UR Control

by KJSJ3 on 27 August 2016

Main Deck (60 cards)

Sideboard (6 cards)

Creatures (1)


Sorceries (1)


Enchantments (1)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

UR Control for Modern. Still working on a SB. Thoughts?

Deck Tags

  • Modern
  • Control
  • VaultHelp
  • DHA

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,229 times.

Mana Curve

Mana Symbol Occurrence

036060

Card Legality

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

Deck discussion for UR Control

I completely forgot about unsubstantiate. A nice little versatile gem from moon. I'm curious about a few cards though. Why Blighted Gorge? Seems under powered to me for what it does. I'm also surprised by the two crucible of worlds. I've never seen them in a control shell before. As for sideboard, it really helps to know what the deck has trouble with 90% of the time, and then try to tailor it based on that

0
Posted 28 August 2016 at 02:51

Permalink

Crucible is for ghost quarter (with mind lock orb) and for gorge as an alternate way to win. This hasn't been tested and i don't have the cards for it so I'm not sure on strength and weakness. Kinda tossed this together from a thought...

0
Posted 28 August 2016 at 03:32

Permalink

Ok I was just wondering. I saw the synergy between quarter and crucible, and I love orb here. Reminds me of Leonin Arbiter, only no way to stop it for a turn.

0
Posted 28 August 2016 at 03:42

Permalink

Seems weak to Walkers, (Lili, Nahiri), you probably need to address that. Also low on win cons, you could probably end up controlling the board for a while but without pressure you'll just loose to a combo the second you run out of counters in hand. Maybe taking it more in the direction of a Blue Moon deck?

0
Posted 30 August 2016 at 13:59

Permalink

Batterskull is more than enough for a win condition. As for counters, is slim yes, but that's why there's pressure from the burn in here, which also speeds up the clock for when he drops Batterskull later on. The key is knowing what to expect from your opponent, which is where the stuff like Probe and Clique come in. He then knows what to watch for. Walkers can sometimes be a problem, but there's this funny little rule that allows you to hit a walker with stuff like bolt by declaring the opponent as the target and then changing the target to the walker if that player so chooses. (Ruling is 306.7 in the comprehensive rules btw)

0
Posted 30 August 2016 at 19:56

Permalink

1/2 a dozen burn spells can't both apply pressure and remove walkers, they can barely remove 1 drop critters in Modern. Batterskull is next to unplayable in a meta that runs artifact hate maindeck, (K-Command). Draw-go control is not where you want to be when the rest of the meta drops multiple threats every turn or combos off on you as soon as you don't have a counter in hand. Being proactive, (like Blood Moon, land destruction, discard, etc.), is vital in a fast meta like Modern.

0
Posted 31 August 2016 at 12:54

Permalink