Control 101
Features
KrazyCaley
6 October 2013
5518 views
6 October 2013
5518 views
(Caley's note - This article was originally published on December 13, 2010, but I thought I'd bring it back for new readers while we wait for the next Daily Draft Debate to be ready. Enjoy!)
Control in MTG
The Holy Texts of Magic: The Gathering generally attempt to divide all decks into one of three categories- Aggro (emphasis on quick damage, usually creature based), Combo (crazy trick based on card interaction that often does nothing useful until the combo "goes off," winning quickly after that), and Control (prevent your opponent from carrying out their strategy until you enter the late game, then start dropping bombs).
These three deck types traditionally form a rock-paper-scissors arrangement; Aggro beats Control because control's tools usually aren't sufficient to keep up with the quick rushes of Aggro decks, Control beats Combo because it can selectively pick apart the pieces of the key combo, and Combo beats Aggro because Aggro, while it may inflict damage, will not be able to stop the killer combo.
Now, certainly, not all decks fit cleanly into these clean definitions. Reanimator decks, for instance, often lay somewhere between aggro and combo (depending on exactly which deck we're talking about), and often in standard we see hybrid decks that could really be any combination of the archetypes.
Still, the archetypes are known for a reason, and they are a pretty useful way to think about different MTG decks. Today, I'm here to talk to you about my personal favorite deck archetype, the Control deck, and hopefully hand over some of the knowledge I have on building/playing this kind of deck to those that need it. Let's begin!
Who should play control?
Control is easily the most difficult of the three basic archetypes to play, primarily because the Control player is required to have more information and to make more decisions about more different in-game issues relative to the other archetypes. The other two primary archetypes are concerned with only one thing: throttling up into their main game- for aggro, get down maximum damage/creatures ASAP, for combo, get the combo to go off. The exception is of course when these decks face a control deck, when they must also worry about how best to dodge the control cards.
Unlike the other two decks, control decks invariably rely on disrupting the enemy deck. This is the reason behind control players needing more information and needing to make more decisions per game than players of other archetypes. Control players MUST make their cards count in order to survive, and to make their cards count, they have to know what to counter and what not to counter, when to wrath, when to try to attempt a defense, how much life to sacrifice, etc.
From a broader perspective, control decks give the game a bit more depth than it would have otherwise. Control decks mandate more interaction between the players and a bit more complexity in strategy even from non-control decks. Without control, many games would essentially come down to a shallow race between the players; with control, the game is much more thought-intensive.
I'm going to now take you on a tour of proper control deckbuilding and gameplay. Let's start with some deckbuilding basics.
Deckbuilding: Basic Summary
Generally, every good control deck is going to need three things:
1- A mana base.
2- Control tools.
3- A win condition.
Mana bases are another animal in and of themselves, and are adequately discussed elsewhere in the archives of TappedOut. Today I'm going to talk to you about the other two parts of most every decent control deck.
Deckbuilding: Control Tools
There are many, many ways to "control" opponents in Magic. You can lockdown your opponent's resources through land destruction. You can tap out their attackers. You can prevent or reduce damage. You can bounce permanents back to hand. The two most common control tools are removal (directly destroy permanents, usually creatures) and counterspells (counter spells on the stack).
In selecting your control tools, you have to be wary of the metagame of whatever format you're building the deck for, whether that be standard, legacy, extended, or perhaps your local casual table. You'll obviously want to adjust accordingly. If everyone runs Aether Vial goblins, well, you'll probably want that 4x Wrath of God more than 4x Counterspell. So what control tools do you want?
Generally:
Removal, especially mass-removal, works best against creature-based aggro decks. Keep in mind that if you rely heavily on removal, you'll need to have a good variety of it. Decks with lots of removal need to be flexible; part of the reason Maelstrom Pulse was such a good/expensive card in standard (and continues to be good/expensive in Extended) is that it is so flexible- it is spot removal for ANYTHING, and gets a huge bonus against tokens and the like. Just because I can't emphasize it enough, flexibility IS key- your giant amounts of creature destruction are going to be completely useless against some decks.
Likewise, counterspells generally work, for obvious reasons, against decks that rely on a few cards as their win condition (aka, many combo decks), and against most late-game decks, including other control decks. Counterspells are less-effective against creature-heavy decks, especially if those decks are fast. Especially in the formats that use newer cards, you can't rely on counterspells to do all or even most of the work anymore, not since the disappearance of Counterspell itself from those formats. Creatures are going to come down, and you'll need to have answers to ensure survival to the mid-game, when your counterspells can take over.
Other control ideas usually don't work well competitively on their own; land destruction, bounce, and various lockdown ideas almost invariably work better when paired with something else. Sure, you can build a decent casual theme deck out of some of these ideas, but if you want to win games, you'll usually need to pair these mechanics with either removal or counterspells.
