UB Control

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So, here is the thread for UB Control. We are of course, updating the thread to do away with old responses from metas now in the past and hope that you refer to this thread for developing information as the format begins to take shape. This thread will be updated with as much relevant data as can be found at recent events. I welcome feedback and responses to given feedback to insure that this thread acts as a good source of information so that we can concentrate our discussions on this archetype in a central location. I will monitor activity daily and will likely make changes in the evening. Please contact via PM for anything you’d like to address privately regarding the thread.


What is UB Control?


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It is actually more difficult to define than many give it credit for. In the Magic Community you will have many different opinions to what is and what isn’t “control.” Many would say the generic answer for this would be “lots of counterspells, drawing, and big creatures.” While this stereotype does hold some merit, it doesn’t do the archetype justice and many times the meta doesn’t permit this sort of “draw go” construct. Wikipedia describes control as an archetype looking to “devalue” an opponent’s cards. This likely captures the essence of control and gives a bit more clarity as to the purpose of counterspells and removal typical in control decks.

Because of its construct UB Control tends to play more reactively. These reactions to the other player’s actions often manifest as removal or counterspells. These spells often are cast at a much reduced cost than the opponent spent to cast them. Spells that draw cards or cause some sort of resource advantage are typically there to ensure that the player isn’t just threading water. This is to see that the game lasts beyond the preparations of the other deck and places the control player into an advantageous position. Control decks often win through a difficult to answer threat: a large creature that isn’t easy to remove, a creature/enchantment/planeswalker being protected by counterspells or some other resource, etc.

Natural Strengths of the Archetype:


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UB Control tends to have access to better targeted creature removal than other forms of control. These removal spells tend to come at lower costs and at instant speed. Alternative strategies such as UW Control tend to address threats at sorcery speed and at a higher cost. UB Control also has access to hand disruption and discard strategies that can remove threats from the other player before they are even given an opportunity to cast the spell. In this way UB can preemptively address any threat, but recent trends appear to have weakened this aspect of the archetype.

Natural Weaknesses of the Archetype:


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UB Control cannot address resolved non-creature threats as well as many alternative strategies. UW Control tends to have answers to planeswalkers, enchantments, and artifacts; while UB Control will often be forced to play around these threats. This factor makes the move to play proactively difficult for UB. Recent trends in UB Control place many “value” cards out of reach due to color requirements. UB will often address threats on a 1 for 1 trade, while alternative strategies will have access to “board wipes” like Day of Judgment or Slagstorm. Further, UB Control has difficulties stabilizing from Stage 1 life loss as compared to white based control strategies. Having access to cards like Timely Reinforcements ensures that white doesn’t die to common archetypes like RDW.

Why play UB Control?


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This is something that all players must ask themselves when choosing it over other alternatives. This question should be addressed when asking yourself other related questions?

What restrictions and benefits does UB Control offer me?

The current meta offers up access to cards like Liliana of the Veil. Other alternative decks like Esper control will not have as much concentrated focus on color requirements making the mana base much more shakey for the 3 drop planeswalker. Cards like Despise, while restrictive, keeps disruptive strategies viable and cards like Wurmcoil Engine negate common life loss problems associated with the archetype. Card’s like Black Sun’s Zenith and Liliana also address difficult to answer Hexproof strategies like Thrun, Geist of Saint Traft, and Invisible Stalker.

Remembering UB’s weaknesses to artifacts, enchantments, and planeswalkers is always important to consider. Often time UB will rely on the blue aspect of its nature to “bounce back” resolved threats. This answer is often only temporary.

What are the threats in relevant meta? How does UB Control address these threats?

Again, look at the meta. UB can deal with a resolved Consecrated Sphinx better than UW Control, but a meta with threats like Koth are often difficult for it to address. Often the decision to play one deck or the other depends on what the environment looks like.


Do you like playing this sort of deck?


This is more of a personal bit of dialog, but I think you should play UB Control if you just like playing this archetype over alternatives. Whether it is “just your style” or you just like the thematic elements, UB Control has appeal to players outside of its competitive potential.


