Here's an album link, current as of 1/3/2017.
This deck is my vision of my personal ideal control deck. For the most part, that makes it a good old-fashioned, straightup, no-nonsense UW control commander deck. I'm not here to combo, I'm not here for stax, Imma just draw cards, control the game, and eventually find a way to win. And I'll look at some sweet foils while I do it.
Yes, I want the deck to be powerful, but when I add/remove cards it's ultimately not about "card X is better than card Y," it's "I want to cast card X more than I want to cast card Y." This deck is at a point where card swaps are not just about power level, they're about making the deck fun for me and fulfilling that vision of my ideal control deck.
This deck is basically my love letter to the RTR-THS Standard UW control decks which aimed to win with a singleton Elixir of Immortality and endless card draw and answers.
Philosophy, Goals, Self-Imposed Rules:
- Limited wincons. No combo kills.
- Lots of card draw and card selection.
- Deliberately not going overboard on countermagic, the focus is using card draw and card selection to locate answers.
- No flashback effects or cards that exile themselves as part of casting. My dream is to cast every single spell in the deck, reshuffle my GY into the library, and do it again.
Current Foil Count: 99 out of a possible 99. Current Non-Foils: Tundra.
Tundra
is currently (lol) unavailable in foil. Tundra is an OG dual land and I certainly think it's in-line with the theme of this deck, even if it's not foil. (At other times, I have played a few other nonfoil cards, particularly
Propaganda
, but it's currently out.)
Signed Cards:
I really like signed cards, to me they add history to a card. When I look at my signed cards, I like to think back to the event where I got each particular card signed, chatting with the artists, etc. It's cool to me to think that this specific piece of cardboard has been with me over time, and signed cards help reinforce that.
Commander selection:
I complained for ages that there wasn't really any 'true' draw-go commander options available in UW. I tried
Isperia, Supreme Judge
,
Gwafa Hazid, Profiteer
,
Grand Arbiter Augustin IV
, and set each of them aside. I played both
Ojutai, Soul of Winter
and
Dragonlord Ojutai
for a long time, and had actually gotten pretty fond of the Dragonlord.
But all that is in the past now, because WotC has finally delivered a UW commander that just encapsulates what Azorius is all about.
Azor, the Lawbringer
, the very founder of the Azorious Senate.
-
While
Dragonlord Ojutai
comes down a turn sooner, I'm not really looking to cast my commander on curve anyway. The main time that this would be useful is when I am lacking a form of repeated card advantage and just want to cast Ojutai to get the ball rolling, and in those situations I kind of suspect that just drawing 3-4 cards off Azor would be better anyways. (After all, since I'm in this situation, I probably don't have much to spend my mana on.)
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Gaining life is very relevant. I have lost numerous games to having my health get slowly worked down. Prior to Azor, the only ways the deck had to regain life were
Sphinx's Revelation
,
Elixir of Immortality
, and
Honden of Cleansing Fire
(no longer in the deck). Being able to gain a quick 6ish life in the mid-lategame has been very relevant to not just dying to random stuff.
-
While the card draw effect requires mana, it doesn't require Azor to connect with a player, or even to connect at all. Planeswalkers can be challenging for my deck to deal with, since I don't have many
Oblivion Ring
effects or other creatures to attack them with. It was frustrating having
Dragonlord Ojutai
in play and have to essentially choose between pressuring an enemy planeswalker or drawing cards - Azor sidesteps this issue nicely. And if the opponent has blockers, Azor is both a bigger body and is able to draw cards when he is chumped.
-
Against combo decks, it's difficult to decide which is better. Azor's ETB essentially buys at least one turn against any combo player whose combo doesn't fully rely on creatures or artifacts, and all the forms of repeated card advantage I run mean I make good use of that turn. By comparison, Dragonlord Ojutai comes down the turn prior and gives me an
Anticipate
to try to hit a piece of interaction.
French EDH Alternative build: Show
I've been kicking around trying the 1v1 French EDH commander rules with this deck. Doing so would require these cuts:
Additionally, I would probably swap in Dragonlord Ojutai for Azor, since while I like Azor more overall, I do think the Dragonlord is better in a strict 1v1 setting.
Current sketch of cards to replace them:
- Losing out on Sol Ring (and a colorless land) makes me want to have more mana sources - add 2 lands (Seachrome Coast, Field of Ruin?)
- Counterspells are better in 1v1, so bring in one to replace Mana Drain
- Sensei's Top and Mystical Tutor are pretty irreplaceable forms of card selection, but maybe slot in some cheap card draw or other cantrips to replace.
Current trial cards: Show
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Out of Time
- 3 mana "board wipe" is recurrable by Sun Titan, searchable by Enlightened Tutor, and reminds me of
Parallax Wave
which I love.
-
Suspend
- 1 mana interaction that gets rid of almost any annoying creature for at least one complete turn cycle. Seems intriguing
-
Emergency Powers
- Exiles itself, but immensely flavorful for my deck as a "break glass in case of emergency" type effect. Also services as a backup graveyard reset in case Elixir of Immortality is lost.
Current watchlist cards: Show
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Preordain (Relatively low impact, possibly swap for MDFC card draw/land)
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Austere Command (High mana and slightly awkward but I think I do want an artifact/enchantment sweeper)
-
Worn Powerstone (Worst mana rock, possibly replace with Arcane Signet or with more land / MDFC)
-
Senate Guildmage (Just an okay creature, here for a nice foil)
-
Whir of Invention (Mildly hard to cast and somehow I just don't like this card. I'd love a second copy of Trinket Mage instead of this)
Successful Trial Cards: Show
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Rule of Law
. This card makes me feel so much safer when playing against more competitive decks. Limiting the shenanigans anyone can pull is just huge, and it makes my limited pool of countermagic much more effective. It's kind of a "no funny business" card - I've generally felt comfortable that I can navigate a game in which each opponent only does one thing a turn.
-
Expedition Map
. Lots of solid picks to tutor for, like grabbing
Thawing Glaciers
,
Mistveil Plains
,
Strip Mine
. Bonus synergy with
Sun Titan
and
Trinket Mage
. I bumped this from the Trial list after adding
Tolaria West
to the deck.
Possible Inclusions: Show
-
Teferi, Hero of Dominaria
. This card offers a lot of value. Teferi can plus every turn to build card advantage, and has a game winning ult. His minus gets rid of nasty effects and buys a lot of time. What's not to like (other than the price tag of a foil)?
In case you've read this far, here's a bonus Imgur album of the 3/9/2017 build.