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Figured since I'm always making control decks why not drop an Izzet one. Probably wouldn't run well since it kinda lacks board wipe. Unless I miracle a Bonfire or draw the game out to overload Mizzium Mortars/Cyclonic Rift. Six counters and lots of draw so holding off wouldn't be an issue.
It's another control deck that I made...go look at the other "How to" and you can guess what I'm going to put in this box.
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I like it but have a couple problems. I'll start with the fact that your deck is lacking a sufficient answer to standards biggest problem "Boros Reckoner". I recommend adding Rapid Hybridization it may give them back a 3/3 though this one is a lot less threatening. You should also mainboard Talrand due to the fact it's a win condition that is faster then others you have. I hope this helps.
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Oh trust me I'm still trying to work that in here. I love Rapid Hybridization and I'm thinking about dropping Syncopate for it.
Witchbane orb is THE best answer to reckoner, he cannot even target you for the triggered abilities damage. It makes it even more fun if he casts blasphemous act while you have that in play, he then HAS to target himself for 13 damage, unless he can make his things indestructible somehow.
I disagree with the addition of Thundermaw's, they do not really fit a control themed deck, I understand it allows you to go over the top and kill other planeswalkers, but in most circumstances so does searing spear.
If you can name a blue or red creature that would be considered a threat more than Thundermaw and fits in a control deck please name him and I will switch it out.
I just don't think its necessary, are you realistically going to tap out turn 5 for thundermaw? He is awesome, don't get me wrong but thematically he just doesn't really seem to fit.
wrong Witchbane Orb is not a good answer for this reason the primary use is too kill the opponents creatures not hit the health total.
Depends on the situation. Control can't always get it's creature out on the turn you have the mana to play it. If the board looks good to you then by all means turn 5 Thundermaw. If it doesn't get control of it till you feel it's safe enough to put him out.
I guess what I was trying to say is, you don't always seem to want to turn 5 him, and with that being said, 3 Thundermaw's in the main board might be too many. Also missing that I might suggest as great value cards would be Augur of Bolas(card advantage and digging for answers)and Snapcaster mage(combos well with Izzet charm, thought scour on yourself and even just reusing old spells). I would even go as far as to ask why Izzet charm is not included in the list, the options available to you on that card give you fantastic flexibility.
Liking the combos with Snapcaster and I managed to fit in Izzet Charm. I boarded the Thundermaw's.