Current deck lists for example: (Updated 11/6/11)


 Caleb Durward (6th Place SCG Nashville)




Jonathan Karnacki -1st Place (SCG Open Las Vegas)

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[deck]

2 Visions of Beyond
1 Wring Flesh
1 Grave Titan
6 Swamp
8 Island
1 Karn Liberated
1 Surgical Extraction
2 Ghost Quarter
3 Snapcaster Mage
2 Nephalia Drownyard
2 Liliana of the Veil
4 Forbidden Alchemy
1 Tribute to Hunger
3 Doom Blade
4 Drowned Catacomb
2 Dissipate
2 Consecrated Sphinx
2 Black Sun's Zenith
1 Negate
4 Darkslick Shores
4 Mana Leak
4 Think Twice

Sideboard:
2 Jace, Memory Adept
2 Surgical Extraction
2 Batterskull
1 Flashfreeze
1 Liliana of the Veil
2 Curse of Death's Hold
1 Black Sun's Zenith
2 Negate
1 Disperse
1 Volition Reins

[/deck]

Adam Prosak's Build from Arizona States (1st Place)


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[deck]
Maindeck

9 Island
5 Swamp
3 Nephalia Drownyard
4 Drowned catacomb
4 Darkslick Shores

4 Snapcaster Mage
1 Grave Titan

4 Forbidden Alchemy
3 Visions of Beyond
4 Think Twice
4 Mana Leak
3 Liliana of the Veil
1 Karn Liberated
3 Dissipate
2 Steel Sabotage
2 Doom Blade
2 Psychic Barrier
1 Army of the Damned
1 Dismember

Sideboard

1 Doom Blade
1 Steel Sabotage
2 Wurmcoil Engine
2 Tribute to Hunger
2 Negate
3 Mental Misstep
1 Nihil Spellbomb
1 Volition Reins

[/deck]


Shouta Yasooka -Grand Prix Brisbane
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[deck]
4 Inkmoth Nexus
4 Darkslick Shores
5 Island
4 Drowned Catacomb
8 Swamp
1 Wurmcoil Engine
2 Spellskite
2 Grave Titan
3 Solemn Simulacrum
4 Tezzeret, Agent of Bolas
1 Batterskull
2 Tumble Magnet
2 Liliana of the Veil
2 Wring Flesh
2 Nihil Spellbomb
3 Doom Blade
3 Ratchet Bomb
3 Despise
3 Mana Leak
2 Forbidden Alchemy
[/deck]


Chris Pregent's Bone-Blade (7th Place SCG Baltimore)

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[deck]
Maindeck

4 Snapcaster Mage
4 Reassembling Skeleton

4 Forbidden Alchemy
2 Sword of Feast and Famine
4 Mana Leak
4 Dissipate
1 Stoic Rebuttal
4 Doom Blade
4 Think Twice
2 Black Sun's Zenith

7 Island
5 Swamp
4 Darkslick Shore
4 Drowned Catacomb
4 Inkmoth Nexus
3 Ghost Quarter

Sideboard

2 Batterskull
3 Ratchetbomb
3 Spellskite
1 Wurmcoil Engine
3 Phantasmal Image
1 Negate
1 Psychic Barrier
1 Surgical Extraction

[/deck]


Related builds include Grixis. Check out Cyrus Bales's thread located here.

community.wizards.com/go/thread/view/758...

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I think this is a good thread, though I'll point out at this point it's not looking like a Draw-Go list all that much, and I expect that trend will continue going into the future with more work with Liliana Vess, Karn, etc. I think UB Control is going to shift away from permission-based control to more of a disruption-into-bombs style of Control.

I think also Caleb's list is perhaps not the most illustrative. I don't think his one-ofs are the result of careful tuning so much as diversification to deal with an unvertain metagame. Future successful lists will likely not be so heavy on one-ofs.

EDIT: A firestarter for the topic - What do people think about a Spagnolo-style toolbox coming back, using Trinket Mages into Nihil Spellbombs, Elixir of Immortality, and even more obscure options like Hex Parasite? 
I think it possible. Depending on the concentration of artifacts, Tezzeret could make a showing as well, which I think because of the colors would fall under the banner of UB.

I got the banner from FruFru and he put the "Draw Go" text in the corner. Perhaps, I'll pester him for another, so that it defines UB in a broader way. Not his fault though, I didn't give him any real direction. 

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I also believe that UB will evolve a lot. I've run into this problem with many control builds right now. I've had trouble deciding on a x4 of anything.

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I don't see the "Draw Go" :o

;D

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Here's the 4cc list that's being tested a lot over here in the UK, seems to beat solar flar, ramp etc. It's weak match ups are human aggro and land disruption decks running 4 ghost quarters pretty much.

