Eternal Control

by jiffy512 on 16 January 2015

Main Deck (60 cards)

Sideboard (15 cards)

Instants (5)

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Deck Description

Trying to abuse Snapcaster with Black and Green. Play control spells to keep the opponent off his/her game then replay them with Snappy or Eternal Witness; all value.

How to Play

Control the board long enough to win with creature beats. I would concider this to be a "fair" deck that tries to control the board state more aggressively.

Deck at a Glance

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This deck has been viewed 916 times.

Mana Curve

Mana Symbol Occurrence

0348016

Card Legality

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

Deck discussion for Eternal Control

Any ideas on how to make the deck more streamlined and efficient?

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Posted 16 January 2015 at 18:16

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I would suggest cutting E wit to 2 of and add 2x Tarmogoyf if it's possible.

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Posted 17 January 2015 at 16:14

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I would cut the ooze's to two before E-wit.
E-wit is partly why this deck actually works.

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Posted 12 February 2015 at 15:28

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dig through time works against the other mechanics of the deck. if you pull stuff out, you wont have the material to snap and witness.

also, you basically have no way to apply pressure mid game or finish the game in the long run. 2 phantasmal images most likely wont be able to get the job done by damage, especially when you want to counter their creatures in the first place. i would consider creakwood liege, as he can sit pretty and pump out tokens than you swarm after you have the conditions right.

i also think 25 lands is a bit much. consider swapping 3 out for sylvan caryatid. i am in love with that card, it does everything you need in the early game. trip colored deck can always benefit from the mana production, and counter decks are always hurting for a spare 2-3 mana during the opponents turn, so that helps you big time. it also doubles as an early game blocker that can save you the 5-8 life that fast aggro decks rely on turns 3-5. plus, its hexproof makes it much harder to get off the field.

in your sideboard, i would run cranial extraction or memoricide over surgical extraction. surgical extraction relies on them getting it in the grave, and my suggestions dont really have conditions and can be player relatively early. plus, they completely bulldoze combos and win condition decks and can also dismantle the opponent's method for dealing with your combos and win conditions. basically any deck that runs black should think about 3 or so copies of cranial extraction.

im not sure feed the clan is the best choice. I know you want to play it twice and snag the 10 life (or maybe 20), but im afraid its going to be a waste of resources. the mages are precious in here, and they are needed for control to get rid of the opponent's board state. i would swap them out for go for the throat, as it is more likely going to save you the 5 life and be ready to snap right back and help again.

just some thoughts. i like the build and love the decktype, ive made many myself.

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Posted 18 January 2015 at 07:40

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Changed it up a bit, added cryptics and Tasigur. My mid to late games relies on controlling what gets played and getting through with creature beats. Any ideas on how to more streamline it and making it more consistant in the process would be helpful, I really want this deck to work.

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Posted 10 February 2015 at 16:07

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