Sideboard


This is a more refined form of a deck I've been toying around with for a little while. Stonecoil Serpent is an excellent, highly versatile card that works in a variety of deck archetypes, and it especially excels in U/W Ensoul Artifact control.

WIN CONDITIONS:

Fundamentally, this is a midrangey tempo deck focused on artifacts and enchantments that features a substantial control package more than it is true Azorius control. Your early drops, Ornithopter and Hope of Ghirapur , are both cheap fliers with low power/toughness that become immediate threats with Ensoul Artifact and All That Glitters , dealing a surprising amount of early damage. Hope of Ghirapur specifically can exert some serious control, and knowing when to sac it and when to keep it around is one of the more important ways you can gain tempo. Stonecoil Serpent is the deck's favorite win condition, completely immune to common, multicolored artifact and creature removal like Kolaghan's Command and Put to Death. It's also part of a winning combo with Supreme Verdict , and gets a full +5/+5 from Ensoul Artifact . The best thing about the snake is its flexibility. There's a full playset in the deck, and you can cast one early for board presence and a good target for Ensoul Artifact , or later for more mana to deliver a final blow.

CONTROL:

Surprise! This blue/white deck goes for control largely through counterspells. Judge's Familiar is my favorite one-drop creature legal in Pioneer. It's incredibly versatile - a 1/1 flying body for one hybrid mana is already enticing, and the ability to sacrifice it for a baby Spell Pierce makes it excellent. You can also sac it in response to a board wipe to save the rest of your creatures. It's a lot like Spellskite in certain ways, but I feel better in Pioneer with a bird than in Modern with a Horror. The rest of the counterspell package in the deck is robust and varied, and they take on a bit of a midrange curve of their own. Spell Pierce works best for early-game tempo, Dovin's Veto shuts down with your opponent's mid-game, noncreature power plays completely, and Disallow can handle absolutely any effect but needs a more developed land base to work. Detention Sphere is catch-all permanent removal that shreds tokens and Death's Shadow , as well as strengthening All That Glitters .

SUPPORT:

Speaking of All That Glitters , it's a great mid-game buff for one of your creatures. Auras are, of course, risky in general because, if the creature they're attached to dies to a removal spell, you've been two-for-oned. This deck has enough counterspells to mitigate that risk, though, and Stonecoil Serpent completely ignores anything multicolored. Darksteel Citadel is a perfectly valid target for Ensoul Artifact , too, and having an indestructible 5/5 on turn 2 or 3 is just as good as it sounds. The Antiquities War is a terrific four-drop later in the game to tutor out more artifacts that Ensouls all of them at lore III, and Arcanist's Owl will also find you enchantments, but is only a turn 4 play if you don't have a Citadel out. Supreme Verdict is a nuke that can completely shift a game's momentum, and it also spares Stonecoil Serpent and Darksteel Citadel , which frequently wins games. Emry, Lurker of the Loch can revive an Ornithopter , or a Serpent you've lost, or most effectively Hope of Ghirapur , which can completely lock your opponent out if they don't have instant-speed responses left.

MANA BASE:

Other than the four copies of Darksteel Citadel (it's a must-include in this list), the 23 lands in this deck are meant to get out both blue and white mana as quickly and usefully as possible. With your basics (eight of them), as well as a playset of Irrigated Farmland , Glacial Fortress and Port Town should be fast whenever you need them to be. Irrigated Farmland , while slow, can also be cycled if you're flooded with mana (which rarely happens, but it's always a nice option to have). Castle Vantress can give you some much-needed scry in the later game, and also usually arrives untapped. There's a lot of gold borders in this deck, but other than Supreme Verdict there's nothing with more than one symbol of each color in the cost, and the main board curves out at 4 (unless you want to cast a Stonecoil Serpent for more than that as a finisher), so mana fixing and finding are not too tough.

SIDEBOARD:

Faerie Impostor can move the deck further towards aggro, and also provides a way to pull Stonecoil Serpent back and cast it for more mana in the late game if you'd like, or save something from an incoming Supreme Verdict . Also, with an unenchanted Ornithopter out, the "drawback" is basically free. Pithing Needle makes perfect sense for this deck, and The Immortal Sun provides an even better catch-all answer for planeswalkers. Leyline of Sanctity is Leyline of Sanctity , and Zahid, Djinn of the Lamp is a 5/6 in the air for four mana if you play your cards right, no pun intended. I like Ordeal of Heliod here because it's a cheap, permanent buff that doesn't have to worry about enchantment removal as much, as well as basically saying "gain 10 life" on a Stonecoil Serpent , which is a huge boon against aggro. Lavinia of the Tenth is a terrific answer to red aggro and red in general, and Tormod's Crypt provides some much-needed graveyard hate. Run Ashes of the Abhorrent here if you want, but I find the Crypt a bit easier to cast, and it actually gets rid of a graveyard rather than just preventing access until it's removed. There's also some negative synergy with Emry, Lurker of the Loch . Another option is Phyrexian Revoker over Pithing Needle , but that's hair-splitting in a deck that Ensouls everything, anyway.

I'm really interested in what people think of this list! I've thrown up a few different versions of something similar already, but I think this one is much more smoothly built. Let me know what improvements you'd make!

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Date added 4 years
Last updated 4 years
Legality

This deck is Pioneer legal.

Rarity (main - side)

0 - 1 Mythic Rares

27 - 6 Rares

19 - 8 Uncommons

6 - 0 Commons

Cards 60
Avg. CMC 1.78
Folders Pioneer
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