Modern Izzet Control-Competatv

by dknight27 on 21 September 2021

Main Deck (60 cards)

Sideboard (6 cards)

Sorceries (1)


Instants (2)


Enchantments (1)

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Deck Description

This deck was birthed from a theory I've been toying with which goes as such. Years ago, when I was still actively involved in magic, one and two color decks couldn't really compete with three color decks under normal circumstances (barring things like death and taxes). This was obviously because of the saturation of S class cards necessary to be competitive, and adding a third color gave you access to 33% more S class cards. However, now that I've starting tooling around with magic again, I believe this modality has ended, as there are enough S class cards in each color to allow two color decks to stand on their own.

S class cards, by my estimation, are cards that are valued at at least 3/4 of the four variables I see at play in magic.

Material- who has more cards (aka card advantage) that 'matter'

Tempo- how quickly/easily a card can be utilized/become useful, and how non-card resources get properly utilized (such as time/mana)

Board state- who has control of the field and can actively do damage/stop opponent from doing things (aka inevitability)

Win condition- either advances the slow win scenario (such as combat damage) or completes a combo to win in one exchange



Let's take Jace as our example of a more oldschool card that is S class. It can create material (via it's own draw effect) as well as deny opponent material (via it's scry effect used to force opponent into drawing things they don't really want). It doesn't really have a tempo advantage, beyond the fact that 4-drop walkers aren't THAT bad and the fact that it has a useful +2 abil. It affects board state via its bounce effect. And it is a win condition in and of itself.

There are plenty of other oldschool examples of this, such as Snap, Goyf, Dark Confidant, etc. However, in the past few sets, cards have been coming our regularly that fit this description, leading to an oversaturation available in Modern.

The three main cards I want to discuss are Bonecrusher Giant, Brazen Borrower, and Hard Evidence. That's right, I'm including a common on the list.

Bonecrusher and Borrower are both pretty obvious. They gain material by having Adventure effects. They gain tempo by only costing 2 then 3 (with Borrower being a tempo boss as it has Flash). They both affect board state (with Bonecrusher being a board state boss) but with Borrower being less so as it can't block everything. And they both advance the combat damage win condition with Bonecrusher having the bonus of its burn effect. On to Hard Evidence.

Hard Evidence is the coolest card I've seen in years, which seems antithetical. I've always been annoyed at blue for being unable to protect itself once things actually resolve/hit the field. Blue largely needs to deal with things as they are happening instead of before, such as black's discard outlets, or after, such as red's burn spells. Hard Evidence 'sort of' fixes this problem, and hits 3/4 of the S class variables.

Material- you get a critter and get to draw a card, it's a +1 in material

Tempo- it's a 1-drop and then a 2-drop you can play whenever, which is fabulous. Splitting the cost is what makes this card delightful. A 3-drop create a wall and draw a card is unplayable in competitive, as it's far too slow and can't utilize the card it draws when it draws it (probably). But since the cost is split, and you can drop it turn 1, the tempo problem becomes a benefit.

Board State- the true gem of this card, at least for me. A 0/3 wall for 1 it PRECISELY what blue has always needed. Protection from fast critters that is as fast as the fast critters. Now, turn 1 I've got an answer to your damn Ragavan and can sit back and build my tempo advantage into a material advantage, the true control way.

Win Condition- this one is the only real weakness of Hard Evidence, at least indirectly. Neither effect moves a win along in a traditional sense, however, I'm going to make the argument that for control, it does 'increase' the win condition potential.

There are only three families of strategy in any interaction of rules (aka game): agro, control, combo. Agro wants to sacrifice material for tempo and beat opponent to death before he can take advantage of the material imbalance. Control wants to accumulate tempo then transmute it into material, ultimately out grinding the competition. Combo ignores the tempo/material battle entirely and attempts to use this circumvention of traditional mechanics to steal a win through an artificial machination.

Hard Evidence does precisely what control wants to do. Accumulate tempo and turn it into a material advantage, both directly and indirectly. It stops opponent from beating you to death quickly, gaining tempo, and replaces itself, gaining material. Thus, it 'advances' the control win condition, even if it doesn't actually do anything to win.

I'll be experimenting with this theory quite a lot in the near future. Stay tuned, only Toonami.

How to Play

The deck does what control has always wanted to do in magic. Out last opponent and field, protect, and complete a win condition.

