Kill and Control

by MagikRevolver on 27 June 2008

Main Deck (60 cards)

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Deck Description

Based on Chandra Nalaar\'s ability to deal 10 damage to creatures and player, in conjunction with Lilliana Vess to bring back creatures from everyone\'s graveyard after Chandra Nalaar destroys them. Search cards make finding the two planeswalkers easy when drawing them doesn\'t seem to work. Cheap defense creatures are used to prevent damage early in the game.

Deck Tags

  • Combo

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0048280

Card Legality

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

Deck discussion for Kill and Control

I thought everyone played by the rule that only basic lands you could have more than 4 in a deck. And you have 16 badlands? In any game I've played that would be completely illegal. To me it doesn't look to be a very good deck anyway. You have all these somewhat useless cheap cards - bog rats, etc - I can see games where you just get a draw that does nothing. You have very little in terms of mid-game power, so you're relying on your black lotus to play your big cards quickly.

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Posted 28 June 2008 at 03:37

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a wall of souls would help stall out the game a little. also darkness would help you live an extra turn. Looks like an interesting strategy. Good luck!

Please check out my deck "RG Quick Beating"

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Posted 28 June 2008 at 05:36

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The badlands problem was fixed. Part of my problem with that was that I clicked different expansions a bunch of times. Every card in this deck works to acquire or protect the planeswalkers. The entire kick to this deck is that there is a 19% to draw a card that is either a planeswalker or able to acquire a planeswalker in your primary hand alone. Mid-game power comes from the control cards. I am considering changing out bog rats for 2/2 or 3/3 creatures.

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Posted 28 June 2008 at 05:40

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Ok, other than the Walker and the Ornithopter, you have nothing to play until turn 3, now the thopter and walker MIGHT be able to hold you over, but not if you're up against burn, fast damage, or creature control. Plainswalkers seem like great cards but they make you a target in multi and also die very easily, they are slow, very slow, and often something like rings of brighthearth is required to move them along faster.

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Posted 28 June 2008 at 05:54

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Oh and no one in their right mind would let you run 4 black lotuses in ANY format. In casual usually you and your friends pick cards to ban or restrict and normally black lotus is the first to go. They are basically cheating, no not basically, they ARE cheating cards. There are some cards that are just too crazy to have 4 of in any deck, those would be the power 9, there is a reason they are banned and restricted, think about it. I know around my home you'd get thrown out for trying this deck.

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Posted 28 June 2008 at 06:01

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Smc, I took your advice and put in 2 Rings of Brighthearth, trading off my 19% chance of planeswalker acquiring capabilities for a 15% chance by reducing 3 of each planeswalkers to 2 of each. Other than draft, which it is kind of hard to break the rules in, I play games where if the card was ever production, it is legal. That means power 9 go.

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Posted 28 June 2008 at 06:05

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Tested and awesome, couldn't be happier with the deck. Played against an elemental deck and won. I am going to test many more times, but it is fun to put someone into submission using a lot of these cards, then killing opponents creatures just to bring them back under your control. The combo is not hard to pull of in the end. First game I played with it I only got 2 mountains for mana in a matter of 5 turns so I conceded. Second game I actually shuffled the deck, and pulled off the combo.

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Posted 01 July 2008 at 22:38

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