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Nobody's allowed in the pillow fort

Modern Control WU (Azorius)

AshKerplash


There are various ways to play this deck. These strategies do not have to be played independently of each other; the deck works best if you have multiple win conditions out at once. They all use a control strategy designed around counters such as Render Silent and powerful exile enchantments like Detention Sphere. Any of the following win conditions will frequently be provided to you by the ultimate of Jace, Architect of Thought.


This strategy is based off of classic control strategies. It uses Prognostic Sphinx as its win condition. Prognostic Sphinx 's incredibly powerful Scry 3 allows you to plan out turns ahead of you, or lets you choose what you are going to draw into before a Divination or the draw choice of the Azorius Charm. Its ability to discard a card to give it Hexproof is also incredibly efficient. This deck frequently requires discarding dead cards after a massive Sphinx's Revelation (although doing it at the end of your opponent's turn gives you plenty of mana for your newly drawn cards, you will find yourself discarding cards at the end of your turn. This is not a bad thing as it helps thin your deck for more win conditions) so you will not be threatened by the loss of your win condition. Although not a primary win condition, the ability of Azorius Keyrune allows you to provide pressure early on in the game.


In this strategy, you will play the long game. This deck boasts a total of 11 enchantments; 3x Banishing Light, 3x Sphere of Safety, 4x Detention Sphere and 1x Heliod, God of the Sun. Banishing Light and Detention Sphere remove threats but also buff your Sphere of Safety. With all of these enchantments out, not only will you have rid your opponent's board of most of their threats, the small 1/1 creatures they have left will cost them 33 mana each to attack with. Whilst you are unlikely to play all of your enchantments, Heliod, God of the Sun is crucial. His ability allows you to produce creature tokens that are weak by themselves, but they are enchantments which will further boost your Sphere of Safety. Although Heliod, God of the Sun can be used as a beater, the win condition for this strategy once you have established your pillow fort is Azor's Elocutors. Without creatures the only source of damage your opponent will have will be burn spells that you will easily be able to counter to prevent the damage removing the Filibuster Counters from your Azor's Elocutors. Additionally, a lategame Stormtide Leviathan fully locks out any creatures without flying or islandwalk (and like, what else has islandwalk?) from attacking you whilst giving you a massive body to attack with yourself.


To play this strategy, you will be using Martial Coup and Elspeth, Sun's Champion. They are similar, but have slight differences. Martial Coup is a sorcery that you pay X for. Consider this your blowout. Martial Coup will clear the board of all creatures. Due to the high amount of lands in this deck, you will be able to pay a large amount of mana for this spell. In most cases, you will be left with at least 12 soldier tokens off the back of this sorcery. All you need to then do is tap everything and attack on your next turn. Elspeth, Sun's Champion is a more efficient but slightly slower way. Her +1 allows you to gradually build up enough power to defeat your opponent in a single turn. Her -3 synergises incredibly well with the rest of the deck however. Whereas Martial Coup clears the board of all of your creatures, the only creature that can be destroyed by her -3 is your Archon of the Triumvirate . Whilst her ultimate will 99% of the time give you more than enough power to take the game, it is sometimes wiser to produce a large amount of soldiers but then do her -3 to remove the tougher blockers of your opponent.

The current win rate of this deck is 79.07%:
34 Wins / 9 Losses


Any suggestions are super appreciated thanks.

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Match 1: RDW (2-1)
Game 1: Was knocked down pretty heavily early on in the game by multiple Lava Spike and Lightning Bolt but I managed to stabilise and get Elspeth, Sun's Champion out. She died after the first +1 but I managed to win with the three soldier tokens.
Game 2: Mulligan to 6. Put on 10 health on turn 2 after a T1 Vexing Devil and T2 Vexing Devil + Lava Spike. Got burned to death in the next couple of turns.
Game 3: Took a lot of early burn damage. Would have lost but luckily topdecked a Sphere of Safety and he couldn’t afford to attack me any more. Detention Sphere to exile both of his Goblin Guide and then finished it with a Stormtide Leviathan.

Verdict: All very close games. Need more aggressively costed spells for the early game like Mana Leak or Ghostly Prison.


Match 2: BR Burn (2-1)
Game 1: He took mulligan to 6. Took a lot of damage in the early game but managed to get 2 Sphere of Safety out to stop him. Unfortunately, couldn’t get enough white devotion to turn Heliod, God of the Sun into a creature and died from burn.
Game 2: Much slower game. I was able to easily exile every threat he had until I could play Stormtide Leviathan. Sphinx's Revelation for 5 took me up to 15 and clocked him in 3 turns.
Game 3: He took mulligan to 6, I took mulligan to 5 and was still land starved. He seemed to be mana flooded. The only threat he played was Goblin Guide which I promptly countered with Render Silent. Won from filibuster on Azor's Elocutors.

Verdict: Definitely need early game counterspells. I will probably get Mana Leak for the main board and Spell Snare for the sideboard at least.


Match 3: Orzhov Tokens (2-0)
Game 1: Incredibly slow game. He made a bunch of buffed up tokens with [[Elspeth, Knight Errant] and Sorin, Lord of Innistrad but he could never afford to attack me through all my enchantments. Sphinx's Revelation for 10, Martial Coup for 9. Sat back until I could play Stormtide Leviathan and Azor's Elocutors. Fairly easy game.
Game 2: He took mulligan to 5. Put every Pack Rat he played into exile until I could cash in Jace, Architect of Thought. Played Sorin, Lord of Innistrad from his Library and Elspeth, Sun's Champion from mine and he scooped up.

Verdict: Good matchup. The deck performs better against decks that are more slow paced than aggro decks.


Match 4: Bant Auras (0-2)
Game 1: I was incredibly land starved. Died in 4 turns.
Game 2: An almost exact replica of last game.

Verdict: I don’t want to say it was luck that I lost but I was incredibly mana starved. I hope to remedy this through more aggressively costed spells.


Match 5: Naya Zoo (0-2)
Game 1: He took mulligan to 6. I was completely steamrolled by Wild Nacatl and he finished me off with a Lightning Bolt.
Game 2: He got out an incredibly early Tarmogoyf that I promptly exiled with a Banishing Light. However, I just was unable to stabilise and he killed me in 5 turns.

Verdict: Mana Leak, Spell Snare and other aggressively costed spells are a must to compete with the speed of aggro decks.


Supreme Verdict: It could have gone far worse. The deck performs a lot better against more midrange decks but I was unlucky to come up against 4 aggro decks. I wasn’t able to test against control which I would have liked. I definitely need to buy some < 3CMC counterspells. I might trade out Martial Coup for Supreme Verdict when my LGS has them in stock.

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Revision 2 See all

(9 years ago)

-1 Archon of the Triumvirate main
+1 Stormtide Leviathan main
Date added 9 years
Last updated 9 years
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 0 Mythic Rares

13 - 0 Rares

13 - 0 Uncommons

8 - 0 Commons

Cards 60
Avg. CMC 3.41
Tokens Emblem Elspeth, Sun's Champion, Enchantment Cleric 2/1 W, Soldier 1/1 W
Folders azorius, Other Players', Other people's decks i like
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