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Fliers' Dominion (KLD Spirit Control)

Standard Competitive Control Spirits WU (Azorius)

Aerlok


Sideboard


Spirits currently have a great support base in standard for both tempo and control deck variants, and this deck utilizes the cards necessary to have a solid control match. Playing on your opponent's turn is key!

At the bottom of our mana curve, we have Mausoleum Wanderer. It's a great 1-drop that can stop an opponent in their tracks or even power up when another spirit comes into play. When played, opponents are then forced to think twice before casting an instant or sorcery spell.

About half of the deck consists of two mana spells. Starting with creatures, Rattlechains is a powerhouse for this deck. Flash it in on your opponent's turn to guard another spirit with Hexproof and then utilize its ability to give all spirits Flash to summon more in during your opponent's turns! Selfless Spirit also serves as a great two mana creature that can protect your spirits from any damage, and is especially useful against boardwipes. Revolutionary Rebuff is the next great card in our lineup. Although it can't hit artifacts (like all the vehicles in standard), it does counter sorceries, planeswalkers, and most creatures and does a fantastic job of playing against the opponent's mana curve. But what if your opponent runs four of Smuggler's Copter? Negate fits right in to finish off what Revolutionary Rebuff started. It can't hit creatures, but is an essential part of this deck because it counters your opponent's sorceries, planeswalkers, and artifacts. Negate also fits in a niche against other spirit decks, making their counters useless. Finally, Blessed Alliance is a solid all-around card with three different abilities that oftentimes forces your opponent to sacrifice their only creature (if they choose to attack with it). It can also be used for other helpful effects, such as gaining four life in a close match or untapping a creature to block if necessary.

Running four very different three mana cards, this deck provides different ways to control your opponent on turn three. The first (and most obvious) choice is Spell Queller. The bane of zero-to-four mana cards, Spell Queller basically counters most early to mid-game threats and can is mainly meant to be played on your opponent's turn. Flash in the 2/3, exile their spell, and get ready for your turn! Next comes Thalia, Heretic Cathar with the perfect control ability of making your opponent's nonbasic lands and creatures enter the field tapped. If played on turn three and not removed, your opponent's haste creatures and non-basic mana base will be shut down. Even though Thalia, Heretic Cathar doesn't have Flying, the First Strike ability gives it a bit more survivability while attacking. In addition to (in)famous standard cards, this deck also runs two of Nebelgast Herald , which are key for tapping attacking creatures on your opponent's turn. Although many might choose Reflector Mage over Nebelgast Herald , it has the distinct advantage on being played on your opponent's turn and being able to activate its tapping ability whenever it or another spirit comes into play. Finally, Stasis Snare is there for the quick removal on your opponent's turn for those pesky indestructible creatures or other large threats. (More Stasis Snare and similiar cards are sided in case more removal is necessary.)

The only four mana card in the main deck, Dovin Baan contributes a great deal to the control factor of your spirits and counters. When played even with minor to no board presence, his +1 ability gives him survivability against most early to-midgame creatures and prevents their effects from being activated. In addition, in case of a bad hand, Dovin Baan's -1 ability allows you to draw a card and gain two life. His -7 ability, if reached, completely shuts down your opponent, as they can only untap two permanents. A great control planeswalker, Dovin Baan fills the niche in this deck for a controlling force with a small amount of optional card draw.

Most in terms of its five mana cost and certainly an undeniable threat, comes the amazing Archangel Avacyn  . Flashing this card in on your opponent's turn stops boardwipes such as Kozilek's Return and Fumigate and even gives you a 4/4 with Flying and Vigilance. Archangel Avacyn   also serves a role as your own (timed) boardwipe for three damage to all (except you), as you can activate it (by your own choice) with Selfless Spirit and the rarer combo with Mausoleum Wanderer. Time your other creatures appropriately, and you can end up with a one-sided matchup and a 6/5 flier!

Geier Reach Sanitarium is here for the very rare game in which you absolutely need to draw a card and no counterspells are in your hand. Bygone Bishop could also fill this role, but Sanitarium comes into play for no mana cost and is relatively safe from opponents.

Sideboard Explained: Show

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Round 1: 2-0 Temur Aetherworks

Dealt with cards like Chandra, Torch of Defiance and Aetherworks Marvel by using Negate. Opponent never was able to play her Ulamog, the Ceaseless Hunger or Emrakul, the Promised End. Game 1 was an easy win because of Dovin Baan's -7 ability. Switched in Ceremonious Rejection for Revolutionary Rebuff for game 2 and easily won with 20 life.

Round 2: 2-1 Grixis Emerge

Prized amalgram was insane during the first game. Lost game 1 due to the opponent's perfect hand. Switched in 3 Declaration in Stone for Stasis Snare and 2 Revolutionary Rebuff. Game 2 was an easy win at 17 life through an early game control with Thalia, Heretic Cathar and Archangel Avacyn  Flip's boardwipe. Game 3 was relatively easy, as I used Declaration in Stone early on to remove his Prized amalgram. Finished off a Wretched Gryff and won through Rattlechains' spirit flash mechanic and Nebelgast Herald's repeated tap mechanic.

Round 3: 2-0 U/W Spirits (Control)

Outplayed the opponent's spirits through the first game and won at 16 life. He wasn't running Negate, so it was much easier to eliminate his counters. Had a fun encounter when I used Spell Queller on his incoming Spell Queller. Switched in 3 Overwhelming Denial before the next game. Game 2 was an annihilation because of an early game Rattlechains which allowed me to flash in spirits and pay the Surge cost of Overwhelming Denial to counter his Revolutionary Rebuff and Declaration in Stone cards. Dovin Baan shut down his board, and repeated attacks won me the game.

Comments

Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

6 - 0 Mythic Rares

27 - 10 Rares

5 - 5 Uncommons

8 - 0 Commons

Cards 60
Avg. CMC 2.57
Tokens Clue, Emblem Dovin Baan
Folders Standard AF, Decks I Wanna Try
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