Illusion of Control

by runner220 on 09 September 2011

Main Deck (61 cards)

Sideboard (15 cards)

Creatures (3)


Instants (7)

Artifacts (5)

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

My attempt at an aggro-control deck. Idea is to get out low cost illusions and protect them while buffing them. Wurmcoil comes in late game(or early with architect) in case Im having trouble getting the win condition. Phantasmal image I mainly use to copy lord of the unreal, because then the only removal left by the opponent are cards like doj.

sideboard help please!!

Please comment and help!

Deck Tags

  • Aggro

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 4,528 times.

Mana Curve

Mana Symbol Occurrence

045000

Card Legality

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

Deck discussion for Illusion of Control

Please help make improvement and a sideboard, i want this deck to run after zendikar block gets phased out.

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Posted 09 September 2011 at 21:50

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The mana-base is going to be thrown off with out the fetch lands and terramorphic expanse isn't half as good and you can't kill ghost quarter with itself and get a land, but you should switch out the sideboard ponder with another flashfreeze.

Also, i like phyrexian metamorph a lot more than the phantasmal image because of the sacrifice effect even though i understand it's association with lord of the unreal, and i also like it more than adaptive automaton just for the turn 3-4 architect then tap it and either another creature or the 4th island to slam down another copy of the architect, but again i understand that being an illusion means having hexproof, so i don't know. It may just be me liking artifacts. Maybe run 3 automatons, 3 images, and 2 metamorphs, or 2, 2, and 4.

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Posted 11 September 2011 at 02:04

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Hey thanks for the help, and yeah i was wondering wether or not to add metamorphs. They seem kinda redundant and don't really work as well as images in this deck. But i did need to take out some dragons(4 was way to many) but ill defiantly put in 2 or three metamorphs in the dragons place.

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Posted 11 September 2011 at 02:46

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And sorry... Im not really sure what you talking about in the first half of you comment, im not using terramorphic expanse nor do i have ghost quarter in the deck because its for standard...

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Posted 11 September 2011 at 02:51

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when zendikar leaves, the deck thinning of your fetch lands will be gone and i thought terramorphic expanse could take its place but it wasn't reprinted in the core set. Also, ghost quarter comes back in innistrad but can't even be used on itself. Sorry about the confusion. Maybe some other cycling cards like shrine of piercing vision or divination can be used, but the higher cost on those versus preordain and ponder probably won't allow them to work as well.

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Posted 11 September 2011 at 19:38

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Oh i see. But someone told me that lands from older sets dont get phased out like the rest of the cards or were they wrong? If so then yeah this deck will be running a whole lot different than i planned. Is it just basic lands that stay, like you could use the zendikar basic lands or every single card gets banned?

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Posted 11 September 2011 at 20:14

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A card is standard as long as it has the same english name as a card in standard, so you can run islands from any set you want because they print islands in every set.

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Posted 12 September 2011 at 22:57

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Hi,
Spellskite seems to protect pretty well :)
Good luck

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Posted 10 September 2011 at 19:39

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thanks, yeah i through him into the sideboard. He is good, but once an illusion is targeted, even if you change what the spell will be targeting in the end, the illusion still gets saced. But he will come in handy against heave removal decks so I still added him in place of turn aside.

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Posted 11 September 2011 at 02:41

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Dismember / Turn to Frog and Torpor Orbs should be put in the sideboard in my opinion. The first two deal with creatures better than Tumble Magnet. Torpor Orb shuts down pod decks, revoker, and titans while leaving metamorph, image, and automaton alone.

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Posted 11 September 2011 at 19:46

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I don't mean to say it completely shuts down titans, but only the initial entering effect.

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Posted 11 September 2011 at 19:48

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haha i saw the turn to frog card, i didnt really take it to seriously. And yeah ill put in some torpor orbs

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Posted 11 September 2011 at 20:16

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the illusions are not direct target of the archs affect so they dont die off

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Posted 12 September 2011 at 13:02

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true that. i ran phantasmal bears for a bit because they were such good early game ramp in my architect deck.

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Posted 12 September 2011 at 23:02

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also try to get your deck card count down to 60-62

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Posted 12 September 2011 at 13:03

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the reason it says 77 is because of the 15 card sideboard. he only has a 62 card deck.

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Posted 12 September 2011 at 22:59

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I would remove the Misty Rainforests and Scalding Tarns. You only have islands anyway. Why put 8 land searching card in there when playing 1 color. I understand about milling down the deck but if you could just draw the land the first time, would that matter? Your running a 62 main deck. If your going to keep the fetch lands, why not just remove one of each? Also the Tarpor orb. None of your cards have abilities that kick off when they enter play. I believe that Tarpor only works for cards entering play. Is that for you opponents?

Also I have been placing the rules about illusions out there since there is a lot of confusion about targeting rules.

here are some rules and rulings from Wizards about illusions.

405.6. Some things that happen during the game don't use the stack.

405.6a Effects don't go on the stack; they're the result of spells and abilities resolving. Effects may create delayed triggered abilities, however, and these may go on the stack when they trigger (see rule 603.7).

http://community.wizards.com/go/thread/view/75842/28265857/some_questions_on_the_rules.?post_id=506536045#506536045

This one actually talks about redirecting spells.
http://community.wizards.com/go/thread/view/75842/28262869/phantasms?post_id=506479075#506479075

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Posted 13 September 2011 at 17:05

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And you can use architect with illusions without having to sacrifice them because the ability doesn't target the illusions. The ability reads "Tap an untapped blue creature you control: Add {2} to your mana pool. Spend this mana only to cast artifact spells or activate abilities of artifacts." The ability is on the architect not the blue creature. Your just tapping them. The architect creates the mana. Does not target your illusions.

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Posted 13 September 2011 at 17:09

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Using fetch lands makes the deck thinner by removing mana. The reason a lot of people put them into decks is just for that reason. It lowers you chances of drawing mana later in the game when you need say a wurmcoil engine. Thats why there are fetch lands, though they will be removed anyways once innistrad is released.
And thanks for the architect tidbit, i found that out a couple of days ago, thanks though.

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Posted 13 September 2011 at 17:22

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Yes, Using architects ability on illusions works because it says you may tap "a" blue creature you control. It doesn't target, its basically a mass wipe sort of thing vs say a doomblade. It doesn't target your creatures they basically just all gain that ability. Its like if someone trying to doomblade your bear and you negate it, the bear still dies because it was targetted and its ability goes on the stack where as this is like if you negate a day of judgement. It doesn't target your creatures so none of them die.

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Posted 15 September 2011 at 11:08

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