Essentially, what you're looking for in a good set of control tools is, again, flexibility. You don't need to have answers for every card in Magic, but you do need to have answers for most of the cards you're likely to come up against. In the more recent formats, strong control decks achieve flexibility through a good mixture of cards; either flexible removal like Maelstrom Pulse, Oblivion Ring, and so forth, or a mixture of early game removal to stop rushes with counterspells to hold on in the late game, or similar options. In legacy formats, the usual solution is massive omni-removal like Chalice of the Void and its ilk, though such decks do tend to pack more targeted removal and/or counterspells as well.
In closing, I would add that you should be sure that your control tools make sense given the other two facets of your deck, namely your mana base and your win condition. If your win condition is a huge awful creature and you rely exclusively on Wrath of God effects, you might have some problems. If you run lots of counterspells that cost four mana, and you have 22 lands, you might have some problems. Make sure your deck is internally logically consistent.
Deckbuilding: Win Condition
Despite my fondest dreams, a player can't really win the game with nothing but control tools. Eventually you have to have a separate way to win the game. Control decks generally use many of the same kinds of win conditions as other decks, only theirs tend to be bigger, more expensive, and more powerful (otherwise, what was the point of all that control?)
The ideal win condition for a control deck would be cheap and so powerful as to end the game upon its activation, but in reality a control player must make trade-offs between how certain his game-ender is, and how long it takes to get it out.
A very common mistake for beginning deckbuilders is to err on the side of cheapness in this debate. Many are the mono-blue decks that are composed half of counterspells and half of slow, gradual mill mechanics. The problem here is not with the counterspells, but the mill mechanics. Gradual mill (like the namesake Millstone and spell-based milling) is, of course, a win condition, and one with many advantages (often dodges most answers the opponent has, interferes with the draws of the opponent), but it has one massive disadvantage to the control player- it is, when balanced out with control tools for the rest of the deck, much too slow. Control decks can't afford to prolong the game FOREVER; the counterspells will eventually run out, and if the win condition doesn't operate quickly enough, the enemy will get back on their feet and get their deck back into the game. Thus, I would say that it is usually proper for the control player to err on the side of certainty and speed when it comes to a win condition. For that mill deck, why not a Keening Stone or two? Sure, it costs 6, but even with a pretty paltry number of cards in your opponent's graveyard, you're going to win in just a few turns at most. Make your win condition very fearful. The options really are limitless, from Door to Nothingness to Emrakul, the Aeons Torn to Nicol Bolas, Planeswalker; one of the fun things you get to do as a control player is use giant fun cards that no one else can use because they're too slow. Just make sure that your win condition, again, makes sense with the rest of your deck. Realistically, if you use Emrakul, the Aeons Torn, for instance, you're likely going to need support to get him out, as you're unlikely to last to turn 15 (at best!) using just your control tools. You might need ramp, or a few blockers, etc. etc. And you're certainly going to need a lot of lands. Plan accordingly.
On to gameplay advice!
Playing Control- What does it take?
Consider the following traits that, in my opinion, typify a good control player before you tread down the dark path:
1- Patience
2- Empathy
3- Knowledge
4- Deception
5- Nerve
6- Attention to detail
7- Endurance
8- Sadism
Gameplay - Patience
Patience is absolutely the most important trait and skill that a control player needs. Even a completely inattentive and non-calculating control player can play well if they have patience.
Patience is so important because it is required to maximize the value of the cards used by the control player. The more patient you can be, the greater will be the efficiency of your plays. Efficiency just means getting the most bang for your buck- a Counterspell against that Grizzly Bears may stop you from taking damage early, but you're really going to wish you had it later when the same player casts Primeval Titan. Likewise, sure, you can Wrath of God on three soldier tokens and a Daru Warchief, but if you can wait, you might get five soldier tokens, a Daru Warchief, a Captain of the Watch, and a Soul Warden for the same cost of one card. You have to be patient when playing control. You have to be willing to wait for the right spot to deploy your cards and not necessarily jump on any and all opportunities to do so. When you are thinking of deploying a control tool especially, you should always be considering whether, in the long run, your resources could be better spent at another time.
