caw-blade

by chissa on 27 June 2016

Main Deck (60 cards)

Sideboard (8 cards)

Creatures (2)


Instants (4)

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Deck Tags

  • squadron hawk
  • Control
  • White
  • Blue

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

2023000

Card Legality

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

Deck discussion for caw-blade

Just a general question, as I'll be checking out most of your decks (I'm bored at work). Are these for competitive play? Just curious.

I would consider several changes to this deck. Drop sword of feast and famine for umizawa's jitte, which is arguably the best equipment in the game (possibly batterskull or cranial plating).

Invisible stalker is made for this deck. to get him off they have to sideboard in something or drop a nuke, either way you should have a counter ready and not worry about it.

4 jace is largely unnecessary as this deck's win con in damage vie an equipped creature. running 1 would be fine as an alt win condition and control element and won't clog your hand.

Your counter base needs a bit of work. 4 copies of counterspell are absolutely essential in this build as you need them to protect your assets and they are cheap enough to rely on in the middle game. I would also consider replacing dissipate for spell snare or negate as 3 mana is a decent chunk to worry about in a legacy control deck and all those 3 drop counterspells leave you helpless in the opening and clogged in the middle game. You basically wont be able to develop early-middle game because you will have to keep 3 mana open for the counters.

It would of course be a good idea to run 4 force of will, but I understand those are expensive.

25 is a bit high for a land base, even with the fetch lands pulling out the non-essentials. I would drop it to 1 celestial colonnade and then run a total of 23 lands which is more than enough to keep you active early game and with the fetch lands keep your hand full in the middle and late game.

This deck would also be helped a lot by 4 copies of ponder as it has nothing to do turn 1 and ponder is a tactical card that makes decks SOOOO much more efficient. It's almost never a dead draw and can really help accelerate a deck in the early game, which is exactly what a control deck like this needs.


If you wanted to, you could even consider making this a tri-colored deck with black and then add discard stuff instead of so many counters to make sure you have a turn 1 discard card that ruins their gameplan.

Just some thoughts.

0
Posted 30 June 2016 at 20:56

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