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Arcane Melee Control

Modern Control

Eskimole


Sideboard

Sorcery (3)

Enchantment (4)

Creature (3)


| ~ UWR Control ~ |

The deck plays much like any control deck: Slow down the opponent, remove threats, contain the board, win the long game.

Arcane Melee - This was the in the original idea for the deck, and was going to be used with Epic Experiment. As it is, the card is still really good with Devil's Play, but works amazingly with Sphinx's Revelation.

Devil's Play - This is the most common win condition. Most of the time, it is cast for 10+ damage, and then flashbacks for the win. Or use another hardcasted one.

Sphinx's Revelation - As said by a number of Pros: The card's power level is way above Standard.


The 1-of Isperia, Supreme Judge is not just for shmits and giggles, but does help the deck against both Aggro and Control. Against Beatdown, it provides a solid body against the assault, but mainly stops their attacks until they find an answer or have enough damage to push through. Against Control, she is a threat on her own, with 6 power, and is also a major counterspell target, which lets things like Devil's Play resolve. She also helps to gain card advantage if the opponent happens to attack with something like Thragtusk.

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Went 3-0.

Round 1: Bye (2-0)

Round 2: Bant Control: 2-1

Round 3: Esper Control: 2-0

Against Bant Control, the games were extremely grindy. In game 1, he eventually conceded as he was confident he could beat me in games 2 and 3, as the game was going for so long and there was no end in sight. His Tamiyo's ultimate in Game 2 gave him the win. Game 3 was won by a number of Geist of Saint Trafts, and a Devil's Play to finish it off.

Against Esper Control, the games were considerably easy. The counterspells were really effective at stopping the Planeswalkers and Sphinx's Revelations. If he did get a Planewalker out, it got Detention Sphered. He didn't have any threats, so I was able to just Devil's Play for huge both games.

Overall, the deck works. I was extremely grateful that I didn't have to play against any aggro decks, which are the main problem for this deck. I also only resolved Arcane Melee once in the tournament, and it got Detention Sphered away. I don't think that it is a very effective card, to be honest. It just seems to be overkill that isn't necessary, and that hinders me against aggro. I might take them out.

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Date added 11 years
Last updated 11 years
Legality

This deck is not Modern legal.

Rarity (main - side)

5 - 3 Mythic Rares

32 - 4 Rares

8 - 6 Uncommons

6 - 6 Commons

Cards 56
Avg. CMC 2.97
Tokens Angel 4/4 W
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