Trinidad Control (Theros)

by mcflyguy on 15 December 2013

Main Deck (60 cards)

Sideboard (15 cards)

Instants (3)


Artifacts (2)

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 Tags

  • Control
  • Midrange
  • Mardu

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 928 times.

Mana Curve

Mana Symbol Occurrence

24019240

Card Legality

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

Deck discussion for Trinidad Control (Theros)

Yay a brew control deck!

Not the biggest fan of Smite. Seems kinda useless since you don't have many blockers until a 5 drop comes down. Maybe Celestial Flare?

Otherwise I dig it, gonna proxy it and see if I enjoy playing it.

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Posted 24 December 2013 at 21:54

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It can be an up and down card. It depends on having a Mutavault or a weenie on board, but it carries it's weight in the long run.

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Posted 25 December 2013 at 03:35

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I think thats why I like Celestial Flare, doesn't have other requirements and is useful all game. Even kills Blood Barons.

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Posted 25 December 2013 at 04:56

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Double W is a killer, I'll end up putting another Doom Blade and Hero's Downfall before I mess with Celestial Flare. As far as Baron is concerned, I'll just add more R burn for his butt.

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Posted 26 December 2013 at 16:20

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This deck took home the gold last week, made a few updates to the sideboard with Renounce the Guilds and Solemn Offering to take care of the Esper/Azorius matchups. Any creature decks just fail against this and USA control has nothing to target.

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Posted 09 January 2014 at 22:03

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Any reason not to just play Wear//Tear instead of Solemn Offering? Is the 4 life meaningful enough to give up instant speed?

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Posted 09 January 2014 at 22:11

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Yes and no. The only enchantment I would want to deal with on my opponents turn would be D-Sphere, while it's strictly better to do this on their turn, I found I have very little to profit from instant speed over gaining 4 life. Plus I play cards which never see the light of day, in this case the results are same yet the differences are pretty much nil and so it's pick'em situation to which I'm choosing Solemn Offering.

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Posted 10 January 2014 at 21:41

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I think you would wanna be dealing with any enchantment on their turn, just for the added bonus of having your lands untap on your own turn to do other stuff. Plus Tear costs only 1 mana and having the Wear allow you to kill an Elixir while they are tapped out at any time is pretty sweet. Your control matchup could also use Skullcrack for every time they Sphinx's Revelation, especially since you're not running Thoughtseize at all. I understand that that's what Slaughter Games is typically for, but Thoughtseize can allow you to cause a blow out, pulling their Jace or other early draw spells.

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Posted 10 January 2014 at 22:12

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It's not profitable to have Wear//Tear over Solemn Offering. Thoughtseize is cool, not as good as Slaughter Games against Control. With 6 copies of PW kill, I'm not too concerned about a Jace or Elspeth. On the point of Thoughtseize, how fruitless is it to use this when a simple Elixir recycles it back into the deck? Also, Renounce the Guilds takes care of either D-Sphere or Blood Baron of Vizkopa. I can appreciate your candor on the subject. So far Solemn Offering is just better in more than one matchup.

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Posted 11 January 2014 at 18:58

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The idea would be to get the Elixir in to the graveyard before it makes it on to the field, its truly even a viable target for Slaughter Games. I just really enjoy playing hand hate against control. The idea behind Thoughtseize is that it allows you to cause them to fall behind early while you wait to cast your Slaughter Games on turn for. Turn 1 Thoughtseize allows you to see exactly how many counter spells are in their hand, how many draw spells, what kind of mana they have. It effectively allows you to know their turn 1-3 plays giving you a distinct advantage.

Just trying to theory craft with you a little bit obviously. Im definitely a fan of the concept, it seems really fun when i've proxied it with a few tweaks to my playstyle.

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Posted 11 January 2014 at 19:17

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There's also Rakdos charm for the control matchup. It's even decent against aggro decks.

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Posted 11 January 2014 at 19:29

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