Standard White aggro/control

by Ktulu_Demon on 30 December 2011

Main Deck (60 cards)

Planeswalkers (1)


Artifacts (4)


Enchantments (5)


Land (24)

Sideboard (10 cards)

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

Standard white blue control...creature removel and draw cards and one drops...suggestions are welcome and most appreciated!!
i have made a couple of changes to this deck thanks to everyones comments. i took an elite vanguard and a gideon's lawkeepr to put in 2 silver inliad daggers. all my creatures are humans, so it is a good idea, but i wasn't wuite sure what else to take out apart from the two mentioned to make this 60 card deck. let me know what you think!
also i feel happy cause this is my first deck to make it into upcoming!!! yay

Deck Tags

  • Aggro

Deck at a Glance

Social Stats

18
Likes

This deck has been viewed 24,265 times.

Mana Curve

Mana Symbol Occurrence

2115000

Card Legality

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

Deck discussion for Standard White aggro/control

why would you play one drops in a control deck?

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Posted 31 December 2011 at 01:13

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esprcon is right and theres a lot of other problems with the deck

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Posted 11 January 2012 at 03:12

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Would you use the bonds on the Invisible Stalker, or on your oppenent's creatures?

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Posted 31 December 2011 at 02:32

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depends on the current situation, but prob the stalker most of the time

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Posted 31 December 2011 at 10:28

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I think it looks good, though I am unsure were the room for improvement is, though I can see that there is room.

Thank you for putting the deck that my brain has been trying to figure out how to build on here, lets just see were the improvements can be.

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Posted 31 December 2011 at 03:30

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cool
should i put ina stonehorn dignitry or towo as well, to use with venser???

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Posted 31 December 2011 at 22:04

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I would think they should go into the sideboard because if you are facing a slow deck the last thing you need is a combat stall, however if the opponent is fast and aggressive all you have to do is side them in. The only thing is with the deck as is, other than your enchantments I am not sure as to the Venser targets you currently have in it.

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Posted 01 January 2012 at 05:43

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oh yea, i didn't think of that...i thought that if the game went slow and i was dealt crappy he would buy me time to use his last ability.....thanks

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Posted 01 January 2012 at 10:16

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try to use as side board leonin the relic warder, and fiend hunter and sun titan for venser purposes. hoe this kight help out, i am also a control deck user.

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Posted 31 December 2011 at 05:35

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thanks, i will do that

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Posted 31 December 2011 at 10:29

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didn't think of those

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Posted 31 December 2011 at 10:32

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I can understand the want for a relic-warder or a fiend hunter, but with their abilities what ever you exile with them will just come back once Venser takes them out, plus creatures are easier to kill than enchantments. However when they come back you can choose a new target for them and trigger Mentor of the Meek's ability over and over again. It is personal choice really.

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Posted 01 January 2012 at 05:40

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spectral flight is really good also .....silver inlaid dagger is really good for this deck and its cheap .....and agent can go in this deck also he is a human 2 drop with infect he can be a awesome win condition as well hope it helps ....

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Posted 01 January 2012 at 07:19

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yea it does thanks...i think it would be an alright idea but friends at school always never run a deck with infect, only do it when the deck is completely infect...i will think about it

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Posted 01 January 2012 at 10:18

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The problem with the agent is that he would be the only infect creature, with no way to proliferate the poison counters should he die it is almost a useless creature spot being used in this deck, were every spot counts.

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Posted 03 January 2012 at 06:00

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@RaymondKira

Having one creature with infect as an alternate win condition, /especially/ in control is /far/ from useless. I can think of countless games I've won at FNM pinging for one or two infect with Inkmoth Nexus while countering/boardsweeping for 10-15 turns. Control isn't a fast win, infect essentially allows you to put a timer on the game.

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Posted 16 January 2012 at 05:46

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i understand where you're coming from odaru, that makes sense

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Posted 17 January 2012 at 11:01

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this deck looks agressive with the right amount of control, it seems like you know what your doing when you deck build. Would you check out my deck..its red white. red for control white for agression. feel free to make suggestions.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=277751

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Posted 02 January 2012 at 04:32

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RaymondKira has deleted this comment.

