UWR Control Modern

by DrShagnasty on 14 March 2015

Main Deck (60 cards)

Sideboard (15 cards)


Sorceries (2)

Instants (6)


Enchantments (2)

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Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

2125090

Card Legality

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

Deck discussion for UWR Control Modern

I'm not sure how I feel about monastery mentor. Have you had lots of success with it? Seems to me you could get more advantage out of something like assemble the legion which isn't conditional and can't be path to exiled away.

Cryptic command is always a problem for me in modern if its not in a mono-blue deck cause it's so cost conditional that it is usually useless until the late middle and endgame. Plus, if you get it early and actually have the three blue to drop it, you stop your development to keep the mana open which hurts you more anyway. I know its a bitchin counter, but in a tri-color its too conditional and slow to be worth it in my opinion.

I have similar problems with running more than 1-2 sphinx's revelation. It's a brick in your hand until the late middle and endgame so running 3 just ups the chances that you draw it turn 1 and its useless. I know it refills everything you need refilled so its great to have when you have the mana to drop it, but your deck is vulnerable to fast creature decks and anything that gets off the ground early, so 3 revelation's probably won't help you as much as you want. I would run something faster that will help keep you in the game long enough to drop the 1-2 (I would advise 1) copies you want to keep, such as remand, which stalls like nobody's business in modern.

I know you're relying on the fetch lands to thin out the 26 lands you have here, but even with 7 of them 26 seems too high. I know you want fast development and the ability to drop lands turns 1-3, but with 26 its almost inevitable that you will stall out hard middle and late game by drawing useless lands. I would consider taking it down to 23 and trimming celestial colonnade down to only 1 as it hurts you badly early game if you need the extra mana to get something done and draw into a colonnade and can't use it that turn. 4 copies ups the chances of that happening drastically.

You might also consider running serum visions just for the tactical advantage and something to do turn 1 that will help move things along.

Just some thoughts, not trying to criticize.

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Posted 30 June 2016 at 21:16

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this version is extremely outdated. the jeskai nahiri lists of current modern are far more streamlined.

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Posted 04 July 2016 at 15:07

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