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Control the early and mid game. UR Control is not about racing — it's about reacting. You use counterspells (e.g. Counterspell, Spell Pierce) + removal/direct damage (e.g. Skred, Lightning Bolt or similar) to neutralize threats and prevent your opponent from establishing board presence or card advantage. Use cantrips and card-draw/filter to find what you need. Cards like Preordain, Brainstorm let you dig for answers, threats, or lands. This keeps you flexible and lets you sculpt your draws to match the evolving board state. Finish the game when stable — with a threat or attrition. Once you’ve stabilized (opponent’s board is under control, and you have mana/counters free), you shift to closing out the game. UR Control often relies on a few “big spells/creatures” or incremental damage to win. When the opponent has been disrupted enough.
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NOTE: Set by owner when deck was made.
Seems like you'd really like to run at least the full set of Seething Landscape, if not a few additional fetches because of the Brainstorm synergy, the low curve, and the fact that you really want to grind and avoid flooding out.
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