4CC

by ArmadonRK on 12 February 2013

Main Deck (60 cards)

Sideboard (10 cards)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

A budget, competitive control deck, it aims to keep the field clear until you can drop Nicol or Serenity and clean up your opponents.
The land base isn't ideal, simply because I can't get my hands on a more expensive land base at the moment, but it works pretty well as it is. I'll try it out at an FNM and see how it goes.

How to Play

Augur is a beast in this deck. Play Augurs early if you can, to fish up a bit of control, while being able to stall on the ground.
Supreme Verdict is important for aggro matchups, while midrange is no problem because you should have counterspells up before they really get started. Counterflux is there for the control mirror-match, and Azorius charm is probably the best tempo spell in standard. Pitch it for card draw if you're in a control mirror, or you know your opponents bombs can't touch you.
Currently iffy cards are Conscripts and Tamiyo. Conscripts is a good card that has won me a few games, but might not be cut out for the Standard. Tamiyo doesn't really come out often enough to be useful, though I see her value.

Deck Tags

  • Grixis
  • Esper
  • Standard
  • Competitive
  • FNM
  • Control

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

2232460

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for 4CC

You know your land base isn't ideal but ill reiterate it, it'll cost you games. This seems really bad versing aggro with no pillar's anywhere and only one rip zombies will rip you apart. Humans can even get there
No sphinx's revelation seems bad
Your creatures seems lack luster espically hypersonic and zealous they're both obviously sub par
Zealous is bad because its your only ground creature and keep the board clear to beat for 3 is underwhelming and hypersonic is almost strictly worse then thundermaw (instant speed verdict is cool but only marginally more useful as a good player slams all non haste creatures post combat )

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Posted 27 February 2013 at 05:16

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I don't see how this deck has anything to do with truth, justice, or deicide.

That being said, other than staff, you don't have much draw power. Think twice seems to be the hot used one. That and revelation that was mentioned earlier. You have one more free spot in your side since there is no way you could ever run five staffs. The first thing that popped into mind when I looked at your sideboard was sublime angel, because the synergy with Nefarox. That's not a suggestion, rather, just a random tid bit of info.

Either way, if you need to go up to four staffs, run one in your side board. Use that spot for anything else.

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Posted 27 February 2013 at 08:36

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Fair points made. The reason I don't have more RIP is because I haven't seen much of zombies. Naya aggro is the big thing around here, so I'm trying to prepare this to deal with fast aggro.
Unfortunately I can't afford Sphinx's, and nobody has one for trade around here, but I am looking for as many as I can get my hands on. Zealous was pulled, but can be an incredible game winner, since it doesn't just clear the board to beat for 3, it can steal any finisher and send it right back at opponents. Then I can Devour Flesh it, or Azor charm it when they have it back under their control. Though usually I don't play Conscripts unless I'm swinging to win.
Hypersonic is subpar compared to Thundermaw, but I have no way of getting my hands on a Thundermaw at the moment, so it's all I've got. Any budget replacement suggestions would be appreciated.

I'm trying to come up with better name for the deck than "4-Color Control", or "Everything But Green". It doesn't really have anything to do with truth, justice, or deicide.

Draw power: Yes. This bothers me, too. At the moment I'm experimenting with swapping Searing Spears for Izzet Charms for versatility, and the Dimir Charms are just there for testing, again, for versatility. Mainly, it lets me stack my draw a turn, or it deals with those pesky fast aggro creatures. If it doesn't pan out, those will become Forbidden Alchemies or Think Twices. The sideboard is nowhere close to what it should be, I've just been passing stuff back and forth between side and main, and shoving stuff in the side that I;m considering. The sideboard will look better soon.
Not sure if I want to run more staffs, at the moment 2 seems adequate, though I do like the card. I just feel that more staffs is too many.

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Posted 03 March 2013 at 18:45

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The deck performed better than expected. Took it to a reasonably competitive FNM and placed. After the tournament I was able to upgrade it with two Sphinx's Revs and an Entreat. Mainboarded Terminus, which stabilized me a couple times, going to get another. After two more Sphinx's Revs, I'll look for Thundermaw, but the deck performed very well without them. At this point the deck is pretty much done, it's just time to add money to it to make it marginally better.

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Posted 09 March 2013 at 17:17

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