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B/W Control

Post-rotation, black and white colors have some very good control cards. I decided to make this midrange control deck to deal with what looks to be a strong aggro presence in standard now. With the removal that is available to black and white, things like indestructible and hexproof do not matter as much. Here I will go into some of the card choices in the deck, and conclude by talking about some of my play-testing with it.

Archangel of Tithes: She is the bomb of this deck, she can block for days, and the added benefit of making the opponent have to spend mana just to attack can prevent opponents from going too wide. Couple her with Always Watching, and now you've got a 4/6 that can prevent your opponent from blocking effectively.

Linvala, the Preserver: There are a lot of ways this deck causes hemorrhaging life. More than likely you are going to be the lowest life total for most of the game, until you hit Linvala. If you're opponent is going wide, Linvala is also nice to grip and play, get an extra body on the field to block and attack.

Ayli, Eternal Pilgrim: She seems like an odd addition to the deck, but after playtesting with her, I've found her to be quite useful. Just the threat of her deathtouch ability is enough to keep opponents from swinging in with their bigger creatures. She is also good for lifegain. I can use tokens generated by Gideon, or a creature I know is going to die, to sac it for life. And her "ultimate" ability allows us to Anguished Unmaking whenever we have the mana, though not as likely to get more than 30 life, and if we are, we're probably already winning, but it is still just good to have.

Wasteland Strangler: More than likely, the opponent is going to have stuff in exile for us to process, I have been on the fence between this guy and Ayli, but I keep circling back to Ayli.

Archangel Avacyn  : I like this card, it's cool, but too many times I've playtested with her in the deck, I found her to just be a vanilla creature, more often than not. She doesn't play well in this deck, and moved back to running 4 Archangel of Tithes.

We have a lot of removal available to us, and it is uncaring of whether creatures have indestructible, or hexproof.

To the Slaughter: Opponents have this hard choice if they are running a more midrangey deck, it just gets worse if we are able to get delirium online. This piece of removal gets around creatures that happen to be hexproof, namely Dragonlord Ojutai, or even Elusive Tormenter, if people start to realize the potential of that card.

Declaration in Stone: Going to be the most played removal spell of standard, I think. It has been great for dealing with Ulamog, or wide token strategies, like lots of zombies from Rise from the Tides.

Grasp of Darkness: Targeted removal of some of the lightning bolt resilient creatures, like Thing in the Ice, Thought-Knot Seer, etc... and again, it doesn't matter if they're indestructible.

Languish: Sometimes a mass removal is necessary to pretty much wipe the board of smaller creatures. What's nice is that it doesn't kill the creatures we care more about on our side. Linvala and Tithes can emerge unscathed from a Languish.

Ruinous Path: Just a good targeted removal for planeswalkers. It can be used on creatures too, but it's better used for those pesky planeswalkers. (Looking at you, Jace). If you have a couple of sorcery/instant cards in the graveyard, you can even Dark Petition it up, if necessary.

Anguished Unmaking: We need some way to deal with Enchantments, and Artifacts that we don't want running amok on the field. The loss of life hurts, and is one of the biggest sources of hemorrhaging life in this deck, but losing 3 life can be necessary in certain situations.

Read the Bones: Another source of our life hemorrhaging, but the card draw is necessary to keep out hand full, and hitting the cards we need.

Dark Petition: Just one of these is nice to have, as we can use it to tutor up whatever card we need for any situation. And the spell mastery can even help you immediately cast that card you tutor.

Always Watching : This card works well in this deck. It enables Tithes' to be even better than she already is, and I've even had it help me create a chump blocker with Myth Realized, even with 0 lore counters on it. Good card is good.

Myth Realized: We're casting 28 non-creature spells in this deck. That means Myth Realized can get a lot of counters on it, and swing in for 5 or 6 pretty regularly. If Always Watching is on the field, like I said above, it can still be used as a chump blocker. If you need life, and you have Ayli on the field, make it a creature, and sac it to Ayli. For 2 mana, you can gain 5-6 life from this enchantment. The ability for this to die can also help fuel delirium. I was surprised how well this card does in the deck.

Gideon, Ally of Zendikar: While he is not as strong as he was before the rotation, he is still nice to have to generate chump blockers, and attack with him as necessary. Overall, he does work in this deck, and a decent amount of it when you grip him.

Ob Nixilis Reignited: He's card advantage, destroy a creature, and a game-ender if you can ultimate him. Sure he costs 5 mana, but he's 5 life lost on the opponent when you draw him to Sorin. :)

Sorin, Grim Nemesis: He has a high CMC, and starts with a lower than expected loyalty, but he makes up for it in his abilities. The card advantage he gives can do a lot of work in reducing the opponent's life total. His second ability gains you life while dealing with creatures or planeswalkers. You'll probably never use his ultimate ability, but the first 2 abilities are the most useful anyhow.

Duress: For obvious reasons, to combat control, but be wary of using it on decks leveraging madness.

Fate Forgotten: Anguished Unmaking should be doing most of the work for us removing artifacts/enchantments, but if the loss of life is too much, this is a good alternative.

Hallowed Moonlight: Collected Company looks like it is here to stay for now, and with the addition of more flickering cards like Essence Flux and Erie Interlude, and Eldrazi Displacer, this is a good card to have those cards stay in exile.

Infinite Obliteration: There's nothing too scary for this deck to worry about in this rotation, but in case you really want to take out a deck's win-con before they're even able to grip it.

Stasis Snare: Instant speed creature exile, in case you are running into decks that run heavy on haste.

Tragic Arrogance: This can be a selective board wipe against decks that go very wide, and don't run much of anything else besides creatures. We only need a couple of cards on the battlefield to secure a win, the same is not likely true for a wide aggro strategy.

Virulent Plague: Like it or not, tokens are still a thing in this rotation, and this can just be another way to deal with them all besides Declaration in Stone, since it happens to be permanent.

Conclusion:

So far, this deck has been doing surprisingly well. The win ratio of this deck has not been officially measured, but I can count on one hand the rounds it has lost in the past week of playtesting it. So far, it has lost a round to my Rakdos Madness Burn deck, and a round to a Dimir Madness deck. The deck does really well against aggro strategies, but has enough going for it that it can outpace a control deck.

Try this deck out, and let me know how it plays for you by commenting or rating it! Thanks!

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Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

14 - 0 Mythic Rares

25 - 6 Rares

0 - 4 Uncommons

9 - 5 Commons

Cards 60
Avg. CMC 3.36
Tokens Angel 3/3 W, Clue, Emblem Gideon, Ally of Zendikar, Emblem Ob Nixilis Reignited, Knight Ally 2/2 W, Vampire Knight 1/1 B
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