It's mainly UB, so I figured I'd put it here. If anyone wants to run it out and pull up some more numbers, that would be helpful:

4 Snapcaster Mage
3 Garruk Relentless
1 Wurmcoil Engine
1 Inferno Titan

2 Geistflame
2 Dismember
4 Mana Leak
4 Think Twice
2 Ancient Grudge
1 Go for the Throat
1 Doom Blade
4 Forbidden Alchemy
1 Tribute to Hunger
3 Dissipate

4 Darkslick Shores
4 Copperline Gorge
3 Hinterland Harbor
4 Blackcleave Cliffs
5 Island
2 Drowned Catacomb
3 Sulfur Falls
2 Stensia Bloodhall


 

Sideboard:
1 Ancient Grudge
1 Batterskull
1 Dissipate
1 Doom Blade
1 Flashfreeze
1 Inferno Titan
2 Negate
1 Nihil Spellcomb
1 Stensia Bloodhall
2 Surgical Extraction
2 Tribute to Hunger
1 Wurmcoil Engine
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Garruk really seems irrelevant here, and while the red isn't bad I don't see a huge benefit to it either. What is Inferno for vs a second Wyrmcoil?
i like the idea of more tap out version running trinket mage for tools the more i think about it.  elixir and spellbomb are both pretty good, but hex parasite for helping against PWs is a pretty big deal i think.  how else does this deck beat something like garruk other than just playing a bunch of bombs or a karn?

obviously, light permission either main or in the board is still good.  if nothing else, negate as a counterspells is finally pretty good again.  and i think flashfreeze seems still fine for these new breed of GR ramp decks coming out.

snap, too, just works well here.

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i like the idea of more tap out version running trinket mage for tools the more i think about it.  elixir and spellbomb are both pretty good, but hex parasite for helping against PWs is a pretty big deal i think.  how else does this deck beat something like garruk other than just playing a bunch of bombs or a karn?

obviously, light permission either main or in the board is still good.  if nothing else, negate as a counterspells is finally pretty good again.  and i think flashfreeze seems still fine for these new breed of GR ramp decks coming out.

snap, too, just works well here.



I like that a deck running 6-8 Trinket Mage, Elixir of Immortality, and Solemn Simulacrum can legitimately run Ponder better than even Birthing Pod. It also makes Caleb's style even more effective.

@thread: I've also seen a bit more of the wisdom of Caleb's removal suite. The reason he runs so many one-of specific removal cards is not because he wants 1 answer to every particular problem, but more the reverse. If he was to run 4 Go For The Throat, he'd basically just lose to Tempered Steel, Inkmoth Nexus or a Wurmcoil Engine. If he had 4 Victim of Night, a random Daybreak Ranger or Reckless Waif could just go all the way. If he had 4 Doom Blades, Grave Titan or Phyrexian Crusader would be a problem. If he had 4 Tribute to Hunger, tokens like Blade Splicer or Grave Titan would be a problem.

But by running 1 of each, he essentially has 3 cards that deal with each problem, and only 1 that doesn't. While I don't agree with the particular split, personally, the act of splitting is very subtle and clever.
I'd be fascinated to see a deck with the 6-8 t-mage package.

Also, if you go that route it seems like Snapcaster loses some of his pop if you've got 6-8 mages, the tutor targets, think twices and forbidden alchemies. I mean, whats left to Snap? A smattering of removal and ponders... which is fine but often will make Snap seem bad if he's stuck snapping think twice for 1 extra mana. 

Also, what are everyone's thoughts on maindeck Missteps? I'm heavily considering a UB control for this weekend vs. BR infect and I need some pretty heavy pushing in one direction or the other. 

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"It is the province of knowledge to speak, and it is the privilege of wisdom to listen.” - Oliver Wendell Holmes

I would always take Gut Shot over Misstep.
I would always take Gut Shot over Misstep.



But you can misstep a ponder. And opposing missteps. And extractions on your think twices. Or Spellbombs.

Doesn't seem so terrible. In addition to countering the guys you'd want to gutshot.

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2011 States Top 4
Multiple 2013 IQ Top 4/8 Finishes
Designer of Top 8 States finishing MBC decks in 2011, 2010, and 2009 
Standard Forum - Iron Deck Builder Season One Champ

Favorite Quotes

"Against logic there is no armor like ignorance." - Laurence J. Peter 
"It is the province of knowledge to speak, and it is the privilege of wisdom to listen.” - Oliver Wendell Holmes

This is a version that I am running and seems to be doing pretty well so far. It has some of the elements of Caleb's deck and hoses Solar Flare decks pretty well. The removal package and the amount of counters could use a little work but I think it will be pretty solid. Batterskull I've found to be a pretty sick card to have. It helps you get more value out of your Tiago's which become able to trade with a titan, and if they kill the germ or go for an O-Ring, you can just bounce it back to your hand and play it again next turn. Nephalia Drownyard works wonders against control match-ups when the game gets somewhat stalled out and you can race them to a deck out pretty quickly. Or if you'd rather go the man-land route, you can go with Inkmoth Nexus because one of the sideboard answers we can have for RDW is Virulent Wound which you can flashedback with Snapcaster while Dead Weight can't be.

