Filibuster

by icy133 on 14 August 2016

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

Have you ever wanted to be the government in a casual match? Accept taxes, allow only certain spells and minions, even set the law? More importantly, do you want to stall out a game for as long as possible till your opponents want to kill you in real life? Well this is the deck for you! With counterspells, bounces, detain, taxes, board clears, unpassable walls, and filibuster counters, you will be the Big Brother of any game you participate in. With the win condition being literally to stall out a game, you will be hated by every mtg casual player in existence! Talk about the ultimate control deck!

How to Play

Cards
In this section, I will describe most cards in detail and their role.

Azorius Chancery: This card is quite good for any control deck, because it is quite a late game land, but its main use is its combo with snap, supplying an additional mana to use from the untap.

Unsummon: This is quite good in any combination. It can save some of your high importance minions (which is most of them) from spells you can't counter or don't need to, it aids in flickering your minions or saving it from supreme verdict. But its main use is to stall out the game. Getting rid of any important creature for a turn for 1 mana is great for getting those filibuster counters. Plus who doesn't hate having to recast minions?

Judge's Familiar: This card is just great all around, easy to cast, supply's as an important blocker, and makes opponents think twice before casting spells. It is extremely easy to forget, especially late game, that this card exists, and you can get rid of a high importance spell. Also, just having a body to block creature damage is quite useful.

Snap: At this point it should be clear how much of an a**hole you are by playing this deck. The reason I run this card instead of more unsummons is it's free as long as you have at least two lands, and it gives you 1 extra mana in combination with Azorius Chancery (more useful than you think).

Azorius Charm: This choose one effect allows you to be extremely flexible. An extreme unsummon that also ruins top decks is quite handy, and a cycle is important if you are looking more for your combo pieces. To be honest, Lifelink is usually not needed, but may be handy in a sticky situation.

Negate: A simple counter for cards that you can't control with unsummon is extremely useful, especially those pesky enchantments. Also, counters are good in any control deck.

Lyev Skynight: An extremely useful card that does well with locking down things for a turn, or big creatures that Lavinia can't handle. It combos with Venser, and is a body to block or finish off a low opponent.

Daxos of Meletis: Hold on to your pants, because this card is quite the dewzy. The whole point of this card is to be a decoy, something to distract your opponents with, but if they ignore it, you will definitely have quite a control on the game. The lifegain is quite popular, and even if you don't cast it, it prevents an opponent from accessing it. Even if you end up getting a land, more mana for you! But occasionally you get that card that you can cast that pretty much ends the game, so there's that. It's amazing against control and proves to be a valuable distraction to set up your hand for late game.

Render Silent: Although quite difficult to cast, this will shut down an opponent for an entire turn, due to you having control over their minions. And the name is also applicable to real life after you play it seeing as the opponent will be shocked silent.

Wall of Denial: We're going to build a wall, at it will surely wall off the hopes and dreams of the opponents. There is not many ways aggro and mid ranged can deal with this card, and is important for protecting those Filibuster counters. Plus, against several people, it will ultimately cause people to ignore attacking you.

Detention Sphere: This card is unbelievable against tokens, and serves great against two creatures that you don't really want to deal with. It removes enchantments and can be protected by your counter spells. Plus, it combos with Venser by choosing more of a threatening card or restocking same named bullies.

Grand Arbiter Augustin IV: Nothing is more satisfying than literally putting a tax on the land! Making you set up combos easier is extreme useful and it ultimately slows down the opponents, making them have to wait extra turns to play things. Be warned, once you play this card (assuming they are not frustrated over your counters and bounces), you might as well put a target on your forehead, because you're gonna have a bad time.

Supreme Verdict: Having a bad day? Supreme Verdict. Too many creatures to control? Supreme Verdict. Wish to restart? Supreme Verdict. This is an unstoppable force that will crush the spirits of your opponents. Although it is terrible for a full board you control yourself, you never know when an opponent finds a way to break your defenses.

Ætherize: The ultimate bounce, it deals with any army, no matter how large or protected. Shroud? Don't care. Indestructible? Don't care. You will constantly run into a situation that an opponent wants to throw hundreds of creatures your way, and this crushes them and wins you the game. No question. You may want to even swap for two more, because this is the ultimate crusher of dreams. Bye bye tokens, and it even causes your opponent to discard!

Venser, the Sojourner: This guy sets up the best combos in the game. It resets creatures to block, combos with cards that have effects when entering the battlefield, gives you more mana, and can be a blocker if nothing else. Also, if he ends up using his minus eight, the opponents might as well put a lighted stick of dynamite in their mouth, cause they will be blown to shreds with this crazy effect. Exiling cards through casting completely ruins an opponent. And if for some reason you have damage through creatures, you can win through unblockable fun!

Azor's Electors: Now you might have been asking, what is this win condition you have been talking about? Why so much control? What are the benefits of prolonging a game? This card. Once you play this card, everyone will realize the purpose of your unholy actions. You will be the ULTIMATE target. But you will have the tools. Just make sure you play this when you have some counters, combos, or bounces cause it will be one heck of a ride!

Lavinia of the Tenth: The ultimate combo is this. Venser, then Lavinia, good game. You will be able to cast her turn after turn after turn, stalling the game for those counters. But what about those things that cost more than 4? Well, that's what the other spells are for. This combo is the main way to win any game you have, and is almost impossible to deal with. If one piece gets removed, at that point you exhausted your opponents resources, and you should have another in hand. Also, don't be scared to bounce her back to protect her, because that is the ultimate protection. This combo is the reason the deck is a thing, and it's not extremely hard to set up, especially with good old taxes!

Isperia, Supreme Judge: This card is great to access Ætherize, seeing as once you are attacked, you can restock as much as you want. And 'may' protects you from over draw as well. Plus an amazing body for protection or aggression!

Mulligan:
1. Look for at least three lands, especially ones that are different colors or non basic
2. Judges Familiar
3. Wall of Denial
4. Daxos of Meletis
5. Counter spells
6. Azorius Charm
7. Bounce

Deck Tags

  • Azorius
  • Bounce
  • Azor's Elocutors
  • Law

Deck at a Glance

Social Stats

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This deck has been viewed 975 times.

Mana Curve

Mana Symbol Occurrence

3644000

Card Legality

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

Deck discussion for Filibuster

This is one of my favorite decks, lmk if you want to see more!

0
Posted 14 August 2016 at 06:51

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