So this deck is a total copy of another deck I saw here on tapped out and I give him all the credit for this idea and how well this deck works. I've cheapened it up a bit and added a few bits of my ideas here and there. That being said here is the link to Disrok's original deck: Kolaghan Control
So lets start with the main idea of deck: Destroy everything and anyone. This deck base idea is to remove every threat that we have in this meta.
Grasp of Darkness - the main removal of the deck. It is a BB: removes nearly everything in standard. Don't believe it? check it, most of the creatures have thoughness less than 4... and if they don't die for Grasp, we kill them with the other cards, so lets check them out;
Ultimate Price
- with Kans rotation the big colored threats are out. I know, we still have the devoid cards, but there are less of them than we had in the past, so Ultimate price is coming to the main deck, with 2 copies so we have something like 6 fast removes (Grasp and Price)
Kolaghan's Command - GREAT CARD Usually, you will use only the 2 damage + discard a card, but against another heavy control you should think about using the return ability so you can reuse cards like Goblin Dark-Dwellers. Always remember that this thing kills thopters, Hangarbacks, and Pyromancer's Goggles so don't forget that too.
Flaying Tendrils and Languish - Both here a for wipe purposes. At the last rotation Languish was more for big creatures (decks like BR Dragons), lately it goes great against CoCo decks, even when they use it at our end phase. At the other way, Flaying tendrils is faster, and better against more aggro decks, and it's exile ability is perfect for death triggers, so I usually side in some of them if the opponent have things like Hangarback Walker, Zulaport Cutthroat, and things that return from the graveyard. As far as I see, in this meta you can still remove most fast decks with Flaying (Mono White/WG/UW Humans, possible Zombies/Vampires)
Read the Bones - For draw purposes. I know, they hurt against some matchup, but we don't have any other good option, but it is worth. (Normally I take one or both out in game 2/3)
Ruinous Path - It is here for harder targets, anything that evades
Ultimate Price
or Grasp of Darkness, as well as planeswalkers.
Foul-Tongue Invocation
- For indestructible, hexproof and even harder to kill creatures, good against aggro too, especially with the 4 life!
To the Slaughter - Same as Foul-tongue, but with no possible extra life, but with the option to take Planeswalkers out (I don't really consider the delirium trigger in this decks, but... who knows?)
Duress and Transgress the Mind - As black/red deck, we can't deal with sorcery, instants and enchantments, so we have to deal with them before they hit the field. And give us some knowledge about the opponent too.
-- The Win Cons --
Thunderbreak Regent - Here for the good body, good cost, and good effect, being a Dragon helps too.
Goblin Dark-Dwellers - This cute guy here can kill the enemy, block threats, remove threats with the "flashback", give us some draw (Read the Bones) or any other thing we want. Note: Goblin Dark-Dwellers + Kolaghan's Command
for BEST COMBO
Dragonlord Kolaghan - The Goddess, the ultimate win con, She punishes, and punishes hard. The opponent must remove her, or hold his creature spells, because at this time you should have removed most of his creatures. So, she hits... and she hits hard.