Posted 02 January 2012 at 20:44

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Here's a one drop Champion of the Parish, This way if you bounce your own humans with Venser, he keeps getting stronger and stronger.

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Posted 02 January 2012 at 22:20

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can't believe i didn't think of that!!! thanks man

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Posted 03 January 2012 at 05:15

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Hey man I had to go looking at the gatherer on the magic site for the cards in standard looking for a better 1 drop to fill the spot of the elite vanguard.

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Posted 03 January 2012 at 05:58

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find anything better??
i haven't found much better than it. 1 white mana for a 2/1 aint bad. let me know if you find anything

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Posted 04 January 2012 at 11:52

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Definitely like your deck, well done!
You say you're looking for more one-drops, why is that? And seeing how you've only got 3 Champions of the Parish now, you could always add one more of those over an Elite Vanguard. Alternatively, you could consider dropping the 2 leftover Vanguards for either 2 more silver-inlaid daggers, give your stalkers a bit more oomph, or even some Angelic Destiny. Bigger creature drops could also help, like Mirran Crusader. That one will always hugely benefit from any equipment or enchantment.

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Posted 10 January 2012 at 13:31

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I was kinda hoping that when I suggested Champion of the Parish that the Elite Vanguards would have been replaced. Though I didn't think of the Mirran Crusader as a card for this deck because, to me, this deck seems to want to be aggro/control and quick. But thinking about it I can support the Mirran Crusader with you.

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Posted 11 January 2012 at 03:02

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Nice deck maybe you shoul get a mind control or two

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Posted 10 January 2012 at 22:08

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Mind Control doesn't strike me as a good idea.

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Posted 15 January 2012 at 04:33

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The deck has potential, however i would definatly get rid of those 2 silver daggers and replace them with 2 bonds as they would offer far more flexibility. I would also consider adding in a couple of unsummons (or something similar) as they could help repel bigger creatures, save your own or help your champion grow faster.

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Posted 11 January 2012 at 03:50

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Vapor Snag = Unsummon and 1 point damage

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Posted 11 January 2012 at 05:33

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yah but if you vap snag your own creatures to take them out of harms way or to bounce them with mentor or champion then it deals one damage to you

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Posted 11 January 2012 at 22:19

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Better idea: Silent Departure. Unsummon with Flashback.

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Posted 15 January 2012 at 04:34

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Gideons and Karn, Elspeth is an awesome card to have in this type deck as well

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Posted 11 January 2012 at 04:44

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This is my standard deck. Maybe you can get some ideas for yours.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=278905

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Posted 11 January 2012 at 04:51

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How is this a control deck? A control deck plays removal (WoG etc.) and high mana creatures to close the game.

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Posted 12 January 2012 at 13:10

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Nice deck, good mana costs. Maybe another champion of the parish would be good, and drop 1 feeling of dread. Also try some enchantments / spells that give human tokens or give buffs to all creatures.

Please check and coment my monogreen creature deck: http://www.mtgvault.com/ViewDeck.aspx?DeckID=281537

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Posted 12 January 2012 at 18:44

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This is not control, but I would suggest putting in a playset of delvers in, because they are cheap and extremely effective in a spell heavy deck.

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Posted 12 January 2012 at 22:05

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At first look I saw about a million things that could be improved upon, then realized this seems to be a strictly T2 deck. I'm not super familiar with some of the most recent sets yet, I don't see how you call this control. As many have said control is based off either counters, removal, or a mixture of the two.

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Posted 13 January 2012 at 20:06

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This looks more like aggro than control to me. I might run a couple of Moorland Haunts in there. They make Spirits for you in a pinch.

