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URW Planeswalker Control

Standard*

markr3ymd


This is a control deck.

It relies heavily on card advantage, card filtering, limited tutoring, playing well-timed spells that takes over the game, and locks the game in place.

This deck rewards solid plays with consistent wins, as it is infrequently caught dead to anything your opponent does. The deck not only plays most of the best cards per color, but the cards have incredible synergy. However, the deck is highly technical, thus misplays may be common, especially for those not confident on playing the role of control.

MAINBOARD

B L U E

  1. PONDER (3x) - fixes mana screw, fixes top deck, plans your next few turns, looks for answers. Cheap, effective, solid spell for every blue mage in standard. Happy with 3 copies.

  2. THINK TWICE (2x) - instant speed cantrip, nets you an extra card when flashbacked, mana outlet in times you don't end up leaking a spell, makes forbidden alchemy better, almost never countered (haven't happened to me yet). Personally worse for me than alchemy, traded a slot for an extra alchemy.

  3. MANA LEAK (3x) - best counterspell in standard, splashable, in a standard full of titans it rarely is dead, stops early threats cold, destroys X spells (zeniths). Pick spots carefully as there are only, although you still have snapcasters as back-up leaks.

  4. FORBIDDEN ALCHEMY (4x) - Instant speed dig for answers, limited tutor for lock piece/bomb, fills graveyard with bullets for snap/flashback spells. See Chandra, the Firebrand. Flashback is always relevant. Makes or breaks games on choices made. Personally tied to snapcaster as best blue card in standard.

  5. SNAPCASTER MAGE (2x) - extra copy of any instant/sorcery card in your deck, messes up your opponent's math on your available counter/mass removal/burn, instant speed blocker with bonus of almost always triggering morbid on brimstone volley, 2/1 beatstick, 19 instant/sorcery cards in this deck, causes mayhem with mimic vat (soft lock A). 2 seems the perfect number, not sure though.

  6. JACE, MEMORY ADEPT (2x) - he's not the mind sculptor, but he doesn't need to be. This jace still draws you cards while gaining loyalty, second ability acts as an alternative win condition (confirmed), and if your a control deck and you can't win after drawing 20 cards, and filtering down to your top 7, there is something seriously wrong with your deck. Worst case scenario, he draws you a card, soaks 4+ damage/minus a card for your opponent for 3UU, still pretty good.

R E D

  1. DEVIL'S PLAY (1x) - solid creature/planeswalker removal, can consistently end the game with your opponent at 12+ life, flashback always relevant, makes alchemy a bit better, works so much better in a deck with 26 lands, catches your opponent off guard, can steal a game from nowhere, See Chandra, the Firebrand. 1 copy keeps the element of surprise.

  2. BRIMSTONE VOLLEY (2x) - solid removal/finisher, greatly improved with snapcaster back-up, morbid is easy to trigger and messes up opponent's life math, can easily kill an opponent at 8 life, better than incinerate in this deck, see Chandra, the Firebrand.

  3. CHANDRA, THE FIREBRAND (3x) - splashable, kills tokens, and other X/1 (even your own snapcaster to send it to the mimic vat) or pings (setting up the Devil's play/fork win-con) while gaining loyalty. NUTS with all the interactions. -2 ability forks (reverberates - for newer players) devil's play for 2 X-damages, knocking out opponents sitting as high as 18 life (personal record, average 12), forks out brimstone with on the average, one usually morbidly enhanced, rarely forks DOJ to deal with undying. As experienced, a resolved forked alchemy almost always wins me the game, ALMOST ALWAYS. Presence on the board is a real clock, obliterates the board on 6+ loyalty and provides a very soft board lock on creatures with less than 6 toughness.

  4. INFERNO TITAN (2x) - massacres tokens/illusions, versatile 3 damage ETB, can kill planeswalkers on entry, clears board when attacking, titan with the fastest clock, NUTS with mimic vat, can deal 12 damage (+1 per pump per red mana) for 3 mana in a clear board, soft lock by killing creatures with combined toughness less than 6 per turn if activated during your turn (3 ETB, 3 on attack , since hasted from vat), combo kills almost all creatures in standard, even fellow titans (Soft Lock B)

W H I T E

  1. OBLIVION RING (2x) - answer to almost all permanents, exiles for undying/other graveyard triggers, not sure if 2-3 copies is warranted.

  2. DAY OF JUDGMENT (3x) - mass removal of choice in standard, puts inferno titan/snapcaster/or other relevant creatures inside the vat, X for 1s your opponent, wipes out the board except for walkers, clears the way for gideon jura kill opponent or rival planeswalkers. +/-1 on game 2 depending on opponent.

  3. GIDEON JURA (2x) - buys you time/life, destroy creatures, beats for 6 per turn, kills rival planeswalkers (except karn) post DOJ, can kill post-combat the snapcaster or inferno titan to place them on the vat

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Date added 12 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

9 - 0 Mythic Rares

20 - 0 Rares

10 - 0 Uncommons

10 - 0 Commons

Cards 60
Avg. CMC 3.09
Tokens Copy Clone
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