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Introduction

With the current standard the door is open for control decks to have a chance to do well within the meta. Kaladesh introduced some strong artifacts into the mix that can allow us to have repeatable control and board presence over our opponents. While I am not the creator of this deck I decided it might be helpful to create a primer for those who are interested playing a reactive type of magic. The original creator or the first deck list I saw was from Bas Meils on MTGTop 8, where he place #1 with his fairly cheap Bant Dynavolt Control List. The hopes of this Primer is to create a place where the idea of Dynavolt control can be discussed. The use of cards will be explained and the color combination with their strengths and weaknesses will also be added. In the beginning only Bant will be posted but as the conversation takes off the other color combinations, cards and decklists will be posted.

As can be seen in Bass list there are quite a few answers to just about any situation that one might be in. The new energy mechanic allows the deck to have the reach to deal with most threats and give us a wincon to beat our opponents. It should be noted that this deck is by no means fast and will often cause games to go to time. While this is not a factor in paper magic because only a game 1 win is needed this deck can run into issue on MTGO.

Card Choices

Ramp Show

Removal Show

Card Draw Show

Board Wipe Show

Counterspells Show

Utility Show

Lock Down Show

The Lands

The mana base for Dynavolt control is very important. One of the bonuses to playing green as a color is that Attune with Aether, allows us to run fewer lands and smooth out our land drops and provide a constant supply of energy, because of this it is recommended that in the color combination of the deck green is included.

My suggested land base for a list running Green

4 Aether Hub

6 Battle Lands

1 Evolving Wilds

4 Man Lands

8 Basics

Land Choices Show

Piloting Dynavolt Control

Remember the premise of this deck is to gain control of the game and bring the opponent down to 0 when we feel like they have no say in what we are doing. This deck has an attrition feel to it, games are long and grindy. Dont be afraid to lose a few life from early swings in order to make sure that land drops are hit and the board is set to help us take the upper hand after turn 5. The deck will not run out of cards because of Seasons Past, so dont be afraid to wait until the last possible minute to finish your opponent off for the win. This however does not mean use you answers freely, each threat must be prioritized and dealt with in the most efficient manner.

General Guidlines

Be Patient.

Make sure you hit your land drops for at least the first 5 turns.

Save Counterspells for cards that removal cannot deal with.

Remember that the damage from Dynavolt Tower can be redirected to help remove or keep a planeswalker for ultimating.

Losing a few life to early attacks to save removal for later threats is often a good idea, remember most threats played in the early turns are just the beginning much more problematic creatures are bound to follow.

Waiting to get maximum value from Fumigate goes in the same idea as the previous statement, the life gain is important make the best decision to maximize this, however remember that 1 extra point of life gain wont mater if the next turn you will be dead unless you clear the board.

Conclusion

I hope that the community finds this deck exciting and a breath of fresh air to standard. Please feel free to leave comments and suggestions. This deck can only get better with the help of the community.

"I like that Tezzeret. He has vision the other judges don't. He sees the potential in what we're making here." Faiz, inventor

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Date added 7 years
Last updated 7 years
Legality

This deck is not Standard legal.

Rarity (main - side)

3 - 1 Mythic Rares

20 - 2 Rares

17 - 3 Uncommons

12 - 9 Commons

Cards 60
Avg. CMC 3.03
Tokens Angel 4/4 W, Clue, Energy Reserve
Folders Control
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