U/R Control

by EonsEnd on 06 August 2016

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (6)

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 at a Glance

Social Stats

1
Like

This deck has been viewed 991 times.

Mana Curve

Mana Symbol Occurrence

0240160

Card Legality

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

Deck discussion for U/R Control

I see several potential problems for this deck.

The landbase is incredibly risky. Even for such a small curve, 16 lands seems light for a duel-color deck with no non-basics. You run the risk of getting only 1 mana which will stall the deck badly, or only 1 color, which will cripple the deck. This deck's tipping curve (mana production at which the deck does what it's supposed to do) is 2. It can survive on only 1, but it most likely wont be able to win games with an early stallout.

If you can afford it, I would look into the fetch lands and then run 6-7 fetch lands and 14-13 regular lands (either way 20 total), which will give you the 2 you need to operate and thin the deck out so you don't draw dead lands after you get 3.

pyromancer ascension is a good win condition for a deck that tries to win with prolonged control, but this deck isn't really trying to do that. I'll address this problem directly then come back to the pyromancer problem.

the biggest potential problem this deck faces is that it's not really 1 cohesive deck but two decks crammed together into one. You have all the elements of a rush burn deck and a stall control deck, but havn't managed to combine them properly, most likely because they directly counteract each other.

Your 2 of your 3 win conditions- thing in the ice and pyromancer ascension, are both conditional and slow, implying a stall control deck that locks everything down, eliminates threats, and then hits hard for the win. Guttersnipe, your third win con, is a midranged version of this problem as well as he is useless without a hand to dump to him and you will most likely dump your hand in the early game which poses a big problem.


The opposite problem, running out of steam/usefulness, happens with monastery swiftspear. He is arguably one of the best blitz cards out there, but your deck doesn't really support him properly to justify the little guy. Yes I know your deck is full of non-creature spells, but 8 of them are counterspells, so you cant dump them to power him up, and you will almost never cast a riftbolt until the middle game, so your turn 1 swiftspear has a decent chance of scoring only about 2-4 damage which doesn't justify his place in this deck which will have a big problem with running out of steam early and could really use either a control element or a bigger burn source that isn't conditional. On top of this, even if he is running exactly as you want him to, he takes the place of a win condition, and since youre running 12 already, you don't need to run 16.

Back to pyromancer ascension. yes I know it means super burn damage of doom and good card advantage and all that, but its useless until the lategame on average and only useful middle game if you get really lucky. That's fine if you want to use it in a longterm stall deck, but as ive mentioned before, this deck isn't that.


So, my overall advice would be to decide which direction you want to go with this deck. Keep it fast and heavy or take it long term. You can make a fusion, blue-red burn control, but it's never a rush build like you're trying for here.

Just some thoughts, trying to talk it out. Not trying to disrespect the deck or anything.

0
Posted 06 August 2016 at 22:00

Permalink

First off, thanks for all the advice, and the time you took to do all that^. I kind of feel bad that yo uspet that much time though, because this is just a rough sketch of the deck i was building, but i will definitly take your advice into consideration while formatting the deck. Also, Any sideboard suggestions?

0
Posted 07 August 2016 at 03:09

Permalink

Also, what do you think of delver of secrets

0
Posted 07 August 2016 at 03:34

Permalink

No worries mate, postulating about this game is a passion of mine.

delver is a powerhouse in a deck like this. If you can locate a playset I would definitely do so. turn 1 delver puts the opponent on a 7 turn clock and forces them to expend a resource to stop a 1 drop, which is beautiful. whoever made the card was on dope, they basically forced players to make versions of this deck.


You have some beautiful sideboard potential in a deck of these colors.

mindbreak trap should be in 99.9% of decks as it stops uncounterable stuff, infinite combos, and can be hardcast as a counter if need be so its not a complete dead draw.

shattering spree devastates artifact decks.

blood moon doesn't hurt you at all in your current build and will completely shut down or cripple a lot of modern builds, particularly tri-color decks like esper and jund.

pyroclasm takes care of rush creature decks like goblins and elves, or you could run slagstorm which hits a little harder.

peak eruption can be a pain for the opponent, especially if you manage to drop it turn 3, and it will never be a dead draw as you get 3 damage out of it.

relic of progenitus takes care of a lot of problems like delve cards, dredge cards, and tarmygof, plus it replaces itself so again, never a dead draw.

A few more burn cards with some muscle might help in the sideboard just in case you run into things that can't be burned off by 3 damage like char or flame slash.

0
Posted 07 August 2016 at 07:53

Permalink

Thanks again! Yea, my freind has a playset of delvers. Also, do you have any sideboard suggestions for burn, 25% of the players at the local card shop use burn. And Blood moon is 100% out of budget xD.

0
Posted 07 August 2016 at 12:56

Permalink

Sure.

Dragon's claw would be the first option in a deck that doesn't run white, as it knocks 1 off each of their damage and gets triggered by yours too, which should give you enough time to get up and running.

spell pierce is a wonderful early game counter against burn, and against a good player having to pay 2 mana will still be a pain in the middle/late game.

spell snare works similarly, as burn cards in modern basically cost either 1 or 2, and spell snare will take care of half the threats and is fast.

0
Posted 07 August 2016 at 16:23

Permalink

Do you think this deck has a chance at winning

0
Posted 07 August 2016 at 21:45

Permalink

Well, it won't be tier 1 as you don't have fetch lands or the expensive staples that are necessary to compete on the top level, but its not a bad deck. I would consider playing it as an intermediate player to help you work your way up to the upper levels.

0
Posted 07 August 2016 at 22:41

Permalink

What do you mean by expensive staples? Blood moon? And yea. I will never buy fetches.

0
Posted 07 August 2016 at 22:44

Permalink

they are different for each color, but ya like bloodmoon, snapcaster mage etc. unfortunately competitive magic is basically about who is willing to spend more, which is very annoying, especially since everyone net decks instead of trying to build something original or adapt a deck type yourself.

0
Posted 07 August 2016 at 23:02

Permalink

Also, ghost quarter or fulminator mage in sideboard? or do you think its fine ( I need the 4x dragons claw)

0
Posted 08 August 2016 at 00:12

Permalink

fulminator mage would be better especially with the potential mana problem in here, but I wouldn't run it unless your meta calls for it. As its a 3 drop you probably wont be using it to actually slow down the opponent too much with only a sided option, so the only reason to run it is to counter something specific.

0
Posted 08 August 2016 at 00:17

Permalink

Ok, thanks. I wont run it then.

0
Posted 08 August 2016 at 01:11

Permalink