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Do you like draw/go control? Do you like always having a fistful of cards in hand to help you deal with any situation? Then you may like piloting a deck led by Noyan Dar, the Zendikarian merfolk who uses "agitating magic" to wake up the land around him and pisses them off enough to attack his opponents.

Like all control decks, the idea here is to draw a lot of cards, keep mana up to use on opponents' turns, which you will use to counter huge threats, draw more cards, or otherwise just try to do things that stop your opponent from killing you. Never underestimate the power of having a handful of cards and completely untapped mana; your opponents will think twice about attacking you and will try to play around your counterspells. Threat assessment is very important here; you can't possibly counter everything (this deck isn't even 100% focused on running a lot of counterspells) so make sure you really use the few counters you have to stop very specific and threatening things.

Noyan Dar is unique in that he "awakens" lands by casting instant and sorcery cards. These lands, for the most part, are your win conditions, as every deck (control or otherwise) needs a win condition.

It's very important balance the amount of lands you awaken. You don't want to make each one into a creature; if someone slips a standard boardwipe through the cracks you will be opening yourself up to being Armageddon'd. Instead, keep putting the counters on one or maybe two lands at most, and make them into huge massive threats.

Spells unique to Noyan Dar

There are a few spells in here that REALLY do work in a deck like this that wouldn't see play in other control decks. First of all, land protection. Terra Eternal makes all your land creatures indestructible. Sacred Ground protects your lands from spot removal. There's also one particular spell that really lets you rack up the +1/+1 counters on lands over and over: View from Above. This spell is generally so bad in any other deck but here it is phenomenal. You can keep up a full board of mana until the end step right before your turn and cast this over and over as much as you can spend the mana on it to make one or two creatures huge. It also helps make your lands evasive for attacking. Even repeatable stuff like Distortion Strike and Artful Dodge can be very impactful if you're making a 21/21 land creature unblockable.

Blow up the Outside World

The other big thing about this deck is all of the ways it has to get rid of nonland permanents. Since our main creature base is actually our lands, blowing up or bouncing stuff that is everything BUT lands can leave us with a few huge threats on an otherwise empty battlefield. Crush of Tentacles, Devastation Tide, Perilous Vault, Planar Cleansing, and Planar Outburst all do this.

Alternate Win-cons

Our very tiny creature base includes an alternate win condition in Talrand, Sky Summoner. This guy with Noyan Dar creates a nice Merfolk buddy cop movie when used in this deck. Enjoy the Drakes that pour forth from your instants and sorceries.

There's also Metallurgic Summonings which does the same thing; makes creatures out of casting instants and sorceries.

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Date added 9 years
Last updated 2 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

38 - 0 Rares

27 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 2.97
Tokens Ape 3/3 G, Bird 2/2 U, Emblem Teferi, Hero of Dominaria, Frog Lizard 3/3 G, Manifest 2/2 C
Folders Azorius
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