2x Grave Titan
1x Wurmcoil Engine
4x Snapcaster Mage

1x Batterskull
2x Ratchet Bomb
2x Nihil Spellbomb / Surgical Extraction

2x Black Sun's Zenith
2x Doom blade
2x Go For the throat

4x Forbidden Alchemy
4x Think Twice
4x Dissipate
4x Mana Leak

3x Nephalia Drownyard / Inkmoth Nexus
1x Buried Ruin
4x Drowned Catacomb
4x Darkslick Shores
8x Island
6x Swamp

in the theoretical list, snap mage would still be great.  its still providing some kind of card advantage, card quality, or whatever.  and since all the instants/sorceries that are relevant are all 1-3 mana, its makes perfect sense.  then some 3-4 trinket mage with an assortment of tools topped off with sphinx, wurm, and grave **** seems fine.  throw in your removal, draw, and light permission and you're good to go.

how bad does mind rot seem in these decks?  blah, blah, blah, graveyard matters... a lot of these new "control" decks don't really generate any true card drawing, so i'd think that incrementally chipping away at their hands seems legitimate.  i dunno, any thoughts on this?  (reverse mulldrifter?)

the more i think of this hypothetical list, the more i think it will sure be scrapped for space... logistical nightmare?

Blue is the best color ever. How do you deal?  ------------------------------  Team GFG - "gulf, foxtrot, gulf" 

 

 

I produce Dubstep and House beats:

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Best Pauper Deck in the format, not close:

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This is a version that I am running and seems to be doing pretty well so far. It has some of the elements of Caleb's deck and hoses Solar Flare decks pretty well. The removal package and the amount of counters could use a little work but I think it will be pretty solid. Batterskull I've found to be a pretty sick card to have. It helps you get more value out of your Tiago's which become able to trade with a titan, and if they kill the germ or go for an O-Ring, you can just bounce it back to your hand and play it again next turn. Nephalia Drownyard works wonders against control match-ups when the game gets somewhat stalled out and you can race them to a deck out pretty quickly. Or if you'd rather go the man-land route, you can go with Inkmoth Nexus because one of the sideboard answers we can have for RDW is Virulent Wound which you can flashedback with Snapcaster while Dead Weight can't be.

2x Grave Titan
1x Wurmcoil Engine
4x Snapcaster Mage

1x Batterskull
2x Ratchet Bomb
2x Nihil Spellbomb / Surgical Extraction

2x Black Sun's Zenith
2x Doom blade
2x Go For the throat

4x Forbidden Alchemy
4x Think Twice
4x Dissipate
4x Mana Leak

3x Nephalia Drownyard / Inkmoth Nexus
1x Buried Ruin
4x Drowned Catacomb
4x Darkslick Shores
8x Island
6x Swamp




While I'm not saying your list is bad, you have missed the point ENTIRELY if you think your deck is anything like Caleb's.
I would always take Gut Shot over Misstep.



But you can misstep a ponder. And opposing missteps. And extractions on your think twices. Or Spellbombs.

Doesn't seem so terrible. In addition to countering the guys you'd want to gutshot.



There are no decks in the format (and even less players) that use Ponder effectively at the moment, so running 2 almost-blank cards to counter their almost-blank card isn't a good trade. If they cast a Turn 1 Ponder when you're on the draw, rejoice in the fact you can't counter it - they've just proved themselves a terrible player so you have a solid chance.

Mental Misstep is only runnable MD when:
a) There is a relevant 1cmc card that you MUST counter or lose (e.g. AEther Vial in Legacy Fish), OR
b) There are  many 1cmc cards 
(that will do more than 2 damage to you) in the same deck in most decks of the format  so there's always something to hit for value.

b) is only true of RDW (meaning , and Gut Shot does the same thing only much better. a) might be true of Surgical Extraction, but Surgical Extraction is a SB card so Misstep should be as well. I'm not even convinced Surgical Extraction is must-counter.
This is a version that I am running and seems to be doing pretty well so far. It has some of the elements of Caleb's deck and hoses Solar Flare decks pretty well.



While I'm not saying your list is bad, you have missed the point ENTIRELY if you think your deck is anything like Caleb's.



Thanks for reading. I wasn't trying to make Caleb's deck, but I wanted to use 1 or 2 ideas from it like main deck Graveyard hate in the form of Nihil Spellbomb and/or Surgical Extraction. This version is meant to be more of a Draw-Go permission based deck.




