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Creature control is the main focus of this deck with 4x Pacifism, 4x Crystallization, 4x Oblivion Ring, and 4x Journey to Nowhere. Also, 3x Walls of Frost and 3x Walls of Denial to stop attacks when you can't disable, and 2x Meddling Mages just in case you run into a creature you can't cope with: Unsummon + MM = No problem =] The win condition of the deck is to get out a Luminarch Ascension or Sigil of the Empty Thrones and pump out 4/4 Angels.
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I honestly dont even know where I would start on taking this deck down lol. Good job man. Really good job. How much $$ did it run you?
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I think what you need to do is broaden your outlook on cards. Cards by themselves are good, but you need to look out and see what cards are just he same but better. There is a double Unsummon card that is a trap from Zendikar and you are forgetting Path to Exile which is a good but not as good Swords to Plowshares. Day of Jedgement would be good here, Gomoazoa I am not to big on. Also, this is suppose to be control, I think you should have more lands to set up a better base. My Landstill deck is a good deck to modify or try to emulate when you want to play White and Blue Control. Its more about strategy than card choices with that deck though. Anyway, I do like this and thank you for the comment. You are going in the right direction, promise. +1
I really like the Sigil of the Empty Throne mixed with so many enchantments that keep your enemy from doing anything anyway. Not sure exactly how to counter this deck myself, similar to what nukifyed said. Only suggestion I can think of is something to give you card advantage, didn't really see anything to get you extra cards other than hindering light. Maybe a merfolk looter?
Thanks so much for all the suggestions! I edited the deck a bit, hopefully it works a little more smoothly this way. Also, Riley I origionally had Paths in the deck, but I decided to remove them because of how fast most decks are these days. I'm really considering taking out the 2 Unsummons and replacing them with 2 more Whiplash Traps, because in most cases if they're playing 1 creature a turn I'll be able to disable it.