We enjoyed out days running around the frozen fields and mountains punching bears and lighting things on fire , but if we are to survive we much take a darker path, one not limited by power. I've dropped my claws and have turncoat into the slithery yet welcoming hands of the power hungry Sulti brood.
What started off as a Temur control deck has taken a more sinister turn. We found that the red burn that was provided was not strong enough and had little answers to plainswalkers, while Abzan mid range was taking full control of Hero's Downfall we were stuck hoping to
Fated Conflagration
an Elspeth, Sun's Champion before she became and issue. Meanwhile black is experiencing an amazing number of solid and relevant removal. Moving our attention to black way from red yet still keeping the solid base of courser and caryatid that proved very helpful against Goblin Rabblemaster match ups.
=======The Creatures=======
One of the most important bases of while green is a part of the three color combo is because of then ow format staple Courser of Kruphix and Sylvan Caryatid. These cards provide an amazing start and can be great blockers, rampers, and solid bodies that wont die easy, while Sylvan Caryatid isn't the strongest body and is sometimes too weak to block it makes up for it by never being removed and often staying on the board creating a blocking presence for the entire game, letting you get that crucial mana for clutch kill spells.
Prognostic Sphinx
and
Reaper of the Wilds
are the lead winner's for this deck, they prove to be able to fight almost any creature that is played in the current meta, being able to block for days. Both of them are strong X/5 bodies that can block an assortment of dragons, rhinos, goblins and cat people. Both are able to defend themselves very nicely being able to give instances of hexproof blocking a meta full of Banishing Light and Hero's Downfall. The reason for having 4 sphinx over reaper is the ability to give hexproof can be played as soon as he is played, helps delve, and has flying making it able to block crucial damage dealers like
Sarkhan, the Dragonspeaker
and Stormbreath Dragon.
=======The Control=======
This shouldn't be any surprise to anyone to main deck a plethora of kill spells in a control deck, very little of your time will be spent counting things but against the unlikely mirror match up and against the occasional
Nissa, Worldwaker
that needs to be clutch Negate counter spells are included but under. You need to be able to stop your opponent before they are able to start, letting a Goblin Rabblemaster live for two or three turns is life or death for the control match up. your life total is being attacks HEAVILY. The sideboard will help you slow down or speed up your removal in reflection to what you are playing against. Unlike before the rotation of RTR block getting 3 for ones with
Supreme Verdict
was easy, and being able to bounce back to full life with
Sphinx's Revelation
was sweet. We don't have that now and our removal will likely only be 1 for 1 so cards that can reset life totals like Bow of Nylea and cards to get you back in the game like Dig Through Time are essential to even the main deck. Control is so far an uphill battle but can most of the time come out on top if played correctly.