Gameplay - Empathy
I don't mean you should feel sorry for your opponent as you crush him/her into dust and share his pain, indeed, that would be counterproductive (see Sadism, below). What I mean by empathy is thinking/feeling out your opponent's state of mind. Have you played this opponent before? Do you know their tendencies? How has this opponent behaved so far? Have they done anything suspicious, like look through their graveyard, or almost play a spell and then pull it back? You need to feel what your opponent is likely to do in any given situation, partially so that you can know when the time has come to deploy your cards, and which cards to deploy. If you feel like your opponent is just going all-out and casting every creature he has, and now he's down to 2 cards and has stopped casting anything, then, yeah, now may be the time for that Wrath. If you try to get inside his head and think that instead he's holding out on you, instead you may wish to deploy a few pieces of spot removal to try and get him to overcommit before you drop that Wrath. Think! Getting inside your opponent's head is key as a control player.
Gameplay - Knowledge
Playing Red Deck Wins requires essentially no knowledge of anything about the game except how to cast a spell that targets the opponent, and perhaps how to summon and attack with creatures. With RDW, it almost never matters what the opponent is running, what they've played so far, what they might have in hand; none of it matters. You just aim your missiles at your opponent's face and hope you have the gas to get them to zero before their deck can stop you. This isn't an insult against RDW or its players; RDW is a pure, simple archetype that has many advantages, not the least of which are that it is so easy to use, takes so much less mental energy to manage, and requires less knowledge about the game.
As a control player, these are not advantages which you share. Control players need all sorts of information about the game, which is why I don't recommend control decks for new players. Even if you're a new player with otherwise absolutely perfect gameplay skills, you just may not know enough about the different cards that are out there, about the different opponents you might run into, etc. Control play requires knowledge and experience with the game in general, and with the format/particular decks you'll run into, and ideally, with that particular opponent, or at least his type. The way this knowledge is used should be fairly clear- knowing what cards even exist in a format is obviously useful, knowing what's popular in the format helps you build your own deck, knowing what exact deck you're up against is supremely useful in deciding what to use your resources to interfere with, as is knowing your individual opponent's tendencies.
Knowledge is what I suppose you could call a force multiplier for the control players- it greatly increases the effectiveness of almost every other aspect of your game. It's a bit like artillery in an actual war, upgrades for the Starcraft player, killstreak rewards for the MW2 player. This is one of control's primary advantages- the more knowledge you gain, the more powerful you become, while players of other archetypes essentially have their performance levels capped. A new control player will lose to new players of other archetypes frequently, but will gain a relative advantage as he and his compatriots both gain knowledge and experience.
As an example, I personally have my greatest control success stories against my longtime friend Dave ( miinor_threat ) in games where I am running a control deck and he is running a non-control deck. This is not because Dave is bad at Magic or because he's a weak player; indeed, the opposite is true. The problem is, when he runs a deck like his Elves deck against one of my control decks, I have a relative advantage, because even though we both know each other and each others' decks very well, such information is far more useful to my control deck than it is to his non-control . There are only so many ways he can change up his game when running an aggro deck; with a control deck at my disposal, I can change my game to fit his style and his cards. Our mutual knowledge and experience favors the person running the control deck.
Gameplay - Deception
A control player has many more opportunities relative to other archetypes to fool his opponent, and you must take advantage of these opportunities to maximize your chances of winning. On turn 7, if an aggro deck is topdecking, they're generally going to play anything and everything they topdeck. On turn 7, if a control deck is topdecking, they're generally going to NOT play most of the things they topdeck. This is itself an opportunity for deception. Consider the following:
You have 10 Islands out. Your opponent has 10 mountains out. You are topdecking. You draw an island and play it. (If that sentence made you twitch, congratulations, you're on the right track!) Then, on their turn, your opponent draws some horrible monster that will kill you and plays it. You just messed up, big time. A pro plays that situation by drawing the island, reading it carefully for a second, then passing the turn. Now when your opponent draws their awful monster, they might think twice about trying to cast it right away. "Maybe," they think to themselves, "I'll wait until I draw a smaller threat to draw out the counter before I play my big monster." Remember- every island is a counterspell. On the flip side of this situation, suppose you actually DO draw a counterspell. In that situation, you want to draw, see that you have a counterspell, and perhaps INSTANTLY pass the turn. You want to sell your opponent on the idea that you're faking him out with an island so that he'll try to push through his nasty monster, thus leading to it being safely countered by you.
And land/counter faking is only a very basic element. Sometimes I like to ask to see my opponent's graveyard for no reason. When I am playing a deck with discard mechanics (like for instance during the last two standard cycles with Blightning ), I will frequently ask early on in the game for "cards in hand," ESPECIALLY if I didn't have a Blightning. Why? If I asked for cards in hand, my opponent always assumes I have a Blightning. They will then rush to cast their best cards first when they should be leading with their weak cards to draw out my answers.
Opportunities for deception are everywhere. I actually wrote an earlier article dealing with it, my Top 10 Tips for Intermediate Players. Check it out!
