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This section will cover the cards which are played most in control decks, and will cover four colors-. Included are the recommended quantities of cards along with substitution options. Aside from the "core" pieces to a control deck, there will be some flexible spots open to suit your specific needs and build accordingly around your theme.

The Creature Base in a control deck should be small and efficient- used for closing out the game, or pulling rabbits out of hats. Since there normally aren't more than a handful at most, the creatures you choose should provide you with as much value as possible...whether it's giving you card advantage, being able to bounce spells from your graveyard, or as mentioned above- closing out the game. If not main-boarded, having access to something in the sideboard is usually a given, especially in a planeswalker heavy build if counter-magic isn't cutting it.



  • (1-4 Copies): Since we obviously can't play Snapcaster Mage in this format, this is the next best thing. Although it does cost a LOT more to play, we don't have to worry about paying a flashback cost. This allows us to flash a Dig Through Time, Disallow, Languish or whatever you need to gain the upper hand. The 5/6 body is absolutely something to fear in the late game. This is the absolute best example of creature efficiency in a control deck.

  • (1-2 Copies): While not nearly as desirable as the Gearhulk, it is nothing to shake a stick at. You're graveyard will ALWAYS have something to flash at your opponent when this get's played- On or off curve. The 4/4 menace body is pretty decent as well. If you've done your part controlling your opponent and killing everything they play- even if they manage to sneak a creature by- this will help you close out the game

  • (1 Copy): While this guy will give you SOME card advantage, though it may be your opponents choice- it can work in your favor. The ability is expensive but it is still efficiency nonetheless, and that is what we want. The activated ability is expensive, and may not be worth the cost, unless you are desperate...but that is not why the Golden Fang see's play. It is the Delve mechanic we like about it. He will almost ALWAYS come down for a mere . Above Gurmag Angler, it is simply unparalleled.

  • (3-4 Copies): Sure, it is not Jace, the Mind Sculptor, but is probably one of the best Jace's ever printed. If you choose to tap out come turn two, he can give you some advantage before he transforms. Although if played a little later on, he will transform immediately into Jace, Telepath Unbound  . From there you can dumb down opposing creatures (if there are any), flashback your spells, and have access to an alternate win condition.


Tapping out on your turn can cost you the game...24 lands at minimum-26 at most. I've even seen 27 in some decks and that seems pushing it. 25 may seem like much, since most spells you cast are relatively cheap to play, but as fore-mentioned...tapping out is the exact opposite of what you want once the game gets going.

Manlands are important in the deck. Although they enter tapped, having the option to use a land as a creature can be a win condition in itself. Some spells offer the opportunity to turn lands into creatures, but we will get to that in another section. Like manlands, cycling lands are great in another way- those will enter tapped as well, BUT you have optional card choice if the chips are down. Paying two mana to find what you need is fantastic, and having that option can be pivotal in any situation.

  • : As we just talked about in the introduction, these lands ca be used as win conditions in themselves. Especially this card (Pair this up with Crackdown Construct for infinite damage and Fling for the win?). They come in tapped, however, so be mindful in the opening turns of the game not to tap out too soon.
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  • (2-4 Copies): This has become a staple in most multi-colored control decks, or any multi-colored decks in general from the Standard format. If you are not playing Glimmer of Genius, Harnessed Lightning, or another energy source, however, it can only be used for a mana of your choice one time. Which isn't as advantageous, but obviously can still be helpful.

Pearl Lake Ancient & Tasigur, the Golden Fang are absolutely great finishers...but having another option ready to lay down is never a bad idea. Especially something that picks at your opponent's brain as well as their life total. Cards like these will force your opponent into making decisions early in the game, and if they do manage to solve the problem, chances are- you are even better at problem solving if your playing this deck. Always have a back-up plan, however- in case these options go south.


  • (1-4 Copies): Mostly seen play in Heroic / Jeskai Control builds back in it's day. It's one of those cards that are underrated and underused. This can be a finisher for you if it gets on the battlefield early enough, and forces your opponent to find an answer before it's too late- which against this deck, will be very difficult.

  • (2-3 Copies): This card has been popular in the recent Standard format and works fantastic in Grixis builds especially. Even just a copy or two tossed in a deck will give you that alternate win condition- especially next to Glimmer of Genius & Harnessed Lightning.

  • (1-2 Copies): The recent Standard meta spewed out a very good Prowess build. Riddleform fit into that deck quite nicely, as it triggered Prowess, and turned itself into a serious threat in the air. Like Myth Realized , this card will sit on the board and get under your opponents skin.

  • (1-2 Copies): Monastery Siege and the latter are just great card value, and give generate different options depending on how your game is turning out. However, Palace Siege is very slow moving, it can tick away after turn five and may give the final blow to your opponent. Sideboard recommended as there are plenty of better cards for the 5-drop spot.

  • (4 Copies): Another card that see's play in a lot of decks as a win-con. The downside is your opponent is also gaining card advantage, so it will usually be a race against the clock.

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Date added 7 years
Last updated 7 years
Legality

This deck is not Frontier legal.

Rarity (main - side)

5 - 1 Mythic Rares

31 - 5 Rares

10 - 1 Uncommons

4 - 8 Commons

Cards 60
Avg. CMC 3.15
Tokens Copy Clone, Emblem Jace, Vryn's Prodigy, Zombie 2/2 B
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