Sideboard

Instant (2)

Sorcery (6)

Enchantment (2)

Artifact (1)


Maybeboard

Creature (1)


<><><><><><><><><>Overview<><><><><><><><><>

A Midrange tempo deck that accel's at removing the opponent's board presence and playing down hard to deal with threats. I've played this deck for about 6 months now, but I'm always open to feedback and always see room for improvement!

---------The Beasts---------

Boros Reckoner: This guy is perfect for stalling games, or smacking people for damage. Throw him down and he has a huge board presence as a threat to your opponent's creatures, or put him down on an overpopulated board before Blasphemous Act for 13 damage to your opponent.Overall great for helping us get to our mid-range! (He's also very hard to remove without using his damage ability unless your opponent is in black as well).

Blood Baron of Vizkopa: Your opponents in black 'eh? Well that removal they used on the reckoner ain't gonna cut it for this guy. Protection from black and white is very strong against removal in the current meta, and this guy comes on what will be mainly a 4/4 lifelink body, occasionally becoming super sera ascendant. He helps us survive, as well as presenting a win-con, thus he's a very good mid-rangey creature for our purposes.

Obzedat, Ghost Council: Lifegain? Check! Damage? Check! Hard to remove? Check!!! What more could you want out of this guy? (Blocking? meh....) Obzedat is hard to remove, restores our life to stave off aggro, and deals damage each turn to help us kill our opponent! He doesn't do it the fastest, but hey, I said long term threats, right?

Aurelia, the Warleader: She's our finisher, she pushes our five drops' power level to lethal with the double attack letting us lifelink 8 from our blood baron or swing for 10 out of nowhere with Obzedat. She herself does 6 damage per turn in the air and can still block! Perfect for the capstone in our deck.

-------------Spells-------------

Dreadbore: Your standard "No questions asked" removal spell. Got a problem creature? This will fix it (or planeswalker). This helps us take out threats and extend the game to our midrange. I'll take 3.

Read the Bones: I'll read me the bones any day! This lets us dig through potentially 4 cards to find what we need and at worst its a slightly more expensive sign in blood. It helps us filter land, dig for answers, and dig for threats. 3 is the right number because we don't really want to see this against aggro, but in every other case it's a star.

Rakdos Keyrune: After a hiatus, he's back, and better than ever! Dodging sorcery speed removal since he came out, he also gives us mana ramp and fixing! Plus its a 3/1 with first strike, sounds strong to me. Give me 2 of him, because he isn't spectacular vs. aggro.

Anger of the Gods: Feeling overwhelmed by your opponents board? Dish out this anger filled "wrath" for 3 mana! Wipes out mono-red's beats and mono-whites beats too. Doesn't even touch our creatures for the most part though! This is a must to help us survive aggro decks and make it to late game.

Whip of Erebos: This card is great. It gives everything lifelink, and lets us reanimate if only for a turn... unless of course it reanimates Obzedat, Ghost Council! If they happened to remove your Ghost Council, you can bring him back! Given he survives until end step, he'll be exiled and come back happily next turn!

Mizzium Mortars: There are times when I like my board, and don't feel like burning it with Blasphemous Act. At times like this we call upon Mizzium Mortars to burn away their board while keeping ours intact! It also acts as a 2 mana removal spell. Overall great card for board control, I'll take 2.

rakdos return: Damage & Discard. Perfect for putting them on the backfoot. Don't have a sire? A 5-6 mana rakdos' return will make them discard most of their hand and burn a chunk of their health. I like this card, but since it's higher up on the mana curve we'll only play 2.

Doom Blade: An awesome removal spell, but I think Dreadbore is better right now, so only 1 of these for those cases where instant speed is a necessity.

Magma Jet: This card is quite nice. Scry for 2 and remove a creature? I'll do it. Even if you end up burning the face of a control player the scry is still nice! I'll take 2, because the things this can kill are becoming increasingly limited.

Chained to the Rocks: This card is spectacular! Usually a 1 mana oblivion ring, and even more often a 1 mana permanent exile! Great against any creature that's getting you down, I'll take 3 of them.

Warleader's Helix: Alright, probably a little bit of an oddball card here but it has great value. It's no Lightning Helix but it burns for 4 (removal or just burn) and heals us for 4. So better board position, and better life total. Sign me up for 2!

Assemble the Legion: What control deck playing R/W wouldn't want this? It becomes a huge threat when left unchecked and the tokens are extremely disposable so even if you board wipe they come back next turn in greater numbers ready to block or kill your opponent. We'll play 2 of these in our sideboard.

<><><><><><><><><>Summary<><><><><><><><><>

Well there you have it ladies and gentlemen! My controlling Insane midrange BWR deck! I hope you enjoy, and leave your feedback below and tell me what you think could be improved! Thanks!

Suggestions

Updates Add

Changes----

-2 Desecration Demon: The demon just wasn't doing enough for me. He was too easy to remove, and seemed like a bad fit for this deck that plays minimal creatures as it is, I'd rather have something more resilient.

-1 Doom Blade: Taken out for some dreadbores. Planeswalkers are getting bigger and dreadbore can hit all creatures too.

-3 Lifebane Zombie: The meta has shifted away from most decks having green or white creatures I feel so this card is relegated to the sideboard atleast for now.

-1 Magma Jet: Scry is nice, but paying 2 mana for 2 burn doesn't feel all that great, especially if it can't even remove their threat.

-1 Swamp: Without Lifebane Zombie, we don't need the double black on turn 3, therefore we can focus our efforts on making sure Reckoner gets down

-2 Warleader's Helix: Dreadbores put in place, they're cheaper and can kill planeswalkers with more than 4 loyalty.

+1 Plains: Replaced swamp, it can cast reckoners.

+3 Anger of the Gods: Mono-red, gruul aggro, and white weenies all cringe at this card, which is why we'll gleefully play it!

+1 Whip of Erebos: The interaction with Obzedat, Ghost Council is gross in my opinion. Almost replacing Thragtusk and resto angel. What's better than gaining 2 life a turn? 7 life a turn! And it can retrieve him if he happens to die.

+2 Rakdos Keyrune: These things are good resilient creatures that dodge sorcery speed removal as well as mana ramp and fixing. I like it...

+3 Dreadbore: A great all around kill spell I've come to realize. Killing planeswalkers is big, and its not as much of a dead draw v. control as a Doom Blade would be.

<><><><><><><><><>Swiss: 4-0-1. Top 8: 3-0<><><><><><><><><><>

Details to come.

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Date added 11 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

4 - 1 Mythic Rares

40 - 7 Rares

6 - 4 Uncommons

4 - 3 Commons

Cards 60
Avg. CMC 3.14
Tokens Soldier 1/1 RW
Folders Decks, Chavest, Standard, Decks
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