This is a control/combo deck that I have been brewing for modern. The most important card in the deck is:
Zur's Weirding
.
This card is insane! If we are ahead when it is played it completely locks out the opponent. To go in to more detail in the deck, the idea is to decide what cards are important enough to prevent your opponent from drawing them, and slowly get value using the other cards that the deck is built around. Eventually your opponent will be at 2 life or lower, while you will be at higher and the;y will be forced to let you draw while they cant.
Zur's Weirding
also combos insane with all lifegain because I've heard that when your opponent doesn't draw cards they're pretty dead. For the life gain we have 4 Pristine Talisman and 1 Staff of Domination, I'm really not sure what the best cards to put in these slots are and I'm very open to suggestions.
We need something to stop our opponent's aggro decks from just running us over, what I thought of was Black Sun's Zenith, but I'm open to suggestions, as I don't think this is very good.
The next aspect of the deck is the hand attack, there are five key cards that can help to lock out the game and they are: 3x Liliana of the Veil:pretty much an auto include, it helps with the removal and the discard aspects of the deck 2x
Delirium Skeins
: this may seem funny, as it is card disadvantage, but when either the board is empty or their hand has been being attacked, OR when a
Zur's Weirding
is in play this card puts you ahead so much.3x
Wistful Thinking
: this card I'm skeptical on because without the Zur's Weiding it is pretty bad, but with is the basically always discard their hand, which will put you ahead4x Inquisition of Kozilek: this card is sweet! it helps protect the combo, stems early bleeding, and attacks opposing hands and combos.1x
Pulse of the Dross
: a player can craft a board state around this card by always having less cards, by forcing your opponent to make you not draw with ZW (
Zur's Weirding
), and also by having both pulses which I will get to later.
The next aspect in the deck is the draw card, 1x
Pulse of the Grid
: this card is interesting, because it allows digging while the ZW isn't out, or if it is essentially forcing your opponent to take 6 every turn.1x:Blue Sun's Zenith: if this card is in your hand when ZW is resolved they lose, because it draws you a ton of cards or it kills your opponent.
The second to last part of the deck is a 3-of of two solid counterspells.3x Cryptic Command: auto-include in a base blue control deck, although I'm thinking that I may want some Remand in this deck, as for right now we have another two mana counterspell:3x Mana Leak: this card is pretty important just because it allows us to counter their key cards that they either need against us or that we need to get rid of to survive.
Finally, the last spell in the deck is the win-con: Devil's Play. The reasoning behind this over the hundreds of better win-cons is that this allows us to win even if they put the Devil's Play in our graveyard.
Also worth noting that white may be better than black, because it gives us access to more wraths and also to
Firemane Angel
, which is a house in this deck.
When I'm initially making this it's like 1 in the morning and I'm much to tired to make a sideboard, so I'll get one up soon, and in the meantime any suggestions are welcome, and enjoy!
Thanks!frslash
PS: don't forget to like (+_+) :)