards that only gain life are very weak/useless in magic. Lifegain is already one of the absolute weakest strategies, so including cards that only gain life us normally a bad idea. In that vein, i’d suggest ditching Diamond Mare (there’s a million better creatures to run instead) as well as Radiant Fountain (your deck requires a lot of blue-pips, and you’re better off running all-islands for Tempest Djinn).
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Divination is going to trip you up because its sorcery speed means you won’t have the mana available to interact with your opponent during their turn. Think Twice would be better, or really just anything at instant-speed.
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Mana Leak will serve you better those clumsy 3-mana counterspells
Dead_Blue_ on
Magic: The Countering
2 years ago
Counterspell is now legal
Impulse or Consider over Think Twice
Tarmogoyf is like 10$ if you ever felt like adding some or perhaps Murktide Regent
Dead_Blue_ on
Murky Waters
3 years ago
I read your whole comment and appreciate the time you took for the write up. I really don’t want this to be a Dimir deck but I am planning to replace a few graves with Misty Rainforests
You’re not wrong in your assessments, having played Control as a secondary deck for years now I’m very familiar with almost all the cards you mentioned.
The thing you said about top decks, is why I used to have Think Twice in this deck over Consider… this deck pretty much never wants to go to top deck mode
Anyway instead of breaking down the pros and cons of the many viable cards you listed here’s where my head is at. I know Cryptic Command is too slow, I have barely ever cast it in any match up. I’ve been using it as a middle ground between the 4th copies of Dismember and Archmage's Charm I’m just not sure which I need the 4th copy of more since both have been all stars, what is your opinion?
Next on the table is Snapcaster Mage, it’s such a legacy card that it feels bad to want to cut it but I’ve seriously been thinking of dropping it in favor of 2x more Consider. What are your thoughts? Only thing that concerns me is cutting snap makes Unlicensed Hearse worst.
I think Unmoored Ego does need a sideboard slot, probably in place of Iymrith, Desert Doom which is only there for testing & flavor right now …do you think Surgical Extraction might be a better choice?
Degaine on
Why is Mulldrifter not a fish??
3 years ago
"This style of dimir" is like 3 decks combined together: Alchemy, Angler-delver and UB Control. I can believe that you can mill yourself out with alchemy, AC, preordains and mulldrifters pretty easily.
- If you want to play angler-delver - swap mulldrifters for delvers, add brainstorms for alchemy, change preordains for ponders.
- Alchemy plays only augurs and anglers. Or at least play one Stream of Thought
- UB control would cut alchemy and throw more spells or non-selfmill CA. Black rose could be helpful.
I would cut main justice for Arms of Hadar. Maybe not repeatable but kills all bully creatures and they can't even protect themselves. Imo AC is not that great of a card. In alchemy it is fine, but even only one bog and this card just feels sad. In the same slot you can use Behold the Multiverse, Think Twice and Pop Quiz - this last one is weird, cause it can ramp you&gains you life and provide reasonable threat later. I takes 5-6 slots in SB, but after little testing, I am very surprised how good this CA is.
wallisface on
3 years ago
I’m going to add here a description of what a control decks purpose is about, as hopefully this helps with your deckbuilding decisions.
The primary goal of a control is to win by having more resources in-hand than the opponent, while ensuring the opponent can’t do anything too dangerous on-board. In this vein:
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you need ways to increase your hand size, to get ahead of your opponent in cards - so you need ways to draw 2-or-more cards (or, a card that draws as-well-as disrupts, in one package) Current control decks typically do this vua 4x Archmage's Charm and 2x Memory Deluge. But other options include Into the Story, Think Twice, Expressive Iteration, Cryptic Command, etc. Without a way to get more cards than an opponent, a control deck will run out of resources, and then lose to top-decks.
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you need a way to finish the game that also provides incremental value. Control decks want creatures that 2-for-1, so that they maintain their resource advantage - so their creatures are things like Snapcaster Mage, Solitude, a cycled Shark Typhoon, or failing that manlands like Celestial Colonnade. If the creatures you use don’t provide you resource advantage, then they’re more likely to hurt your plans than help you.
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lands are super important. You need to be able to cast resources from your hand to gain & maintain your advantage. A control deck that can’t play a land everyturn for the first 4-5 turns of the game, will very-often lose. Because a Control deck often has a near-full hand, there’s often no-such-thing as drawing “too many” lands, while drawing too-few is disastrous.
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So, in summary, every-single-card in your deck that isn’t a land, either needs to provide some form of resource-advantage, or trade 1-for-1 with an opponents card (i.e Counterspell, Prismatic Ending etc).
Taking the above points and comparing them to your current build:
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Deflecting Palm, Boros Reckoner, Hover Barrier, Ugin's Conjurant and Basri Ket are all bad choices as they offer you no form of resource advantage (and some of these, like the Conjurant, are just terrible in general).
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Your selection of counterspells leave a lot to be desired. Too many if them have very specific targets on what they can counter, which isn’t ideal as it means your “resources” may sometimes be useless. A lot of these also cost a LOT more mana than what they should, considering their average effects.
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you don’t have enough ways to gain resource-advantage.
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your land count is waaay too low.
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you have no “finisher” card that actually wants to be in this deck.
heckproof on
3 years ago
@Ragescoop Gosh, man, don't remind me Think Twice exists or I'll have to play it, even if it's bad XD
I'd probably consider Fire / Ice before Think Twice in the 2-drop cantrip slot though