Gameplay - Nerve
Something which I am almost certain is true: control decks take more damage in a game on average than other types of decks. I've won more games with less than 10 life than I have with more than 10 life, big time. I've won LOTS of games from 1-5 life. As a control player, you will be constantly staring defeat in the face. This can be a problem, because a control player has constant access to a room full of panic buttons, and the temptation to hit them is nearly always great because your opponent will be hitting you in the face and/or threatening to kill you on the quickfast.
You've gotta have nerve. You have to be willing to look your opponent in the face and say "Yeah, I take three," over and over, and over again, until you are at 3 or less or the moment is right, whichever comes first. It's tough. No one likes to feel unprotected and constantly take damage in this game, but you have to have discipline.
If it seems tempting to use your control tools inefficiently so that you can stop the bleeding, remember this: If you use your control tools inefficiently, you will lose, even if you feel more comfortable in the short term. No one ever won Day of Judgmenting a vanilla 3/3 to death and nothing else on a regular basis. You have to hold back. Use your cards at the right times. Be willing to sacrifice life, time, any resource in the game that you have, so long as you maximize the efficiency of your play.
Gameplay - Attention to detail
This goes along with knowledge a bit, but here I mean more particularly the details/knowledge relating to the current game state. Control players HAVE to pay attention. All players have to pay attention, but control players especially need to pay attention, and they have to do so in greater detail than other players.
You MUST know what the cards on the field do, and what the cards in your opponent's deck (and certainly in your own deck!) do. You must not find yourself saying "Oh, I forgot that (cardname) did that." When your modus operandi is to interfere with your opponent's play, you must know what both you and your opponent are PLAYING. This means reading every card you can see very carefully and making sure you know what the cards do. Be aware of combinations you might not see at first; like chess, sometimes you need to sit on your hands and analyze a little bit to see if there are any card interactions you've missed.
Further, you must pay attention to your opponent. He will be unintentionally giving you information- what is he doing with his body? How is he handling his cards? Did he tap his land one way, then undo it and tap it another way? Why might he have done that? Be attentive.
Gameplay - Endurance
I teach chess for money. Many of my clients are kids. Many of these kids' parents tell me that their child is "a prodigy" and is doubtless the next Bobby Fischer. The best way I have of deflecting this kind of overenthusiasm is to ask "Well, at your kid's age, Bobby Fischer would sit still at the chessboard for hours at a time doing nothing but sitting still, staring at the board, analyzing games, and he never got tired of it." Meanwhile, little Johnny is off pulling out his Nintendo DS every time I take a breath in my lecture.
As with my minor students, so with you. Are you willing to keep up the mental strain of analyzing, thinking about interactions, observing your opponent, keeping your deception shields up, and carefully considering all your plays for games with lengths of 20 turns, 30 turns, and beyond? It really is rough. If you're tired, hungry, thirsty, have to pee, just got into an argument with your significant other, or have any number of other distractions to deal with, your game will suffer, and it will suffer more relatively than if you were playing a less challenging archetype. Even if you're concentrating, it is difficult to learn to maintain focus in a long game. It's a bit like playing tight, aggressive poker; if you've got good mental endurance and can continue to focus for long periods of time, you can succeed.
Gameplay - Sadism
Last, but not least, you have to enjoy playing Control. This means that you have to have a certain degree of sociopathy. If you HATE being mean to other people in any context, then you should probably play something that's a bit more fun to play against. Control decks are notorious for being frustrating and soul-crushing to play against. And if you can't, at least a little bit, like having your opponent squirm in their seat, then either you are going to pull your punches out of sympathy, or you are going to take more mental strain than you should from playing the game. Remember, this game is supposed to be fun, and you should do what's fun for you. Control is fun when you can get into some good old-fashioned schadenfreude.
And besides, look at your opponent over there, thinking he's so great. He's got you at 4 life, he's got a board full of creatures and a Comet Storm in hand. You have what to him looks like a board consisting of just 16 Islands and nothing else, but which you know is the best board possible, one that will shortly end in his utter subjugation. A few minutes later, he'll be cursing and screaming about how blue is "so cheap" and whether you came here to play magic or be a jerk. And you'll smile quietly to yourself and think "wait, those options are not mutually exclusive." Welcome to Control.
Early on in my Magic days I, understandably, hated Control. It just seemed like an endless series of counterspells and Wall of Denial (seriously, screw that card). But slowly I learned to put up with Control, and in some cases how to deal with it. And slowly, I think I'm learning to love it.
Last week I ended up drafting a U/W control deck in Scars. I made it to the finals, where game 3 took almost an hour. It was the absolute most fun and exciting hour of my Magic career. I have fallen to the dark side, and I'm liking it.
