u/w control

by drogskullrever on 20 January 2012

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

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Deck Description

lock down the bored and blink o-rings with venser. till you get out sun titan and copy him with the image for the win. also alt win is the geist with the destiny.

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,058 times.

Mana Curve

Mana Symbol Occurrence

4612000

Card Legality

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

Deck discussion for u/w control

It is not a control deck. Most control decks play around 28-29 land at the moment.

0
Posted 21 January 2012 at 01:56

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This just isn't playing enough lands. If you want to hit 5 and 6 drops, you need to be at least 25 land.

0
Posted 21 January 2012 at 03:22

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Creatures to consider:
Hero of Bladehold(at the very least, have this in your sideboard so you can use them against slower decks. It's also a good card to keep pace with other decks that build a large creature base)

Enchantments/Artifacts to consider:
Adding 1/2x 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)

1x more Sword of Feast and Famine

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. In this deck build, since you're already using Feast/Famine, I'd stick two of these in the sideboard)

I'd drop to one or two Day of Judgment, and sideboard one or two copies(you should never need 4 of these)

Ponder is almost alwaysa must have in blue deck, it will allow you to dig for whatever you may need. I'd also consider 2x Think twice for additional card drawing, if you draw one think twice, that's two additional cards you can draw that you would have otherwise had no means of obtaining beyond your draw step each turn. Then of course, there are mana leak/cancel/dissipate. At the very least, I'd run 4x mana leak.

If you're set on building the deck around Venser, I'd add one or two more copies to the deck, drop to 2x Sun Titan(You can always blink him with Venser and copy him witht he Images, 4x Titans in this particular build is just redundant).

I'd also add two copies of Stonehorn Dignitary mainboard and 2x to the sideboard. This gives you the ability to lock down an aggressive deck on the first match through blinking it with Venser. 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.

Your manabase should look something like this:

4x Glacial Fortress
4x Seachrome Coast
4x Plains
4x island
4x Ghost quarter (This will allow you to deal with problematic lands such as Inkmoth/Kessig Wolf-run)
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.

0
Posted 21 January 2012 at 12:29

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