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U/W Control for Dragons of Tarkir

Standard* Competitive Control WU (Azorius)

HipsterPumpkin


Sideboard


Maybeboard

Enchantment (1)


This is my exact deck list that I'm playing with at the moment. Seems to be working just fine so far! Let me know what you think down in the comments! I would love feedback on my sideboard and maybeboard, but anything helps!

Why UW and not UB?:

Well let me get down to the actual reason why I play UW: personal preference. I don't want to play what everyone else is playing, and I want to play control, so here I am with UW. For the other reasons, I get to play Elspeth with a real stable manabase. Also, End Hostilities is better than Crux of Fate, and here's why; Dragons of Tarkir. Although it doesn't see as much play as it used to, it still is a thing and I don't want to leave it hanging around for very long. Now, I'm going to explain my card choices!

Landbase is pretty standard for control. Gain life, scry things, and shuffle.

For card draw spells, we have Jace's Ingenuity doing the heavy lifting, drawing us three cards. This is also our cheapest draw spell, if we don't count delving our next card, Dig Through Time, down to two blue mana. Dig can let us be very selective about what we take out of our top seven cards. When we need to delve, we typically want to be very selective. I'll get to that later, when we talk about the walkers in the deck. Finally, we have Interpret the Signs. Not only can we scry three off of this heavy-hitter, we also can draw up to EIGHT cards. That's a lot. We have no early draw spells in the deck, just because we don't have any reason to.

Our counterspell package consists of 10 counterspells. Four Dissolve, two of each Disdainful Stroke, Nullify and Negate. They let us keep pressure off and make sure our spells resolve in a control mirror match.

As for our "Control" package, we have three End Hostilities, three Last Breath, and one of each Banishing Light, AEtherspouts, and Devouring Light. They each help us remove creatures and problematic permanents. I'm only running one Banishing Light because it is too easily removed. All the white decks in the format have ways to remove enchantments, from Erase to Glare of Heresy. I would rather have more worthwhile spells than have an enchantment that will just get removed after sideboard. I have two more in my sideboard so I just bring those in if they have no way to get rid of it.

Our walker package consists of one Ugin, the Spirit Dragon, one Elspeth, Sun's Champion, and two Jace, the Living Guildpact. Jace is the reason why we are selective with our delve spells. Jace can restock our deck with the good cards in our graveyard, and delve helps us filter things like land our so we have less meaningless draws in the very late game. Elspeth just wins the game if she can survive for four turns without taking damage. Ugin can completely turn games around by himself, and can win them with his ultimate.

As for our win condition, we have Pearl Lake Ancient. I have two because the pair of them can close games out very fast in extra turns after time has expired, and it's nice to be able to let one die and know you still have the other one tucked away safely in your deck.

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Date added 10 years
Last updated 9 years
Legality

This deck is not Standard legal.

Rarity (main - side)

7 - 0 Mythic Rares

17 - 5 Rares

7 - 9 Uncommons

16 - 1 Commons

Cards 60
Avg. CMC 3.85
Tokens Emblem Elspeth, Sun's Champion, Manifest 2/2 C, Soldier 1/1 W, Warrior 1/1 W
Folders Standard, I got a (blue/control) feeling
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