Full Control Mono U (No pass)

by athropos on 15 June 2017

Main Deck (60 cards)

Planeswalkers (2)


Artifacts (2)


Enchantments (2)


Land (20)

Sideboard (16 cards)

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Deck Description

Basically 25 counter-spells and 9 cards to clean the board if your counters can't catch up. Just to have those countered again. Which usually leads to a long paced game where you deal 1 or 2 dmg per turn until you win, which is pretty annoying for the other side who gathered a nice deck to show off and cant play.

Works well usually but needs to be altered for specific opponent decks and cant work against very low mana cost rush decks or interesting low mana combo decks that can be played over and over.

How to Play

Combos =>
-Compelling Deterrence with Fatesticher
-Drag Under, Clutch or Compelling Deterrence with Dismiss into Dream
-Jace's Sanctum, Baral or Curious Homunculus with all other cards except lands
-Jace, Unraveler of Secrets works well with the deck overall, worth a try.

Beware of =>
-alternating too many counter cards out, less than 20 is not very good
-don't try to counter everything, You simply can't. Take a hit every once in a while just dont let anything permanent to happen. and if you have Psychic Rebuttal when lets say a Lightning Bolt is targeted at you dont shy away from using it.
-try to save some instants for later like dont use cancel on a creature spell if you have Essence Scatter as an example but you will need to plan further than that usually.
-if you dont get any creatures at all, dont panic just wait or worst case save your Clutch of Currents to use its Awaken cost.
-lastly dont do the careless mistake of untapping an opponent's creature on your turn or things like that and you are good to go...

Deck Tags

  • Control
  • Mono Blue
  • Modern
  • Legacy
  • Counter
  • Draw

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,365 times.

Mana Curve

Mana Symbol Occurrence

048000

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Full Control Mono U (No pass)

This deck would be absolutely crushed by any decent modern deck. If you'd like to try to improve it, you'd need to look far outside of cards that are or were recently in standard.

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Posted 22 June 2017 at 09:12

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Cryptic Command is a great start, Snapcaster Mage also gives you a more aggressive way to win and the ability to re-use counters. Honestly I think you need to go through modern counters and look for the cheaper 2 mana counters like Remand. A major issue you may face is drawing cards, so maybe need some more card draw.

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Posted 22 June 2017 at 12:00

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Thought of and tried Cryptic Command but mana cost usually becomes an issue against fast decks maybe I should try again with it. But never thought of the Snapcaster Mage might as well try and see, the card draw is an issue especially against some draw decks but I used to try it with Flow of Ideas so will add it again now.
Also tried the Arcane Melee yesterday with a friend and it wasn't bad overall at all Psychic Rebuttal works better alongside since the opponent tends to try high mana cost instants and so

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Posted 22 June 2017 at 13:20

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Cryptic is awesome agaisnt the fast decks because it counters something and then taps them out, buying you a full turn. Card draw wise, you want cheaper card draw like Serum visions, maybe ancestral visions. I think the issue you may be having is by the sound of it is your friend isn't playing a tier one modern deck. I really hate to knock you back, but modern is far too cut throat for such a situational spell as rebuttal. The best decks will not be casting expensive instants, the only major one i can think of is Collected Company or Chord of Calling, that won't target you, so dispel would be far better in those situations, but really you just need a better suite of counterspells and draw spells with a defined win condition. Augur of Bolas isn't the worst shout, it stems the bleeding from aggro, gets you a spell and can always provide the Fish Beats. Torrential Gearhulk is a little more high end way to close out the game when you're comfortably ahead.

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Posted 23 June 2017 at 12:21

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lol, where's the win condition? You're going to counter a bunch of spells and run out of cards.

Maybe take out some control spells and put in a big creature. Use counterspells to slow the pace of the game in order to get enough turns to play a big creature, while keeping the battlefield clear.

Cryptic Serpent is a 20 cent card, and would work super well given all the instant spells.

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Posted 22 June 2017 at 13:46

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Playing a few big things really won't cut it in modern. Especially in game one, they will have a hand stuffed with removal such as terminate or Path to Exile. You need to get more out of dropping your creatures and then have creatures like thing in the ice in the SB for when they take out all that removal. Torrential Gearhulk does the trick by at least having an EtB trigger or something with evasion, Geist of St traft would be perfect if there was a white splash. Alternatively, just win through a Planeswalker, Jace Memory Adept, albeit clunky, can do the job. Jace, Vryn's Prodigy is also very good at closing out the game by burying your opponent under card advantage. Jace Architect of Thought is also a very good shout when you can go and get something veerrrry nasty from your opponents deck.

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Posted 23 June 2017 at 12:31

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Counterspells delay; they also protect. Path to exile and terminate are meaningless if they don't resolve. You are right that big creatures don't bluntly make decks better. Jace Memory Adept and thing in the ice are good choices, as you've mentioned.

My point is you want to play something that can wrap up the game while you have control of it and use your counterspells to protect it. The way to crack a counterspell deck is to take your time and overwhelm it. Countering first and second spells poses little threat against a lot of decks when swinging with 1's and 2's.

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Posted 23 June 2017 at 21:44

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It's best to plan for a worst case scenario where the removal does manage to land on the board and either you've already got some value or can get away from it with evasion. At some point something is sure to slip through the counter net. The way that I personally beat control is by killing them as quickly as possible. The best way to accrue card advantage is by making it impossible to play spells, because your opponent is dead. As mentioned before, the counterspells won't always be there or mana will be tapped, so some kind of contingency must be in place, usually a sweeper. Jace, Vryn's Prodigy handles the slowing down and keeping card advantage coming nicely. The way this deck will win is by overwhelming card advantage IMO

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Posted 24 June 2017 at 13:08

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Actually a very helpful comment let me try and work a few things out with Vryn's Prodigy, Seems to me it would work better than Fatestitcher and Compelling Deterrence.

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Posted 28 June 2017 at 04:36

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I like the edits, although I'd argue wrong version of exclusively planeswalker Jace, I would play Architect of Thought instead. I would just look to overhaul your counterspell suite now to just make card advantage more efficient

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Posted 29 June 2017 at 09:42

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+1 from me I like the deck

I usually run 24 lands in my decks and a lot of people make arguments for 26 in control decks since you wanna hit your land drops
Even with the curve being lower I would still at least go up 3 lands at least

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Posted 23 June 2017 at 22:01

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I feel like it has worked with the hands I drew so far I am a bit reluctant as the deck also needs to draw a lot of counters from the deck which seems to be the main handicap so far. But thank you for the comment I will also check the land ratio issue.

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Posted 28 June 2017 at 04:40

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That issue is probably card draw over not having enough counters, as previosuly talked about you really need that card advantage to push through!!

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Posted 29 June 2017 at 09:26

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