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Hello, everyone. Today, I come before you with my own, custom made, Venser, Shaper Savant control deck.

First off, let me explain the background I have behind this deck. I am a relatively new player, blah blah, and I wanted to win for once. Thus, I figured that the best way to do so would be to control both sides of the board. I tried to make this as cost effective as I could possibly make it, yet I attempted at also making this as competitive as I know how as well.

For a short summary, this deck is simple. Counter spell pretty much anything that moves until you draw a combo like Peregrine Drake and Deadeye Navigator, or Deadeye Navigator, Archaeomancer, and Time Stretch. Along the way, this deck is meant to bounce cards that trigger upon entering the battlefield, or for other purposes (like [not] blocking).

1. COST: I wanted to keep this deck at least under $100. Obviously, for Magic players everywhere, this game gets expensive. I wanted to try and run a deck that WOULDN'T break the bank. That being said, there are few cards that go beyond $5, much less $10.

2. MANA RAMP: There are a few cards in here that will generate enough ramp to get going. Sol Ring, Sky Diamond, Silver Myr, and other artifacts are sprinkled within the deck to help create a decent paced mana ramp experience, so that, if you draw a card that would really help you out in the long run, you can play it.

3. CONTROL: This deck is a control deck. It's pretty obvious. There is a big chance that, in your first hand, you will draw a counterspell of some sort. That being said, the point of these is to help hold your enemy off, keeping them at bay until YOU'RE ready to actually play the game that YOU want it to be played. So, if your opponent picks up a Serra Ascendant on their first draw, you can go ahead and say "screw you" with a handy dandy Essence Scatter.

4. DRAW ENGINE: There is no clear draw engine here. This deck is supposed to pick up draw cards, like Pore Over the Pages, over time, so that you can have more of a chance of picking up your combo cards. Otherwise, these draw cards can also be used for picking up more counterspells to help control your enemy's boardstate.

5. COMBO'S: These are pretty much the win conditions of the deck. What this deck is meant to do is this: Play Peregrine Drake along with Deadeye Navigator, and attach Deadeye Navigator onto Peregrine Drake. This is an infinite blue mana combo. Then, play Time Stretch, taking two more turns. During the course of those turns, you're going to continue counterspelling along the way. Obviously, when you're close to finishing the combo, there will be responses. That's why there are so many counterspells sprinkled in this deck: without them, you will lose the deck's purpose.

Finally, you'll play Archaeomancer, bringing back Time Stretch. If you happen to draw Clone, then you can Clone Deadeye Navigator and attach it to Archaeomancer, continually bringing back Time Stretch for an infinite amount of turns. After that happens, just bounce any and all creatures left from the opponent's side of the board back to their hand and attack until you win.

All of that being said, I would like some opinions on this deck. It's my first one that I've created on my own, and I want to see what the community thinks about it. What ways can I improve this deck, while still keeping it cheap? Ideally, you want people to watch you play Magic, and not the other way around.

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Casual

95% Competitive

Top Ranked
  • Achieved #53 position overall 7 years ago
Date added 7 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

23 - 0 Rares

18 - 0 Uncommons

30 - 0 Commons

Cards 100
Avg. CMC 3.34
Tokens Clue, Morph 2/2 C, Myr 1/1 C
Folders budget, EDH, Budget CEDH Deck Ideas
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