Results for tag: Control
Posted by: ThinkOriginal on Mar 15, 2013 at 01:53:50 PM
Check out my Primer here.
Out of all possible combos and synergies inherent to the game of Magic, my favorite of all time is Tax/Rack: [c]Land Tax[/c] + [c]Scroll Rack[/c].
Translated to Legacy, this engine can be built into one hell of a control deck. This deck has a name.
With the best removal and silver-bullet enchantments in the game available to White, the layers of this deck, folded back repeatedly by the Rack, make this a parfait that is vey delicious.
Tax/Rack = "I do not like this hand; I shall have another."
An ideal opening play with this deck is a [c]Mox Diamond[/c], pitching a Plains, into [c]Land Tax[/c]. Using the Moxen, [c]Ghost Quarter[/c], [c]Zuran Orb[/c] and even the awesome removal of [c]Path to Exile[/c], the game plan is to ensure the activation...
Posted by: ThinkOriginal on Jan 22, 2013 at 09:30:25 PM
I began this as a Standard interperatation of Modern Jund, but then, card by card, it shifted into a control deck. Lots of Instants and Sorceries for Snapcaster to flashback and many cheap ways to control, protect, and ultimately get out a Runechanter's Pike for a finishing strike, or a Duskmantle Seer/Geist of Saint Traft and protecting it. Ghost Quarter sits as a two-of in this deck, as more often than not I need to pop a Cavern of Souls, Nepahalia Drownyard, or Kessig Wolf Run. Not to mention, many decks - like my own - do not run any Basic Land at all, turning Ghost Quarter into a veritable Strip Mine. It's a Midrange deck that plays like a Control deck with lots of counters, removal, and bounce, yet utilizing almost all 3cmc-or-less spells to have qualities of a...
Posted by: ThinkOriginal on Oct 4, 2012 at 10:44:28 AM
This was my first try at Modern. On the right path, but too clunky and non-synergistic. I combined heavy control elements through artifacts with some very powerful burn spells.
The idea is to use cheap artifact spells and abilities to keep the opponent's side of the board locked down, riding the free-mana from Braid to fire off Bolts and Galvanic Blasts, and either using the artifact freebies to power Shrapnel Blast or biding time to ramp into a game-ending Banefire. Trinisphere does great work keeping counters at bay, and can be shut down/blown up for me, if I need to, with Magnet, Manipulator, or Shrapnel Blast. The Key can then start it back up again.
Against a deck with a lot of artifact-hate, I can sideboard this build into a nearly pure-burn deck. This is quite a bit different than ...
Posted by: ThinkOriginal on Aug 2, 2012 at 12:44:12 PM
4 Cathedral of War
4 Duty-Bound Dead
4 Geralf's Messenger
4 Harvester of Souls
2 Bloodgift Demon
2 Nefarox, Overlord of Grixis
4 Heartless Summoning
4 Altar's Reap
4 Tragic Slip
4 Killing Wave
I have tuned up the mana curve a bit, but, most importantly, I've added four Gravecrawlers. They give me the early speed the Pit-Dwellers had, but without the costly drawback that forces a control style of play. I've become addicted to card-draw, so I sideboarded my Reapers for two Harvester of Souls. Both are useful cards, but the card-draw is just too much to pass up. I've tested this set up a numerous times now, and it absolutely sings.
The original configuration of this 'finished product' was good. But after getting...