WUR (Jeskai) Control

by AjaniBeastMode on 16 October 2014

Main Deck (60 cards)

Sideboard (15 cards)


Instants (2)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Let's be honest people. This will always be known as USA control. As a native from the US, even most of the flavor texts of the cards seem to project America's war ideals. Namely Lightning Helix and Supreme Verdict. Good ol' USA. Trying to control everything.

Deck Tags

  • Modern
  • Control

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,558 times.

Mana Curve

Mana Symbol Occurrence

23260160

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for WUR (Jeskai) Control

Well, hexproof is a pain. That is the problem, right?

What happens in the games you lose?
Specifically, do you get swarmed or Bogled (by a few super-amped little slippery buggers you can't get a knife on)?

If its the latter, you might consider white instants that say, "Target player sacrifices an attacking creature"

Celestial Flare and Dispense Justice come to mind.

Dispense Justice is the better of the two, especially if you happen to have 3 artifacts out. Even if you don't, the mana requirements are easier to manage in a deck with 3 colors.

Which brings me to my next (and perhaps more "wingnut") idea.

What if your sideboard included an artifact suite? The kind where you essentially sub in a massive amount of artifacts and Dispense Justice?
It is bizarre, but on the upside, it would not change your mana base.
Elspeth's ultimate ability would work nicely in concert with that too.

Meddling Mage already might be helpful, but may not catch the Bogle in time.

How is Rest in Peace and Grafdigger's Cage working out? Any issues with Snapcaster Mage when you play those?

Hope this helps

Like +1

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Posted 18 October 2014 at 07:34

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Unfortunately, both of those artifacts render old Snappy quite useless, so I side him out when its necessary to toss in a the grave or library hate. Totally worth missing a few flashback triggers to shut down the opposing deck. I've also found the solution to my boggles problem. I tossed in a Wrath of God into the Sideboard and was consistently wiping the board when they built up before they could deal me lethal damage. It would be close a couple times, but ultimately, they would just run out of gas and I was pretty often 2 for 1ing them. On occasion even 3 for 1 or 4 for 1. Than you for the suggestion. Much appreciated.

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Posted 20 October 2014 at 14:00

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Looking for cuts to add remand! Not exactly sure what to hit. Ideas?

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Posted 21 October 2014 at 19:59

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Looks like you got it!
I do like this deck. I'd rather have a 4th remand than a third spell snare.

Will you take a look at my latest modern deck?
Here:
http://www.mtgvault.com/shinza/decks/indestructible-devotion/

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Posted 21 October 2014 at 22:55

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Found a boggles solution!!! Spellskite for the win. You want to enchant your boggles? NOPE! Enchant my Spellskite instead!

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Posted 28 October 2014 at 20:56

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Alright everybody who has helped out or knows someone who might want to chime in. I've made some changes, as you can see. New debate is Sphinx's Rev or Dig through time. If I add Dig I will put in 2 more fetches to push more into grave. Second choice. Debating dropping an Ajani, for either a second Sphinx's Rev or a second Dig through time, Ideas?

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Posted 29 October 2014 at 18:49

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How about Treasure Cruise instead? To gain 3 cards (and 3 life) it would cost 6 with Sphinx. With Treasure Cruise, it would cost a max of 8, 7 of which can be delved. Dig through Time also costs 8, you get 2 cards instead of 3 and it requires 2 blue.

Unless you are hunting very expensive lifegain, I think there might be more value in Treasure Cruise.

Treasure cruise is admittedly a sorcery, but at 1 blue with a graveyard full of goodies, who cares.

The only concern would be giving away snapcaster fodder.

I noticed no Boros charm. Why is that?

Deck looks good.

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Posted 30 October 2014 at 21:18

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Actually the reason I don't like treasure cruise is because it is a sorcery. Sphinx's Rev is only good because the games WILL go into late game. I've noticed I don't usually get too much value from them. If I add digs, I will also add 2 Scalding Tarns, giving me a little more Fodder. But I never really have a problem determining what needs to go and what needs to stay as far as fodder goes. I only get 3 activations max from snappy, so It isn't that important.

I don't run Boros Charm because it is a pure, swing 4 at my opponents face and nothing else. My other burns I can throw at you, or your creature that I didn't manage to counter. Admittedly, I have a could of responses to a Pro Red creature, (Wrath or Path). But by the time I'm moving to my turn for hitting, it isn't worth the double strike. I don't move onto that until you've got pretty much nothing left.

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Posted 31 October 2014 at 13:58

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All valid points regarding Boros Charms. Your reasoning is solid.

As for sorcery vs. instant, in a late late game, with a boatload of mana and at the end of opponent's turn, Sphinx's Rev could be a hand filler and a game changer. Much more than a draw 3. Its alot of ifs to hang on a card. I think the diggers are intriguing mechanically and allows graveyards to become more relevant in recursionless decks. In short, I think use the scalded tarn, the diggers and keep 1 Ajani and 1 Sphinx's Rev.

I still like Treasure Cruise. That's just my personal preference. Looks good your way too.

I just noticed that you already subbed out the Sphinx's Rev. Hahaha! Um. Yep. Attention to details... that's what makes me special.

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Posted 31 October 2014 at 23:17

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I play tested it at tournament and it did well. I tried Sarkahn and he fell to dismember way too many times. Sticking with Gideon. Just tougher to kill.

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Posted 01 November 2014 at 21:33

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