I don't really know what to say about this one; your wincons are the zeniths and nephalia drownyard. counter/kill whatever is bothering you, use snapcaster as additional value. if I had been able to make it to states, this exact list is what I would have played.



a VERY rough draft of a deck centered around brimstone volley victories, very sloppy and needs a lot of work but i really feel there's something in snapcaster/brimstone volley endgames in a control deck. Maybe better suited in UWr, i just want all of the do stuff lands to be good ;p
OP updated, check in with decklist wants from states.

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just built a list from the GP and i'm very impressed with UB control.  i think it has the tools to beat a lot of stuff.  it actually feels much better than UW... something i realized just before i started playing states yesterday (ended up 5-2-1).

despise is a card i think has a lot of strength to it, which it was long overdue for.  we all know how lame it was last standard.

play a more instant based list than tap out feels far better too.

Blue is the best color ever. How do you deal?  ------------------------------  Team GFG - "gulf, foxtrot, gulf" 

 

 

I produce Dubstep and House beats:

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Best Pauper Deck in the format, not close:

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alright well this is the deck i've been testing lately and while its doing okay it isnt doing as good as I was hoping so I was wondering what your ideas are to improve it. Should I run less four ofs so I have more diverse answers or do I have too many bombs or ya idk but thoughts?
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Getting some info out of MTGSalvation we are seeing UB make some decent showings. I've compiled the reports they are showing thus far. I'll look further in getting some of the high ranking deck lists.

States reported so far

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Alaska:
Wolf-Run
U/B
U/W
Tokens

Alabama:
1st: Infect
5 wolf run,
solar flare
uw

Arkansas:
2 Wolf Run Ramp (winner)
1 Bant Pod
1 Tempered Steel
1 Mono Red
1 Solar Flare
1 RUG

Arizona:
1st: UB
2nd: RDW
Wolf Run Ramp
Solar Flare
Solar Flare
Wolf Run
Mono-Black
Infect

California:
1st: Wolf Run

Colorado:
3x Tempered Steel
Tezz control
2x Wolf run
GW tokens
Esper control

Connecticut:


Delaware:
3 Wolf Run

Florida:
1st: Wolf's Run
Mono black infect
solar flare
red wolf ramp

Georgia:
1st: Wolf Run Ramp
2nd: Wolf Run Ramp
4th: Wolf Run Ramp
2x Solar Flare
1x Mono Red
1x Mono Black Infect
1x UW Control

Hawaii:
1st mono b infect
2nd gw tokens
4th solar flare
4th UW aggro with Angelic
8th Wolfrun red
8th solar flare
8th ??
8th mono red

Idaho:
1st UB Control
2nd Bant Pod
3rd UW Aggro
4th Wolf Run Ramp

Illinois:
1: UB
2: Wolf Run
3: Wolf Run splashing Snapcaster
4: Wu Tempered Steel
5: Wu Humans
6: Wu Humans
7: Wolf Run
8: Bant Pod

Indiana:
1st: Geistblade
2nd: U/W Aggro
4th: U/W Aggro
4th: Wolf Run
8th: Hawkward
8th: Mage-Blade
8th: Vampires
8th: G/W Tokens

Iowa:


Kansas:
1st: Wolf-Run Ramp
2nd: Tia-go -- UWb No Tap-Out Control
3rd: Dungrove Kessig Ramp
4th: Naya Pod
5th-8th
Mono-Red
Wolf-Run Ramp
Tezzeret
Wolf Run


Kentucky:


Louisiana:
1st: Wolf Run Ramp
2nd: Wolf Run Ramp
3rd: U/B
4th: Wolf's Run
Runchanter's Pike Combo
Tempered Steel

Maine:
1st: Moorland WW
2nd: UW Aggro
3rd: U/B We all got Bruises
4th: Solar Flare
5th: Apple Pie (B/U/G)
6th: Solar Flare
7th: Bant Pod
8th: Solar Flare

Maryland:
1: Mono-B Infect
2: Wolf Run Ramp
3-4: W/r Tempered Steel
3-4: Wolf Run Ramp
5-8: RDW
5-8: Wolf Run Ramp
5-8: Wolf Run Ramp
5-8: ???

Massachusettes:
4x wolf runs,
2x UW
RUB contrl
UB

Michigan:


Minnesota:


Mississippi:
1) W/u Puresteel Paladin
2) Wolfrun Ramp
3) U/W Blade
4) Wolfrun Ramp
5) Wolfrun Ramp
U/W Blad
Bant Pod
??

