This is my take on a budget blue/white control deck. I will give a brief description of the deck, but as always, any and all comments and/or suggestions are welcome and encouraged.
Instants:
Azorius Charm: Good card for different situations with a choice of lifelink, draw, or removal.
Cancel,
Dissolve
, &
Render Silent
: Because all good control decks should have counters. I chose 3 cast counters because the counter anything, I don't have to worry about what kind of spell it is.
Dissolve
also gives the Scry ability, and
Render Silent
effectively ends your opponents turn.
Triton Tactics: Making two creatures tougher for 1 blue is amazing. But what is more amazing is targeting two of your opponents creatures 1 blue while have
Dismiss into Dream
on the board.
Enchantments:
Aqueous Form: Having any creature unblockable is always good, and the addition of being able to Scry for only 1 blue is great.
Blind Obedience: A bit of control in case someone is playing haste, and the ability to extort if able is always nice if needed.
Detention Sphere: This is great control against a deck that is using multiples of a single card or a token generating deck, 3 mana and they disappear.
Dismiss into Dream
: This is the ultimate piss off your opponent card. Combo this with other spells or abilities and you can quickly clear the board in your favor.
Pacifism
: Just plain ole creature control - who cares if your opponent has a big ole baddy.
Sphere of Safety: The true defense of this deck. With multiple enchantments in this deck it will become increasingly harder for the opponent to attack.
Zephyr Charge
: Always great to be able to fly over the opponent.
Creatures:
Daxos of Meletis: Being hard to block by himself is great, making him unblockable with Aqueous Form is even better and then you get to play out of your opponents deck.
Haazda Snare Squad
: Being able to tap creatures helps with control of the battlefield.
Master of Diversion
: Again the tapping ability allows for battlefield control.
New Prahv Guildmage
: Mainly will be used for his first ability but the second could come in handing in sticky situations.
Win Condition:
Dismiss into Dream
is what this deck is about. Comboing it with the arsenal available in this deck is just cruel. Giving their creatures flying with
Zephyr Charge
or
New Prahv Guildmage
. Targeting two of their creatures with Triton Tactics. Target them with
Pacifism
. Being able to tap a creature with both
Haazda Snare Squad
and
Master of Diversion
is almost wrong.
Let me know what you guys think, and what I may do to make it better.
Also I would like help with a sideboard for this deck. Suggestions for right now will go into the Maybeboard until I can find a spot for them in the main deck or Sideboard.