Catch and Release control

by Profani on 02 November 2013

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

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Deck Description

Another look at Catch//Release, because most of the decks in standard at the moment play a lot of enchantments, which means in a deck with very little permanents, will often be a 2 for 1 or more. It gets all the Gods, Underworld Connections, Detention Spheres, Jaces, God weapons, and picks off a land and creature while you're at it. Being a control deck, you can also get to high enough mana to fuse it, at which point you're just overloaded in card advantage.

Also, in the case an opponent controls a god and a god weapon (an enchantment and an enchantment artifact), he is forced to sacrifice them both, instead of saccing the god weapon as 'enchantment'. The card requires the most 'optimal' resolving, which is the highest possible number of permanents sacrificed.

Same thing applies for animated gods and other creatures. Sac the god as enchantment, and then another one as creature.

Deck at a Glance

Social Stats

45
Likes

This deck has been viewed 2,538 times.

Mana Curve

Mana Symbol Occurrence

24360250

Card Legality

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

Deck discussion for Catch and Release control

Sounds fun!

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Posted 04 March 2014 at 22:37

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That's an interesting spin on control. Curious, have you played it against anything else in the current tier 1 standard? how does it fair against the big guys in standard if you have? +1 from me for creativity.

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Posted 04 March 2014 at 22:55

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Its pure theory, created it in one of my ''find an underrated card and make a deck around it'' times, especially when Mono blue was the most popular deck and mono black was still running whip of erebos/erebos main deck.

I do have pretty much all the cards for the deck except the Jaces, but I might as well not play them and try it out anyway. The big problem of this deck is that it can't run Detention Sphere. Anger of the Gods should fix that against aggro, and turn and burn/Release against monsters/control decks. However, it does make the deck very weak to Turn 2 packrats, which means I probably should bring in spheres from the board.

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Posted 05 March 2014 at 14:11

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Id consider adding one elixer of immortality so that you can really maximize usage of sphinx's rev. That way if something happens to aetherling you can just recycle the deck and go again. Other than that, cool deck idea, looks fun

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Posted 05 March 2014 at 01:37

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This is totaly awesome and creative, but I would consider adding Jace, Architect of Thought for some more card advantage. Also I would add Chain to the rocks. Maybe -2 Quicken and -1 Anger of the Gods -1 Turn//Burn +2 Jace, Architect of Thought +2 Chain to the rocks

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Posted 05 March 2014 at 02:43

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Chained seems good, dont know if my mana base can support it though.

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Posted 05 March 2014 at 10:07

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Youve got effectively 6 mountains with the sacred foundry, plus all your draw power. Could easily play with 2 chains. That said you could also do detention sphere if you were so inclined; but to me it seems like the deck is meant to have more "active" cards so that when you get to the elixer (love it) you can just repeat and get all the cards again.

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Posted 05 March 2014 at 17:56

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You forgot the Steam Vents ;-) Makes it 10 mountains in here.

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Posted 06 March 2014 at 09:55

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Problem is still that it gets hit by Release, which is why I designed the deck to be so permanent light initially. To make Release work, I have to work mostly off instants/sorceries as removal.

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Posted 06 March 2014 at 10:47

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There is no point in running Boros reckoner. It just turns on all the doom blades and other things they have in Hand to kill creatur

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Posted 05 March 2014 at 08:39

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Moo cow 4 life! I wouldnt be that worried about removal with a grand total of 4 creatures. I think that they will get the point that its a control deck.

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Posted 05 March 2014 at 08:58

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Well considering removal doesn't actually hit aetherling there's only 2 valid targets in the deck. Turning on removal that would otherwise be 100% dead is not something you want to do as a control deck.

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Posted 05 March 2014 at 09:04

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I would suggest adding the U/W scry land (Temple of Enlightenment). For your mana base it is more useful than the R/W one imo. Also for control overall it will help you a lot.

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Posted 05 March 2014 at 09:52

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Wow, I didnt expect that many replies! I made this deck quite a while back, before BNG and saw recently that it wasnt public so I put it on there, thats why theres no UW scryland.

The thing with Boros Reckoner is that post-board if they want to keep removal in thats fine, as usually they are going to have more removal spells than I have reckoners.

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Posted 05 March 2014 at 10:06

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your deck is well thought out, please check out mine if you can http://www.mtgvault.com/macattack907/decks/cataclysmic-cornucopia/ thank you.

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Posted 28 March 2014 at 19:47

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