December 13, 2010 12:27 p.m.
control is awesome. All forms of control. i love playing it. Though admittedly I am not the greatest player and you really have to be on the ball to play control as KC pointed out.
Counters rock, that is all there is too it. WOTC screwed the pooch on the never printing Counterspell again thing. Red got bolt back. white got path to make up for swords. Black got the better vesion of Terror .
I got Cancel . You know what! F@#$% Cancel !
sorry bout that. Great article KC
December 13, 2010 12:45 p.m.
Mana Leak doesn't work too well against an mana ramp/elf deck. i found out that the hard way.
however, if you're able to pull it off against Harrow its beautiful when your opponent has to sac that land anyway.
BWAHAHAHAHAHAHAHAHAHA
December 13, 2010 6:44 p.m.
KrazyCaley says... #8
If you don't like countering Harrow , then there's something WRONG with you.
December 13, 2010 8:15 p.m.
Prophylaxis says... #9
I think you should make a section in the article called "Control cards for Standard". It may help someone build a control deck.
Nevertheless, great article. I especially liked the first paragraph of "Endurance", as I play chess too.
December 13, 2010 11:49 p.m.
Jarrod_0067 says... #10
Mana Leak is the best counterspell currently in standard and I hope they print it again for M12.
I actually don't mind playing control, although in my opinion the best opening is Seachrome Coast , pass.
A few questions:
Are there any control decks not running Jace? I can't afford 1, let alone 4 copies of it. What is another card I can replace it with in standard?
What standard win conditions are there? Obviously Jace or drop a Frost Titan and swing. Anything else?
I like Silence . I don't see why nobody uses it. Could somebody explain to me why?
December 14, 2010 3:12 a.m.
KrazyCaley says... #11
@ Jarrod:
1- Most of the big popular ones run Jace. But that doesn't mean you need him! He's a hell of a flexible card, but you certainly don't need the dude. Tons of options for drawing cards, controlling creatures, and tampering with libraries, though none that fit them all in one handy package. Try some Original Jace if you want a cheap replacement; quick and dirty card advantage.
2- There are LOTS of win conditions. Like, lots. Check the tournament page. My current standard deck's win condition is Mindslaver on a Prototype Portal with 10 mana.
3- Silence is pretty excellent against aggro decks, counterspell-heavy decks, etc.
Consider- You are up against some kind of R/G aggro deck. You go first. On turn 2 you silence them in the upkeep. On turn 3 you silence them again. You have effectively completely wrecked their gameplan; remember, they NEED to cast stuff in the early game, it's how their deck even works at all.
Against counterspell decks, Silence is also handy. If you have something important you need to push through, cast a Silence first. Then if they counter your Silence , bam, you've made them burn a counter. If they don't counter it, you get to cast your big thing. Plenty of uses for silence besides that that I'm sure I'm missing, but those are two that jump to mind.
December 14, 2010 3:23 a.m.
leon_raymond says... #12
also @ Jarrod_0067: if you want a cheap control deck, then check out my U/R Control (Please Help)
It's a work-in-progress and i need tons of help with it. But i'm trying to make it FNM worthy. AND CHEAP
December 14, 2010 3:31 a.m.
Jarrod_0067 says... #13
I was thinking of updating my deck so it was primarily blue with white splash (Silence , Wall of Omens , Baneslayer Angel ), and a few swamps and black (Doom Blade , Disfigure , Painful Quandary ) in the sideboard to switch in against aggro. Marsh Flats also to help search for the required splash. Would this work?
December 14, 2010 3:35 a.m.
leon_raymond says... #14
If you can mana-fix, i don't see why it wouldn't...
December 14, 2010 3:37 a.m.
Jarrod_0067 says... #15
The curve works either way; both white and black cards cost the same
December 14, 2010 3:49 a.m.
leon_raymond says... #16
oh, so they do too. That should work very well, although i haven't played in a tourney (except for pre-release) so i'm not the expert by any stretch of the imagination
December 14, 2010 3:55 a.m.
Jarrod_0067 says... #17
Btw, great article. I want to play against KrazyCaley's control deck now.
Painful Quandary is nuts against topdecking aggro. I need one more and some Disfigure s. I once had 2 Doom Blade s but gave them to somebody who was new to magic. Anything else in black that is good control?
December 14, 2010 4:29 a.m.
leon_raymond says... #18
Grasp of Darkness is amazing, but difficult to splash. same with Sign in Blood (keeps up card advantage). Consume the Meek , Smother and Deathmark are great for sideboard. Vendetta is okay if you really want one-mana spells.
You can always play some discard: Duress , Inquisition of Kozilek , Mind Rot . Also, Memoricide and Sadistic Sacrament .
And you can't forget Consuming Vapors .