Missouri:
1. Township Tokens
2. Wolf-Run Ramp
3. RUG

Montana:


North Carolina:


North Dakota:
1st: Wolf Run Ramp
2nd Solar Flare
Solar Flare
Bant Geist
RUG
Solar Flare

Nebraska:


Nevada:
Wolf's Run

New Hampshire:


New Jersey:
1st: Wolf's Run
2nd: Wolf's Run

New Mexico:
1)RDW
2)G/W Humans
3)Tempered Steel
4)BG Pod
5)RDW
6)G/W/U Tokens Control
7)?? Solar flare??
8)BUG Pod

New York:
GW Tokens (winner)
GR Wolf Run
WWu Humans
GWr Wolf Run
2 Solar Flare
UW Blade
Mono Black Infect

Ohio:
## RDW
## Wolf's Run Ramp

Oklahoma:
1x Solar Flare
3x Kessig Wolf Run
1x Mono-Red (Splashed green for kessig but was mono besides that)
1x U/W Control/Blade
1x U/R Control

Oregon:


Pennsylvania:
1st: W/U Destiny
2nd: 4 Color Birthing Pod
Wolf Run Ramp
Wolf Run Ramp
Solar Flare
4 Color Birthing Pod
RDW spash green for kessig wolf run
Grixis Control

Rhode Island:
1) blue green snapcaster/control
2) red deck wins
3) u/b control
4) u/b control
5) wolf run
6) wolf run
7) solar flare
8) 4-color snapcaster control

South Carolina:


South Dakota:
1: Geist blade
2: mono red
3: solar flare
4: mono red

Tenessee:


Texas:
1st: Wolf's Run
2nd: Wolf's Run

Utah:


Vermont:
1. Solar Flare
2. Wolf Run Ramp
3. U/W Blade
4. Wolf Run Ramp
5. RDW
6. U/W Illusions/Architect
7. Solar Flare
8. G/W Humans/Tokens

Virginia:
1 Township Tokens
2 Tezzeret Control
3 Township Tokens
4 Solar Flar
5 Bant Birthing Pod
6 Wolf Run Ramp
7 Red Deck Wins
8 Wolf Run Ramp


Washington:
1st: U/W Tokens
2nd: Wolf Run Ramp
4th: U/W Control
4th: G/W Tokens
8th: Solar Flare
8th: Wolf Run
8th: Wolf Run
8th: Solar Flare

West Virginia:
1 G/W Tokens
2 Mono Red
3 Wolf Run Ramp
4 Bant Birthing Pod
5 Wolf Run Ramp
6 Wolf Run Ramp
7 Solar Flare
8 G/W Tokens

Wisconsin:
1st: Wolf Run
2nd: Wolf Run
4th: W/U Geist-Blade
4th: W/U Geist Aggro
8th: Wolf Run
8th: Wolf Run
8th: Mono-W token
8th: W/U/B control deck

Wyoming:



CANADA

Alberta:
1st: U/B Control
2nd: U/R/b/g burning vengeance
4 wolf run
solar flare
u/b control
U/W either aggro or control,

British Columbia:


Manitoba:
1. U/B control
2. Wolf Run
3. Wolf Run
4. Mono red
5. Wolf Run
6. Wolf Run
7. Wolf Run
8. Solar flare

New Brunswick:


Newfoundland:
1st. RUG Midrange
2nd. RDW
3rd. RUG Control
4th. Solar Flare
5th. RG Ramp
6th. Solar Flare
7th. Solar Flare
8th. Solar Flare

Ontario:


Prince Edward Island:
1st: Solar Flare
2nd: UW Infect
Wolf Run
Heartless
Grand Architect
Geist deck
UB Control infect

Quebec:
1st: Tempered Steel
2nd: Solar Flare
3rd: RUG Pod
4th: RDW
5th: UW Golems/Shape Anew
6th: Solar Flare
7th: Solar Flare
8th: RDW

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UB top 4'ed in MN too

just was grinding out some practice on modo.... roflstomped GR kessig ramp.  this deck is siiiiick.  i love how its just all instant speed.

crazy as this sounds, i think i want to run a disperse or 2, somehow, somewhere.  geth's verdict seems increasingly important as more decks play hexproof stuff.

Blue is the best color ever. How do you deal?  ------------------------------  Team GFG - "gulf, foxtrot, gulf" 

 

 

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tribute to hunger > geth's verdict
tribute to hunger > geth's verdict


maybe, but don't underestimate the power of 2 mana vs. 3 mana

my list so far:

Lands:
4 - Drowned Catacomb
4 - Darkslick Shores
9 - Island
6 - Swamp
2 - Nephalia Drownyard
2 - Ghost Quarter
27 Lands

Creatures:
4 - Snapcaster Mage
2 - Consecrated Sphinx
2 - Grave Titan
1 - Wurmcoil Engine
9 Creatures

Other Spells:
4 - Mana Leak
4 - Dissipate
1 - Negate
4 - Think Twice
3 - Forbidden Alchemy
4 - Doom Blade
1 - Dismember
1 - Wring Flesh
1 - Geth's Verdict
1 - Black Sun's Zenith
24 Other Spells

Sideboard:
1 - Negate
1 - Black Sun's Zenith
1 - Wring Flesh
3 - Despise
2 - Nihil Spellbomb
3 - Ratchet Bomb
2 - Spellskite
2 - Batterskull
15 Cards in Sideboard

man, do i love this deck.  wondering about adding a karn somewhere to deal with "stuff".

