U/W Control - T2

by Majician on 28 September 2011

Main Deck (61 cards)

Planeswalkers (3)


Artifacts (3)


Enchantments (3)


Sideboard (15 cards)

Enchantments (3)

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Deck Description

This is my first attempt at making a tournament-quality deck for standard, so please, any input is more than welcome! I've finally started nailing down the direction I want to go in, and any advice would be very appreciated!

The main goal here is moderate control, with some light evasive creatures and a couple of more expensive bombs.


As the deck stands right now, Snapcaster can be used for 18 spells. 4 Snapcasters is too many when you're running Sun Titans... 2-3 is probably going to be the sweet spot for him in decks like this. I fear 2 may be too little, and the worst case scenario for a "dud" or excess Snapcaster is flashing him in as a chump blocker. For example, he's an excellent surprise blocker for Gideon's +2.


*I've edited this to be less aggro, more control. I feel pretty confident that this was the correct decision!

*More editing - removed Venser, more often than not I'd simply rather see a different card. Added Inkmoths, for multiple reasons. One more O-Ring, because O-rings are boss...and I'm at 61 right now because I finally added another land to make 25, but simply can't remove anything in place of it. Not being able to have a neat 60 bothers me a lot, but it seems to be working out fine right now.

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

6
Likes

This deck has been viewed 5,004 times.

Mana Curve

Mana Symbol Occurrence

1723200

Card Legality

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

Deck discussion for U/W Control - T2

Oh god... Venser and Snapcaster Mage... the abuse... There goes Venser's price again! XD

Honestly? I don't think you need the Consecrated Sphinx. Between Mages and Ponder, you'll have drawn enough to keep your deck well in hand (no pun intended). I would honestly remove it and add a second Venser. Even with only 5-ish targets, the ability to bounce those few is VERY advantageous. On that note, switching an Angelic Destiny for a third O-ring might be a good idea, too. :)

Hell, I'm tempted to throw in one Swiftfoot Boots JUST to protect your Mages until Venser can bounce them. XD I can't think of what you could switch for it, though, and it might just be an unnecessary complication to a deck that's already tricksy.

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Posted 28 September 2011 at 14:56

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thanks for the feedback man!

I feel you on the Consecrated Sphinx, he is probably a little bit excessive. I just like that he's a big flying beater, and is safe from Dismember, but my true beaters will probably do the job just fine.

3 O-rings would be ideal, but I really want 3 Angelic Destinies to ensure that my Geist/Stalkers are getting through with some serious damage. I'll try and figure out what I could drop for another Ring.

I'm also a huge fan of Swiftfoot Boots, but they just won't fit in here. Besides, I can always bring a dead Snapcaster back with Sun Titan (who I kind of want to run 2 of.)

Thanks again for the input! It has definitely helped me out!

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Posted 28 September 2011 at 23:44

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Wow U/W is still going to dominate standard... Why WOTC, WHY!!

So Snapcaster is great. Three of him to 14 or so targets sounds about right. I'm not sure about the 1 of Cackling Counterpart, though. I know it can net you an extra Titan or Angel, well 2 with Snapcaster, but it just seems like you're never going to pull it.

Have you considered Wurmcoil or Frost Titan in the 6 slot? You should definitely have another bomb. Maybe another Sun Titan. IMO you could probably drop the Overseers (I know they're cool but hear me out!) and drop in another Sun Titan and 1 Frost Titan. I think they would be more useful overall, although a hexproof indestructable beater is pretty sexy.

Anyways, good job! I hope you do well in all of your standard endeavors lol

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Posted 29 September 2011 at 00:30

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So, it seems as if you're on the right track. And if this is one of your first builds, I'm impressed! Much better than my first attempts at control.. haha. But there still are a few points here that may not seem to make much difference, but in actually they're huge.

so, first of all i'll say it, angelic over seer is out of place. she's more of an aggressive card, and in a control deck they're simply... out of place, per se. I know that the point of a control deck is to present board dominance until you eventually can get aggressive, but 5 mana for a 5/3 potential indestructible hexproof that requires another creature is almost counter productive. in a control deck, i feel day of judgment is HUGE. and with said board sweeper being huge, it means that keeping your creatures on the field is even more of a task. for 5 mana you could be doing a lot more. even just another solid counter is better in the mirror.

So, now we can address some other aggressive cards... like geist. I know, this guy is amazing, but he can't play defense. A lot of players (including myself) miss that key aspect. every creature in a control deck SHOULD be able to save your ass if you need it to, and geist just can't :/
on the topic of aggressiveness, angelic destiny is wayyy too aggressive. remember how I said day of judgment was huge? well thats extremely counter productive. i think batterskull would be a much better fit (: your choice, though. all of this is merely suggestion (:

so, unsummon is good, but vapor snag makes them lose a life. could be relevant.

I will now tell you something that very few players understand... land drops... in a control deck.. mean everything. you just have to trust me. it makes their mana leaks worse, gives you more options to counter with, lets you go off asap, and lands in a control deck are utilities. trust me when I say no less than 25. some people even say that is too low, but 25 minimum.

it's half late here, and I'm too tired to talk about finer points of the deck, but if you have any questions, ask away and ill respond in the morning. (:

once again, well done. and I hope I helped.

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Posted 29 September 2011 at 01:56

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Thanks for the advice! All the input I can get means a lot to me!