December 14, 2010 4:55 a.m.
Jarrod_0067 says... #19
Unless you haven't seen it yet, U/W or U/B? Nobody knows!. Check it out and comment if you want.
Thanks so much to KrazyCaley. I am definitely going to run control at national qualifiers.
December 14, 2010 4:59 a.m.
Control...hehe. I'm honestly not spectacular at what you would consider 'pure' control - straight up monoblue counters/Morphling style, I hesitate to use counters on anything short of a full kill shot - but I tend to make and play builds that fall into the control category but play maybe a few more utility creatures or threats than the pure control backed by heavy removal, and it's a style that works for me.
This (above) was my build pre-Scars (and it's pretty much the same maindeck now - Doom Blade in for the Tendrils of Corruption (epic sad face), but the side is 2x Grave Titan 4x Memoricide and weenie removal), and it really is control - it has an out for anything you could possibly dream up - but it has a threat density (threat density is a very important concept, someone should write an article on it) that's far greater than anything else with a similar level of removal in standard at this time - and more removal than almost anything else in standard with a similar threat density, barring Valakut. It's fairly exemplary of the style of control I like and am good at, and somewhat of a counterexample to the pure control (not that there's anything wrong with pure control). Control can also be in your playstyle, depending on the deck - in the hands of a career RDW player, this would probably look like a moderately expensive but not particularly good midrange aggro build, but when an experienced control player who's familiar with the tools in it plays it it's actually quite scary.wt;...refuses to [ [link] ] for some reason. here's the hyperlink because I forget how to properly format links in this code - http://tappedout.net/mtg-decks/percy/
Incidentally, asking for cards in hand and to see your opponent's graveyard is always good. On average I ask for my opponent's cards in hand 6 or 7 times a game. It throws them off-balance, gets them thinking, and is particularly effective once they see a Duress - they have to gauge the Duress with removal with what I might have, and it really messes with their heads, particularly aggro players who aren't used to it.
30-turn games are fun. Winning them is even more fun.
KrazyCaley: I don't suppose that build with Prototype Portal / Mindslaver kill is posted here anywhere?
December 14, 2010 1:39 p.m.
KrazyCaley says... #21
@spork-
Yeah, MBC is certainly a flavor of control, and my personal favorite, but it's far from the only thing out there. This past standard cycle I was running a Grixis control deck that I found to be comparably efficient with any MBC deck.
And yeah, the deck is
Uses lots of counterspells, Calcite Snapper and Mnemonic Wall for defense, Everflowing Chalice for ramp, Brittle Effigy for removal.
December 14, 2010 4:44 p.m.
Yeah, I would have done Grixis, but at that time we didn't have any Mind Sculptors hanging around, so I ended up modifying a friend's MBC build instead and got that, which was surprisingly good against anything that didn't look like mythic conscription. I think that was where Grixis would have helped - Lightning Bolt , Blightning , and friends are pretty good against that sort of thing. Also this thing is noticeably more creature-heavy than my prototype Legacy MBC that I'm working on (working on since it's a few hundred bucks :P ).
hehehe...this is the part where I combine that framework with the pile of planeswalkers I have access to and make some scary UW Mindslaver stuff.
December 14, 2010 6:19 p.m.
leon_raymond says... #23
would anybody be able to help me with my control deck? I'm trying to make a U/R control for FNM. I haven't competed in a standard contructed before and i really need some assisatance from those with experience on what works, what doesn't and what to look out for.
I am a Standard noob, so don't be offended if it sucks
December 14, 2010 6:59 p.m.
Well, the thing is, you have to be good at all that other stuff to be able to be sadistic and still win games. If you're just sadistic you end up with a hand full of air and a Grave Titan swinging at your dome. Sadism is an end, if you will, rather than a means to an end. I've seen control players who are completely emotionless and still wreck face. I've also seen control players who seem completely emotionless, wreck face, and then you can see that little glint in their eye after a close scrape with a negative life total.
December 14, 2010 7:32 p.m.
leon_raymond says... #26
well i'm generally a nice person. I play control to slowly leak out my inner sadistic maniac... but yes, everything else is just as important. Just it's no fun playing control if you don't enjoy making your opponent squirm
hehe is it an island or a counterspell?
December 14, 2010 7:41 p.m.
my friend cackles in delight at the thought of his opponents suffering.
and he will laugh in your face when you're forced to scoop after he gets off jace, the mind sculptor's ultimate or he counters your combo.
December 14, 2010 8:42 p.m.
Heh, I used to have a mono black EDH deck that was pretty much just sadism.dec. I just went into a game, ruined everyone's day, then, inevitably, lost.