Blue is the best color ever. How do you deal?  ------------------------------  Team GFG - "gulf, foxtrot, gulf" 

 

 

I produce Dubstep and House beats:

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I would go -1 Doom Blade, +1 Wring Flesh in your list, and replace the SB Negate and Wring Flesh with 2 more Nephalia Drownyard - you really really want all 4 in Control mirrors. Batterskull is better than Wurmcoil Engine in your list, given you don't have your own Phantasmal Images.

Is there a particular reason people don't like Victim of Night? I would run 2 of them at least before my first Doom Blade. 

Geth's Verdict v Tribute to Hunger; the latter is much better in Solar Flare, no contest. In this deck, isn't that hard so I could go either way with it. 
I strongly feel the 1 life is irrelevant on geths verdict, and the lifegain from tribute can change a game completely (or just keep you in one).

victim of night isn't terrible, but against rdw you can't kill a noble (or waif if it comes to that) and the only thing that is being played currently that doom blade doesn't kill is the occasional grave titan in the mirror. if the infect decks become a more common threat, then victim of night might share time with go for the throat, but doom blade hasn't been better positioned before now.

 

Tribute is much better than verdict. Also, it's so easy to play red, which gives you stensia bloodhall as a draw go win conditions, and Gesitflame. If you're playing wring flesh, think about how much better gesitflame is? A lot better. The manabase easily takes another colour on board, over here in the UK it's what we have the best testing results with, since the draw-go shell takes on the midrange decks like flare and WRR, whilst the things like gesitflame make the RDW match up a lot better. We haven't settled on the perfect build yet, but it's getting there and I genuinely suggets trying out the Grixis build.

In terms of the drownyward for the control mirror, you also need the Extractions if you plan on using that method, since you disable key spells and remove lots of dead MD cards anyway. The Bloodhall plan works in a similar way, but is faster since it lets your snapcaster clock become relevant, and you randomly don't mill them into useful spells.

The loss of Quarter in the grixis build is not much of an issue since you have the gesitflames to kill nexi, which is fine. The only land you want to kill is an opposing bloodhall or a township.The tokens match up is hard because every card they draw becomes a serious threat, and they produce multiple creatures at a time. Slagstorm and BSZ are trying to work around the problems, but running Gravy Train as a proactive win con oncethe board is somewhat stabilized seems to be helping a bit.
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Here is the TCGPlayer report of states decks as they come in.

magic.tcgplayer.com/db/deck_search_resul...

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I ran Caleb's build with a couple of minor tweaks (mainly for not having the second sphinx) and finished top 4 in a 40ish FNM last week.  I had a Sorin in place of a Sphinx (which played out really well), and I put in one Drownyard for a basic land.  Spellskite saved me several games, and I often found myself putting in 1-2 from the board almost each time after game 1.  Azure Mage was never boarded in, and I am thinking about cutting it for Disperse, which I know I wanted in several matches.  It's never a dead card, and works wonders with Snapcaster.

My win/loses are as follows:  4-1-1, with a win top 8, loss in top 4.

Match 1:  U/W Geistblade 2-1.  First game I kept a really bad hand, and paid for it.  Lili showed up game 2 and 3, and Geist and Stalker never made an impact.

Match 2:  Really bad Innistrad only deck with no SB and like a 100 card deck.  2-0.  This guy doesn't know how to build decks, and I kinda felt sorry for him.  He played that 1 cc artifact (3 copies on turn 2) and milled us both like 20+ cards before he milled most of the threats and I had to mill him with Drownyard.  Next game, Grave Titan finished in a couple turns after some Snapcaster beats.

Match 3:  RDW 2-0.  First game he was mana screwed; I sided in Sorin's Thirst and both copies showed up with 3 snappy's and tribute too for game 2.  Disperse would have been gold against shrine though.

Match 4:  Green/White Tokens.  2-1.  The game I lost was due to double Parallel Lives.  And Elspeth.  I had a Gravy Titan out, but he couldn't keep up.  The other games BSZ showed up and was an all star.  Note:  Nevermore sucks to play against.  Where is that Disperse?

Match 5:  MBC.  1-2.  Ick.  Kept some really bad draws and payed for it.  I should have destroyed this guy.