Vapor Snag completely slipped my mind! I knew there was something bugging me about those Unsummons... lol

I agree about Angelic Overseer...I wanted her to work out so badly :/ As it stands now, I only have one in here anyway...I started this deck out as more much more aggro, and dropped her number. Honestly though, I'd rather see Gideon/Venser or even a Batterskull when I'm dropping a 5 when I think about it.

So in your opinion, I should drop the Geists and Angelic Destinies in favor of more control/big bombs? I really wanted Geist/Angelic Destiny to work out just like the Overseer, but the mana could probably be spent in much better ways. I think you're right; my control is suffering because of the slight splash of aggressiveness.


I appreciate the comment! I'm going to do some deck surgery and see what I can figure out. I wish I had a way to actually test these decks out in their various forms!

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Posted 29 September 2011 at 02:24

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This deck is even cheaper now lol

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Posted 29 September 2011 at 02:46

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This dose kinda resemble my build I really like the idea of Frost Titan he is sucks a big control beast! The land Drop is critical for Control and a missed drop could be what is the difference in the win and loss in a game. Ethan had told me that one time long ago on my first control deck. Also i'd like to add card advantage is also key, if you can draw your cards quicker to help you win the better. Recently he told me about Forbidden Alchemy. After placing it in my deck this morning and testing it shortly after, I seen real big differences because i found my self with the cards i need a lot quicker. Ponder is real nice and maybe just add in one or 2? I know that it helped me out alot! Nice build thoe.

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Posted 29 September 2011 at 03:07

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thanks for the feedback!

I've been considering Forbidden Alchemy for a while. He does have amazing synergy with Snapcaster, and I'm going to try throwing 1 and see what happens. I just don't want to upset the balance of my curve!

I've also just recently swapped out 1 Stalker for 1 Midnight Haunting, which pops out excellent sword carriers and can get recurred with Snapcaster. I would recommend a few for your deck, as yours is more Caw-Blade-ish!

Again thanks for the comment :)

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Posted 29 September 2011 at 03:38

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I want to straighten up the mana curve a bit. Any suggestions on that would help me out a bunch! I feel like it is just *slightly* off, it's very close to being completely on point.

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Posted 29 September 2011 at 03:43

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Well 4 drops look kind slack maybe solemn similacurm? Ur get to ramp and when he dies you card draw.

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Posted 29 September 2011 at 06:12

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Yes Solemn is a great card... I never even thought about putting him in here! Any mana ramp is welcome, and I could even bounce him with Venser to ramp/thin my deck even more!

Any suggestions as to what I could take out? I would probably put two of him in here..

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Posted 29 September 2011 at 06:57

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Hmm I don't know if he would upset the balance of the deck. Is mana ramp that late even worth it? I'm probably not going to cast him on turn 4 because I'll probably be leaving mana open for answers. Ahhhhh I'm so conflicted!!!

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Posted 29 September 2011 at 07:16

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No one has anything to say about the balance now? I need feedback! I'm going to be taking this to states and I'm kind of a standstill. I've been testing this like crazy but something seems off, I need some help guys! I'm very conflicted about the Invisible Stalkers/Midnight Hauntings. I want 1 or 2 more Midnight Hauntings to make this a little more CawBlade-ish, and damage consistent. The control seems fine but there's something about the creatures... Also a huge drawback to Midnight Hauntings that is stopping me from using more of them is RATCHET BOMB. As long as that thing is in standard, tokens just ain't happenin'.

Thoughts?!?

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Posted 01 October 2011 at 02:34

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I realize he's not very mana efficient, but mindshrieker is a 2 mana flyer that can carry a sword and is still good without one.

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Posted 01 October 2011 at 17:13

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Mindshrieker is a pretty sick card, but honestly I'd just rather run Invisible Stalker for the same cost. Nothing is removing the Stalker except a DOJ or some sacrificing. Mindshrieker could possibly get through with more damage, and I like that you can use his ability over and over again depending on how much mana you have available, but he just doesn't have hexproof. Invisible Stalkers are hands-down the best sword carriers in standard now (even though a lot of people are hatin'.)

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Posted 01 October 2011 at 23:37

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i like the build nice job. I found playing u/w draw go can be lots of fun, hell been playin this style for years. My suggestions are - haunting and forbidden for 1 more day and 1 more dismember. Also -2 vapor snag for 2 more disperse (way better of a card IMO) also venser is very lackluster in this build i recomend either another gideon or maybe karn. Another gideon is ideal thogh. Great job keep it up..

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Posted 02 October 2011 at 13:42

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Thanks for the comment! I've been testing this out and Venser honestly wasn't doing a whole lot for me. He works well with some cards (I'm looking at you, Snapcaster..) and is definitely threatening, but I feel like a deck with him in it really needs to utilize him more i.e. way more cards that work well with his bounce.

Disperse is a straight upgrade from Vapor Snag (except for the cost...) but I realized that one more mana to bounce back anything is probably worth the extra investment. I don't need 4 bounce cards in here really anyway.

Forbidden Alchemy has actually been doing wonders for digging when I see it, so I added on more. More often than not, I'm dumping a bunch of spells and in reality giving myself more options because of Snappy. Speaking of which, I'm thinking of upping him to 4...

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Posted 03 October 2011 at 13:13

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