"Oh, cool, you got your infinite life combo off, good for you. I'll just sit here slowly siphoning my life away with as many Dark Confidant abilities as I can cram into one deck. Oh look, Repay in Kind ."
"Well, Bloodchief Ascension is finally powered up and I'm not dead yet for once. Let me just play this Quest for the Nihil Stone real quick. Now everyone, have a Syphon Mind , card:Liliana's Specter, Cackling Fiend , and an Oppression (which, by the way, wins the contest for most relevant flavor text) for good measure. Anyone still have cards in their hand? Oh, okay, Mind Rot ."
And then of course I could just write a whole book about plays I've made with Hellcarver Demon . Man, I loved playing that deck. Though, the 0 wins to about a billion losses does wear thin after a while.
December 14, 2010 8:46 p.m.
I never give my opponents the satisfaction of watching me scoop after Jace's ultimate. Though of course since they can just sit there +2ing my dwindling library, maybe it's not the moral victory I make it out to be.
December 14, 2010 8:49 p.m.
If it is AT ALL possible to not lose I don't scoop to Jace's ultimate...or anything at all, actually. Sometimes you'll be in a position where you have dudes on the board and cards in hand (pre-ult) and you can then just try to win with what you have on the board and whatever you might draw. I've seen it happen before. The only time I scoop before lethal damage is when I'm topdecking whatever Jace's +2 gives me, my opponent knows the card I drew, and I know my opponent won't mess up - which ends up being pretty rare overall. I've beaten people because they forget to do something and it gives me the one turn to either kill them or drop a reset.
Another reason control is awesome...reset buttons. Particularly the nice ones like All Is Dust . And Damnation . And Wrath of God .
December 14, 2010 8:55 p.m.
KrazyCaley says... #31
Jace isn't sadist. Jace friggin' kills you with his ultimate. Real sadists go for Millstone + Field of Dreams .
December 15, 2010 1:15 a.m.
big Jace ultimate is way too fast. using baby Jace's ultimate to kill people isn't bad though, seeing as it's only 20 cards. And it means the whole time you've been feeding them extra cards and they haven't been able to kill him.
I guess Field of Dreams works, but I don't like showing everyone what I'm drawing.
I kinda like beating down for the win with Sea Gate Oracle . It's pretty fun. Especially when there's a Venser, Shaper Savant running about.
December 15, 2010 8:10 a.m.
KrazyCaley says... #33
That is good times, spork.
Here's my case for Field of Dreams lockdown:
It works really well because they can see all the counters you're drawing should they, by some miracle, get anything useful despite the fact that you have (perhaps multiple) Millstone s, the mana to use them, and can see their library.
December 15, 2010 8:55 a.m.
I guess that works, yeah. And it is definitely sadistic. I guess I just tend not to play anything other than multiplayer and Standard duels (for neither of which does that strategy work :P ).
December 15, 2010 11:20 a.m.
KrazyCaley says... #36
For Standard, the Mindslaver + Portal lock is pretty good sadism-wise. They have just the faintest glimmer of hope that you won't be able to kill them with their own stuff AND your stuff put together, so they try to hang on for turns and turns. It's quite excellent, really.
December 16, 2010 11:51 a.m.
playing a Landstill deck in a 6-player free-for-all is pretty sadistic, IMO
December 16, 2010 11:59 a.m.
Justarsaus says... #38
maybe a follow up article on dif types of control decks ie grixis, mono U, U/B, mbc, and so on and so on how each is built and played defining plays of each one i would write it myself but im not to familiar with all types of control decks
December 18, 2010 10:29 p.m.
" you can't rely on counterspells to do all or even most of the work"
"Millstone ... has one massive disadvantage to the control player- it is, when balanced out with control tools for the rest of the deck, much too slow"
Yeah, for example, running a deck that consisted almost exclusively of counterspells with Millstone as the win condition would be crazy, right Kaley?
October 6, 2013 2:18 p.m.
Well written and it pretty much covers controls mindset.
It's funny to me. I am much more stressed playing aggro than control. I know that if they hit a turn 4 wrath, that there is not much I can do about it and I probably just lost the game. Playing control, I don't start getting worried until I'm at about 5 or so against red. Otherwise, I'm pretty cool about anything that they throw at me because I know that my deck can answer it.
The attention to detail is huge. I am notorious at my local shop for stabilizing at 1 by doing something that no one else in the room thought of. It's because I pay attention to every card and consider it with every other one that I know about on the field.