Win conditions in this deck are as follows:

Jace- wins while you control stuff, as he's a delight

Agro/burn damage- the 8 critters, Faerie Conclave, and Mishra's factory.




Sideboard is a work in progress, as it always seems to be. This setup seems to be pretty good against the prevailing decks in Modern right now: Hammer Time and Cascade builds, so that's nice.

Thoughts appreciated.

Deck Tags

  • Modern
  • Izzet
  • Control
  • Competitive

Deck at a Glance

Social Stats

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This deck has been viewed 1,034 times.

Mana Curve

Mana Symbol Occurrence

0390180

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Modern Izzet Control-Competatv

Your deck has 3 flaws in my opinion. Let's discuss.

I don't know how long you've be absente, but at least you know some MH2 cards.
So it is hard to argue, not to play Murktide Regent in a competitive deck with that many cheap spells like UR.
Get rid of the Bonecrusher instead.

I also don't think that your mana base is good.
A deck that runs Blood Moon does not need 4 mountains or fetchlands that search for red only.
Cut the Foothills and mountains for more islands and Flooded Strands.
For manlands, there is a new card that would fit greatly: Hall of the Storm Giants. I think it's better than Conclave and Factory.

For spells, right now almost all blue decks run 4 Archmage's Charm. It is a very versatile card, but the best part is the option of stealing all the one drops that are played in Modern. Think about Swiftspear, Ragavan, Amulet, Cookbook, Hammer... and many more.

Take a look at my version for some inspiration if you want:
https://www.mtgvault.com/splinter/decks/blue-moon-7/

Keep up brewing!

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Posted 25 September 2021 at 08:40

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I'm pretty out of the loop these days, so I never really checked out Regent, or many of the other cards you mentioned. I even missed out on consider, which is a delightful card.

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Posted 03 October 2021 at 23:56

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It's great to see posts like these, and I can't encourage you enough on doing this more often.
Magic theory is extremely complex and filled with a lot of speed bumps.

I'd like to hear you define "matter" a little more, as it seems to me that it's the same thing as "advantage" arena wreaked havoc on the forgotten art of deck theory by doing it all over again, so old phrases have been renamed a lot, and it sort of muddles the field.

Your input on tempo also sounds a little of, but tempo is freakishly difficult in theoretical magic.

In recent years one new "discovery" is "quality"
People used to put such a large amount of faith in cardadvantage that decks became more about drawing, and it all broke down.
The reason is that people had overlooked quality.

Drawing matters, but what you draw matters even more.
Quality is when a card in your hand can be cast and have impact on the game.

Lightning bolt for example is considered a great card, but in scenarios where your opponent has 28life and a 9/9 trampler in play, lightning bolt isn't card quality, while fire // ice will have high quality.

Cards will have different quality in different matchups, so it's important to have a deck with a high number of cards with a generally high quality.

If a deck has a lot of drawcards but have few quality cards, drawing won't help.

But having a high number of quality and just enough draw, that's good.

This is why scry cards have become more impactful, as it gives you some control over your quality.

The interesting thing is what cards people choose to influence quality.

I'm usually presenting people with Overwhelmed Apprentice as an example.
It mills, which disrupts an opponents scrying, ruining their quality control. It allows you to scry, increasing your card control.

I often keep a 1 land hand if overwhelmed apprentice is in it, as it allows me to control the odds of drawing a second land.

I'm also wild about Fathom Feeder because it's a high quality card, it stops aggression, it exiles combo material by just attacking and being lucky, it draws cards or it's a removal magnet.

I like your idea that there's a saturation point where a deck can go with less colours because there will somehow be enough cards around to build around the internal weakness.

But here's the thing, the meta is very much a mental construct, where people sort of invent and innovate as an unconscious hive mind, and matchups are having a high influence on brew decisions. Whenever something clearly takes the lead, there will be sideboarded against it. So when all the brewers consider what to sideboard against they focus on decks gathering momentum.

This has the odd effect that the old solid decks have a win-rate of 50% against most of the meta. All the old decks are less scary than the new ones so people don't sideboard against those.

So when you show up with a deck that breaks with tradition, it will be adapted against very fast and very hard, so be prepared for a very long test of your theory ;)

Also, thegreatgodloki apologized to you.
I'm cleaning up the rat deck to start from scratch.

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Posted 04 October 2021 at 17:16

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