MP: UW Control

Killer Joe

New member
Format: Casual Multi-Player
Born Date: Early Spring `03
Creator: Yellowjacket
Archetype: U/W Control (5C)

38 Spells
4 Absorb
1 Braingeyser
1 Capsize
1 Charcoal Diamond
4 Counterspells
2 Death Grasp
1 Demonic Tutor
1 Fact or Fiction
1 Fire Diamond
1 Ivory Tower
1 Jayemdae Tome
1 Marble Diamond
1 Moss Diamond
1 Mystical Tutor
4 Propaganda
2 Pyroblast
1 Recall
1 Regrowth
4 Rout
1 Sky Diamond
1 Sol Ring
1 Time Spiral
1 Time Stretch
1 Windfall

23 Land
2 City of Brass
4 Coastal Tower
1 Dust Bowl
4 Flooded Strand
4 Island
1 Kor Haven
1 Nantuko Monastery
2 Plains
1 Savannah
1 Tolarian Academy
1 Tropical Island
1 Undiscovered Paradise

I buy enough time to build up a creature defense, then go for board control, and kill with Death Grasp.

Control decks mostly suck in multi-player and especially decks with Type I associated cards like Demonic Tutor, Recall, Braingeyser, Ivory Tower (even though these cards are extremely the bottom of the barrel Type I cards). I get attacked a.s.a.p. when one of these puppies hit the board.

But I like this deck because it has the feel and look of a Type I deck and I know I’ll probably never ever have one with the “Power 9” or P-10 or whatever they’re called.

4 Counterspell
4 Absorb
4 Propaganda
4 Rout (Wrath’s are too hard to get right now)

These cards are what makes this deck U/W Control.

The Diamonds are the poor man’s Moxes but do help a little in the mana acceleration department. They also help my Tolarian Academy pump out loads of blue mana.

Windfall, Time Stretch, Time Spiral, Regrowth, Demonic Tutor, Mystical Tutor, Recall, Fact or Fiction, Braingeyser and Jayemdae Tome are all ways to generate card advantage. I just could’ve put in full compliments of Brainstorms, Accelerated Knowledges and Fact or Fictions, but what fun would that be?

This deck is severely missing enchantment/artifact removal, but in the circles I play in, creature beat-down decks rule. But I have a Capsize and ample counter magic plus two Pyroblasts to help out.

The minimal “Life-Gain” I have in this deck is also enough for me to survive before gaining board control. Absorb, Ivory Tower and Death Grasp do just fine.

The land choices could be better but I don’t have many Dual Lands. The Flooded Strands are in this deck because I am not currently playing a T2 deck that needs them and they do help thinning. I did have two wastelands but after this past Friday I finally realized that most of the people I play with don’t use non-basic lands, so I replaced them with a Dust Bowl and a Kor Haven. I use the Nantuko Monastery mostly after I have played Rout and also to help get my opponent’s life total down to a reasonable Death Grasp range.

The Tolarian Academy is really good for Death Grasp (I sorta forgot how good the Academy was/is). The Undiscovered Paradise is there because I don’t have a spare City of Brass, the only time it’s of any use is when I have Ivory Tower in play and I get to return back to my hand before my upkeep.

For tournament play I am a ‘net-decker’ and play to win at any cost. In casual play I feel the need to win on my own terms with my own builds. And not since my creation of “Erratic-Spkies” (circa 1998) have I felt this good about a deck that I’ve pieced together.

Comments are welcomed (and needed).

~Yellowjacket
 
T

train

Guest
If you all play with Sideboards - a cunning wish may not be a bad idea... or if it's really casual - cunning wish is not a bad idea.

Allay is enchantment destruction with buyback...(you just have to find room for it, or run the cunning wishes...) Invulnerability might also be a great card... prevention with buyback is nice...

Unless your hand is just huge(I know you have the tower...) - Ensnaring Bridge may be a way to go for anti-attack... it also helps with the Academy...

As for counterspells - quash is extremely strong... especially in multiplayer where you have time to set-up... and Rewind would be great - you get to untap the academy in this instance...(the lands you untap don't have to be basic...)

Soldevi excavations is cheaper than Jayemdae Tome for drawing every turn, but is a land, and a Kjeldoran Outpost is never a bad idea...

One or 2 Gaea's Blessings is not a bad idea...

As for the deck - it looks very solid...

The Quash-es will stop people from getting spells back you've already countered(time spiral) so that's the best idea I have... or a tormod's crypt - another artifact...

Other than that - good luck with it!...:D :cool:
 

Killer Joe

New member
Cunning Wish IS a great card. I am currently using them in my T2 Wake deck but I guess I can use proxy's to practice with and then bust'em out for the real thing.

Allay is good
What's the Artifact buyback card? Maybe I can use that, too.

Gaea's Blessing, I knew I was missin' something. I guess using Time Spiral made me think it wasn't necessary. Boom, two have got to go in.

Quash is SO "Tech", I am glad you mentioned it. 2, 3 or 4 of those guys go in.

Rewind is an idea, I usually DO have a lot of set up time and untapping the Academy is always nice.

Thanks train, I'll be working on it.
 
T

train

Guest
The key to the allay, and invulnerability buybacks is that you don't have to have them base deck - you can wish for them... And then play them as instants...

That expands the possibilities of what you can choose from...

I have learned this much:

1 wish, is as good as 15 other cards...

if you build correctly... you will win...;)

Glad some ideas helped...

"I'm full of Utility ideas... now if only I could have some winning ideas...":rolleyes: :D
 

Killer Joe

New member
My Quashes never really worked for some odd reason, I thought it was great idea!

Oh, well.

Here's an update on this deck:This deck is a reincarnation of another deck, I made, that was a “sorry” excuse of a copied version of “The Deck” (see first post). Though it’s Type I tourney legal it would never survive in a tournament.

I play it in multi-player games at the shop. I don’t ever remember winning with it but it certainly adds………um…flavor, to the game. I get everybody pissed-off via Propagandas and clear the board (Rout) when it’s necessary. The Phyrexian Furnace is my latest addition; it should do very well in this deck.


My .\\agic Motto is: “I don’t play to win, I play not to lose.”

5 Color-Death Grasp

4 Absorb
1 Charcoal Diamond
4 Counterspell
2 Death Grasp
1 Demonic Tutor
1 Enlightened Tutor
1 Fact or Fiction
1 Fire Diamond
1 Ivory Tower
1 Jayemdae Tome
1 Marble Diamond
1 Moss Diamond
1 Mystical Tutor
1 Phyrexian Furnace
4 Propaganda
2 Pyroblast
1 Recall
1 Regrowth
4 Rout
1 Sky Diamond
1 Sol Ring
1 Stroke of Genius
1 Time Spiral
1 Time Stretch
1 Windfall

4 Coastal Tower
4 Flooded Strand
1 Island (Should be an Underground Sea)
1 Kor Haven
1 Maze of Ith
1 Nantuko Monastery
1 Plateau
1 Reflecting Pool
1 Savannah
1 Scrubland
1 Shivan Gorge
1 Strip Mine
1 Tolarian Academy
1 Tropical Island
1 Tundra
1 Volcanic Island
 
T

train

Guest
I don't necessarily play to win...

And when I'm playing...

don't expect to be done in the time limit - if one exists...
 
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