Case in point: The other day at the thero's prerelease, I had built an esper control with my pool. In top 4, I curse of the swined my own 12/12 flying vigilant octopus to give myself 3 blockers rather than 1 (bestow creatures on my beater). This allowed me to live with 1 life the next turn, and I went on to win the game. Only a control player would have thought to exile his own powerhouse creature to survive. Pay attention to everything and think of all interactions and possibilities. Another time, I was being attacked for lethal while I had lethal on the board next turn. The only way I was able to survive was by ray of revelationing my own blind obedience, and extorting it in response. Never take yes for an answer unless you are forced to when the question "Am I going to lose?" is asked in your mind. There is almost always something that will give you a better shot at surviving another turn to find that answer you need, even if you don't like using a specific card in that way. I don't know how many times I have wrathed a board to kill off a 1/1 token... it kills me to do so, but I don't lose because of it.
October 6, 2013 5:04 p.m.
notamardybum says... #41
KrazyCaley I would greatly appreciate it if you could have a look at my new control deck Pest Contrololol . It's a new build for me, and I want to run a new control deck that defers from america and esper.
October 7, 2013 1:09 a.m.
Funny how the color that represents water is also the dirtiest color in Magic. As a mainly casual player, I usually hold off on the control until my friends start tiring of the constant stream of beatdown and combo decks. Then out comes the blue.
As a testament to just how dirty blue is, I was once playing my U/R Pili-Pala /Grand Architect deck in a casual multiplayer game. Despite later realizing that I'd pulled 3 of my Grand Architect s for another deck and was piloting a 57 card deck, I held out long enough to hard cast Emrakul, the Aeons Torn . Given that the only ramp in the deck comes via the infinite combo it seemed like a feat worth bragging about. :)
October 7, 2013 2:39 a.m.
KrazyCaley says... #43
@Lame_Duck - Jank through informed choice is allowed.
@notamardybum - If you post this request on my wall, it will totally remind me to give it a solid look see when I have a free moment.
@emrakool - Your username is earned, sir/madam.
October 7, 2013 3:34 a.m.
Just a question, when is it beneficial for a Control player to choose to go first and when is it better to go second?
October 7, 2013 4:48 a.m.
Ultimaodin says... #46
Me myself, I like the idea of control but know I'm just not the kind of player for it. I like aggro beat down for a main reason, it's faster and I'm heavily impatient. I have however quickly learned that going aggro alone never works. One thing I've noticed about all control players is they like to keep an eye on my hand. How many cards I'm holding compared to on the field. Control likes not just battlefield control but supply/card control. Draw power is massively underrated in many decks. This is why I love Simic. Green loves Beat Down and Blue loves card draw. Combine the two and it tackles down small little rush decks and fills itself with supplies so control decks just don't know when best to play a counter. Very few control players want to board wipe when their opponent has 7 cards in hand.
The big thing though I notice about a lot of control players is their general lack of concern when it comes to mana dorks. It seems to be a universal thought that they'd best hold the spell to remove the bigger creature I'm ramping into. Nobody seems to like spending their cancels on a Sylvan Caryatid , which baffles me because it's hexproof makes it a pain after it hits the field to remove. A few of friends though know I like to run less land more dorks, or use dorks to get moving faster. So far one friend has worked out that using cards like Unsummon on my Elvish Mystic is going to massively slow my deck down.
Fathom Mage is definitely one of my favourite cards at the moment. Most the time control players know I have Kalonian Hydra and don't think of being concerned with the 4 drop 1/1. Again, card draw is underrated and also massively underestimated.Simic Monster Stock
DaShPrime - much like the article, knowledge helps define this. Against red-deck wins blue is better going first. Most red decks run on the same concept, Hitting hard and hitting fast, having that Island on board at the start can help a lot. Against white, they generally move a bit slow so that extra card in hand can be important for mid game. It also depends how your opponent plays.
October 7, 2013 11:40 a.m.
GureiSeion says... #47
Nerve: Reminds me of just last week, when I had to let a Loxodon Smiter bring me to 8 life before I could Turn / Burn it, rather than just slow it down at the cost of leaving myself open to further threats.
As a control player, sadism's probably my weak point. While I don't pull punches, there are very few players I both know and like make to make suffer against control. Which is why control's my first choice when I seriously go into MtGO.
October 7, 2013 2:06 p.m.
KrazyCaley says... #48
@Demarge - Epoch did it with his, and I was like, hey good idea!
October 7, 2013 9:43 p.m.
KrazyCaley says... #50
@DaShPrime - Generally it depends on the format and your opponent. In limited, for instance, you usually go first unless the format is slow or you know you are not going to be facing early threats. This applies especially to control decks.
In modern, on the other hand, you always, always, ALWAYS go first, regardless.
Short answer - depends on context. Tempo is usually EXTREMELY valuable, but if speed is a low-priority factor, take the card.
Legendinc says... #1
"Remember - every island is a counterspell"
December 13, 2010 2:47 a.m.