Azorius - Aggro Detain
This deck is based off of one of my first original decks I made when I first started playing, back on the tail end of Dragon's Maze. Although it's playable in the Standard format, it really is just meant for casual play against other weak Standard decks.
The idea is to control the battlefield through detain effects, stall my opponents attacks while I get my own creatures on the field, and then finish them off with an alpha strike, either with Brave the Elements or Lavinia of the Tenth.
Sorceries
Inaction Injunction
- With an aggro deck I know I need some form of card draw, and this seemed to fit perfectly with the theme of keeping my opponents creatures detained with the added bonus of a cantrip.
Instants
Brave the Elements - This card had so many uses. It's obvious strength is that it can protect my white creatures (all of them are white...wink, wink) against things that would otherwise render them useless. On the offensive, this card can help my creatures blow by my opponents defense for the huge hits, and hopefully get them into lethal range.
Dispel - While my deck is primarily creature based, I knew my weakest spot of my deck was probably going to be somewhere during the combat phase or end of my turn. This card stops my opponents from pesky combat tricks, and utilizing their instants at the end of my turn.
Azorius Charm - This card is very versatile and flexible as it's different modes can easily help me adjust to most situations. Choosing lifelink mid-game can get me back in the fight and help me survive long enough to set up for a killing blow. Drawing a card, again, is very important when I need to draw into something later in the game. And lastly, putting an attacking or blocking creature on top of it's owner's library can be a really big help with dealing with over-powered creatures.
Enchantments
Martial Law
- While this enchantment is slow to get online, it can be very helpful with dealing with slower midrange decks that like to use those big creatures or it can shut down the smaller ones that help my opponents ramp.
Creatures
Judge's Familiar - A turn one flyer can really help get some early damage in, and even better is it's activated ability, allowing me to sac it to prevent my opponent from casting an instant or sorcery. Early game, it's likely they'll have to tap out to do so.
Deputy of Acquittals - I'm a big fan of this card as it lets you do multiple things. Firstly, it's a bear. Secondly, it's flash can be really helpful, as it can let you drop a surprise blocker on your opponent. And lastly, you can utilize it's flash mechanic with it's triggered ability, and bounce a creature back up to your hand at the end of your opponents turn, allowing you to use it's detain effect once more.
Azorius Arrester
- This guy is meant to just help balance out the curve, while assisting with keeping the battlefield locked down long enough for the rest of the team to get into play
Lyev Skyknight
- This flyer's detain affects any nonland permanent, and is a great card for getting three damage in the air to my opponent.
Banisher Priest - This guy is here to help the team deal with those creatures that just might get out of hand by removing them from the field outright.
Azorius Justiciar
- Turn 4, he can get shut down my opponents creatures for a turn, allowing me to get in some early damage.
Lavinia of the Tenth - At the end of the curve lies Lavinia. While she has protection from red, her triggered ability that shuts down the battlefield is her greatest asset in this deck. This ability alone can help get some good mid-game damage in on my opponent.
Sideboard
Archon of the Triumvirate
- Meant for those longer games against a midrange deck, detaining up to two nonland permanents on each attack keeps my opponents from playing back at me on the back swing or even locking down their planeswalkers.
Arrest - Also meant for the midrange decks, this can also slow down their mana ramping creatures, thus slowing them down in the early game.
Celestial Flare
- When all else fails and I have no good way with dealing with a big creature, this can be the answer. Especially good for dealing with cards in the standard format that have protection from white.
Detention Sphere - Has multiple uses, varying from dealing with other aggro decks to taking out enchantments and planeswalkers.
Dispel - An extra one in the sideboard for those games against control decks.
Isperia, Supreme Judge
- When going toe-to-toe against an aggro deck, getting him out mid-game can easily swing the card advantage in my favor.
Pithing Needle - Meant for those planeswalker heavy decks, this helps keep them shut down, so I can focus my attention on taking down my opponent.
Rest in Peace - Really meant just for dealing with those decks that might utilize the graveyard, like Golgari or possibly mono-red decks.
Revoke Existence
- This has a couple good applications. While being able to take out my opponents artifacts, it is really powerful against those indestructible gods, and pesky detention spheres.
Righteous Authority
- Helps me get some some extra damage in the mid-game, while also giving me some well needed card advantage.
Check out my other decks!
Boros - Battalion Midrange
Golgari - "Scavenge All The Things!"