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This deck focuses on landing a bunch of enchantments and then sphere of safety to prevent your opponent from attacking.
Wait the first couple turns out putting down at least one extort stick then bust out all the shit turn 3/4 then get to your sphere through any means possible as you will eventually not be able to stop the next creatures then just extort your way to happiness or make them realize they have no hopewitchbane orb stops red deck wins somewhatavacyn prevents things from destroying all the thingsdispel is for naturaliz, ray of revelation, sundering growth sideboardsdissipate is for random things you need to counter like merciless eviction or acidic slime sideboardspacifism is keep even more creatures under control if neededsafe passage is for if they manage to get some guys through
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Then what do you do in game two? When they slaughter games your Sphere of safety and your Jace, Architect of thought? Or you happen to go up against one of the myriad of turn four kills? I get it, over the top control? What can beat it right? It's surprisingly more fragile than you think.A few well played counter spells or avoidance spells, say cloudshift or negate, and this deck crumbles. There is also nothing to get people playing cards in this deck. Oh hey everything I play gets removed... huh, I guess I best just wait until I have the perfect hand, play it all at once, and finish this in one turn? Yeap, that will happen. It doesn't matter how much control you have, If I can get spark trooper double strike'd with boros Charm, and then fling him at you, there isn't anything you can do. All that would take eight mana, probably more to prevent him from being countered. The bottom line of this, run more creatures. Just because you can stop what I am playing, doesn't mean I can't wait until the right time. Control decks are meant to buy time until you can play some big beater, or some unstoppable combo.
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Agreed. Running 4 creatures is not a great defense if they have some removals like surgical extraction and slaughter games