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Posted 15 January 2012 at 04:38

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Take out champion of parish and replace it with another mentor of the meek

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Posted 15 January 2012 at 19:06

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I think your deck name is misleading, this deck is really blue/white aggro with a handful of control to deal with threats. I find this deck very interesting as you have chosen not to include Geist of Saint Traft which is currently a staple card in Innistrad. I think this deck works very well without it.
Could you take a look at my sliver aggro deck: http://www.mtgvault.com/ViewDeck.aspx?DeckID=282699

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Posted 15 January 2012 at 23:44

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One more thing. All your creatures are 2 or less power, so I would really recommend dropping the a Ponder to add one more Mentor of the Meek, which is much better card draw in this deck.

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Posted 15 January 2012 at 23:46

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If you're on a tight budget, my suggestions might prove to be useless, and I apologize.

Creatures to consider:
Hero of Bladehold(at the very least, have this in your sideboard so you can use them against slower decks),
Sun Titan/Phantasmal Image(They work exceptionally well with Venser)
Delver of Secrets,
Geist of Saint Traft(If you can get a Sword or Angelic Destiny onto him, in most cases, it more or less forces an opponent to concede. this can happen as early as turn 4, winning you the game turn 5 if they can't get rid of it somehow[that early into a match, it's nearly impossible to sop before it's too late])

Enchantments/Artifacts to consider:
Angelic Destiny(this is just such a great card, especially for what you're doing here, enchanting a Crusader and swinging with this on turn 4 is pretty hilarious)
Honor of the Pure(the bulk of your creatures appear to be white, and the majority of selections I'm going to make are white as well)
Sword of Feast and Famine(sideboard at the very least, this card is a staple in control based decks that are reliant upon disrupting your opponents turn. At the very least, you can sideboard it against deck builds that are the color this offers protection from, allowing even more of your creatures to get through unscathed/not be targetable by that colours removal)
Sword of War and Peace(Not necessary, but can be a very fast game ender under the right conditions. When equipped to a Mirran Crusader, he becomes beyond difficult to deal with, as he has protection from four colours, and is bashing for 8 each turn)
Day of Judgment, Mana Leak, Dissipate, Think Twice, etc...

If you're set on building the deck around Venser, I'd add one or two more copies to the deck, add a Sun Titan or two(so you can exile them with Venser) along with Phantasmal Images so you can copy the Titans to bring back creatures that may die. Exiling Blade splicers with Venser and copying them with Phantasmal Images can be very useful in mounting a quick offensive, as well as a defensive. I'd also add two copies of Stonehorn mainboard(again, only if you want to build the deck around Venser) so you have the option to lock down an aggressive deck on the first match. There are very, very few deck archetypes you're going to encounter at FNM(as standard currently stands) who's main win conditions will not be through attacking with creatures.

Blade Splicer and Precurser Golem are very, very solid choices to use with Venser, they can quickly overwhelm your opponents with large tokens. Precurser is a double edged sword, though, and kind of strays from the Human motif you seem to want to keep.

Your manabase should look something like this:

4x Glacial Fortress
4x Seachrome Coast
4x Plains
4x island
4x Ghost quarter
4x Moorland Haunt (or maybe Inkmoth Nexus. Although, with your deck being so creature heavy, the Haunts will often prove to be a better option so you can spit out tokens from your graveyard in the event that you can't recover from a boardsweep through drawing and bringing things back with Titans/Venser/Phantasmal Image.)

A manabase like this will allow you the optimal possibility of having whatever color you may need in accordance to your draws. Even if your deck is X% blue and Y% white, there will always be instances where you're going to see more of one color than the other, so trying to stay in the middle range of color productivity will add a bit more consistency.

I hope this helps, I'm sorry I wrote so much, and now I want to build a second U/W deck. lol

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Posted 16 January 2012 at 06:17

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Actually, exiling Precursor with Venser would exile all of your tokens, essentially making you lose them. However, you can still sopy the Precursor with Phantasmal Images, doing so will essentially give you 6 3/3 Golems for 7 mana(all of which will have first strike if you have a Blade Splicer on the field)

>_>

<_<

Shutting up now. XD

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Posted 16 January 2012 at 06:22

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Uhhh, Mana Leak?

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Posted 17 January 2012 at 08:10

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