Match 6:  RUG (Kibler variant).  Draw. 

Top 8:  White Weenie/Humans 2-0.  Not even close.  Both games took like 10 minutes total.  Removal + snapcaster + Grave Titan.  'Nuff said.

Top 4:  RUG (Kibler variant).  0-2.  I hadn't seen the list yet, and had no idea what he was playing.  Viridian Emissary stinks against Lili.  Didn't like seeing Garruk Relentless either.

Notes:  There were a few Solar Flares out there and some variants of U decks playing snapcasters, think twice, and forbidden alchemy.  These were really the biggest threats.  I'll probably add a disperse or 2 main board - there were just too many times I wanted one.  I'll probably cut a spellbomb to put in board.  Overall, the deck ran pretty smooth.  I really liked the one of's.  Might want another tribute for the board.
Couple of questions guys.

Has anyone been running the GP Brisbane winners list and what's it like??

Any changes to it???

Now that we know what the meta is going to be like any ideas on a decent sideboard??

I'm over the moon that UB is back. 

Thanks

 


Has anyone been running the GP Brisbane winners list and what's it like??

 



Look a page back, Burning Forest has been running something very similiar. I referenced it in the OP as well.

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Ever since I started playing MTG again, I've ran UB Control.  Just recently though I've been playing around with the Solar Flare deck to see what the hype is about and I also like how it plays.  Is there anything that UB Control has over Solar Flare? 
Ever since I started playing MTG again, I've ran UB Control.  Just recently though I've been playing around with the Solar Flare deck to see what the hype is about and I also like how it plays.  Is there anything that UB Control has over Solar Flare? 


more instants and nephalia drownyard

Blue is the best color ever. How do you deal?  ------------------------------  Team GFG - "gulf, foxtrot, gulf" 

 

 

I produce Dubstep and House beats:

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Best Pauper Deck in the format, not close:

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Why are you guys running nephalia over 4 blinkmoth nexus?

Are you guys self milling early game for card advantage hoping to self mill think twice and forbidden alchemy and if vs another control deck mill to death late game?
Whoops I meant Inkmoth nexus
Why are you guys running nephalia over 4 blinkmoth nexus? Are you guys self milling early game for card advantage hoping to self mill think twice and forbidden alchemy and if vs another control deck mill to death late game?



Pretty much, Nephalia works well to mill yourself and use cards like Visions of Beyond to full capacity. With Snapcaster in the meta, your whole graveyard operates almost like a Demonic Tutor and the CA from Flashbacked Visions is just hard to compete with.

Right now you have several variants of UB running around, so not all of the decks are going this route. As you stated it is also a good function to turn on them.

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Is there anything that UB Control has over Solar Flare? 



Yes, UB Control is "control" in a more traditional sense than Solar Flare. Many Solar Flare builds opt out of including any counter cards at all. One poster in the primary Standard forum kinda captured my opinion of the deck by saying its almost a "mid-range" deck. I'd kinda agree with that, while I know the comparasion is rough, the progression of the board state with Solar Flare seems very similiar. If a Solar Flare deck tries to play the permission game against UB control it is probably going to lose. Flare is better off just trying to play out its focus.

Other than that, UB's mana base is less fragile than Solar's three color builds. Try it some time and you will notice that you have quite a few times when lands are coming into play tapped and you need them up to play the reactive or proactive role that you need to. So, to some degree it comes down to preference of playstyle and what is the better choice for the meta. Despite many similiar cards the decks really do operate very differently.

Personally, I like UB in an environment with Wolf's Run and Solar Flare running about, but I dislike it against RDW rich environments. Here the white splash of Timely Reinforcements helps quite a bit to stabilize. Still the shakey manabase I described earlier can wonk up attempts to stabilize. I also think UB needs a way I address cards like Thrun. Solar Flare can just Phantasmal Image him, they don't mind having the Sun Titan to recurr it. UB typically doesn't go this route.

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geth's verdict and tribute to hunger are both good for thrun

Blue is the best color ever. How do you deal?  ------------------------------  Team GFG - "gulf, foxtrot, gulf" 

 

 

I produce Dubstep and House beats:

https://soundcloud.com/burning_forest

 

Best Pauper Deck in the format, not close:

http://community.wizards.com/content/forum-topic/2974646#comment-49713276

 

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I see no reason for UB not to run Phantasmal Image, despite the fact that UB can't bring it back. Dealing with Thrun is extremely relevant, and 2 mana is a very small investment for the deck to make. Keep in mind, too, that Image is extremely versatile by it's nature. There are a lot of really good Image targets in Standard right now.

And obviously, Verdict and Tribute are both answers for him as well that also hit Dungrove Elder.