Prison Control

by IWishIHadGoodLuck on 25 November 2018

Main Deck (60 cards)

Sideboard (15 cards)

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Deck Tags

  • Control
  • Modern
  • Boros
  • Prison
  • Enchantment
  • Competitive

Deck at a Glance

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This deck has been viewed 945 times.

Mana Curve

Mana Symbol Occurrence

450030

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Prison Control

Unfortunately this deck is WAY too 3-drop heavy, and has too high a curve to be able to compete in modern. Basically nothing is going to get done till turn 3 (assuming you have the 3 lands), and even then it will be turns of dropping 1 card per turn until you field the 5th or 6th land, and by then opponent will already have what he needs or be able to say no to whatever you're doing.

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Posted 27 November 2018 at 16:13

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Yeah well this deck is super slow that's true, but it's pretty efficient it slows and in some cases stops the opponent completely, enough time to cast angels and keeping slow / stop it, may be you need to see some videos of this deck or play aigainst

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Posted 03 December 2018 at 21:04

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Not trying to start a fight here, just saying that in competitive modern you are giving opponent 2-3 turns minimum to hit you with an inquisition of kozilek, thoughtseize, negate, remand, logic knot, mana leak, abrupt decay, vendilion clique, or spell pierce which will shut you down cold, and the saturation of these cards in competitive modern is nearly 90%.

Also, because you have no direct interaction at all, and only 3 nodes and 4 halos for indirect interaction, you are extremely vulnerable to the devastatingly fast win conditions that are also supersaturated in modern, like delver, goyf, young pyromancer, scavenging ooze, or the fast zoo critters. So, assuming opponent has the interaction to stop your turn 3 drop, which is almost inevitable in competitive modern, you are going to see a win condition dropped followed by interaction that stops you from gaining control, and the win condition is off to the races before you get anything on the field. What's more, even if your deck does what you want and opponent doesn't pin you down in the first 3 turns, you are still looking at dropping 1 card per turn for the next several turns, giving opponent time to catch up.

Games 2 and 3 are a variable, as some decks run lots of non-critter hate in the board and some don't.

I'm not saying its a bad idea or a bad deck, i love prison builds and mechanics. I'm just saying in competitive magic, including modern, the most important variable by far is speed, and if you let opponent dictate the pace and get ahead you will most likely lose, so by dropping the 3-drops to more 2-drops and 1-drops you will statistically do better.

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Posted 03 December 2018 at 21:49

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that's true thanks for the feedback

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Posted 04 December 2018 at 00:49

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