4c Control

by Panda_Bair on 20 August 2013

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (1)



Instants (2)

Planeswalkers (1)


Enchantments (3)


Land (2)

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 Tags

  • Standard
  • 4c
  • Control
  • Blue

Deck at a Glance

Social Stats

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Like

This deck has been viewed 747 times.

Mana Curve

Mana Symbol Occurrence

172417150

Card Legality

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

Deck discussion for 4c Control

Syncopate would work well in here.

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Posted 20 August 2013 at 02:13

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I had Syncopate originally, but figured that it isn't as great late-game. And i have removal for what it would be better than Essence Scatter. I'll playtest with both and change it with my results.

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Posted 20 August 2013 at 02:14

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Works for me.

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Posted 20 August 2013 at 02:19

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Just went 2-1 vs RB zombies, which surprisingly went better than i thought. Pillar of flame did work. But i did use 2 essence scatter's in the set, once was where syncopate with my 2 mana i had up wouldn't have done anything. Will still consider it after further testing. :]

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Posted 20 August 2013 at 05:03

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I'd say 1 syncopate in the build would work out well, you can hit them easily if they tap out for a big creature and it makes them waste mana in the late game. Example say turn 10 they cast Aetherling with extra mana up for a counterspell to cancel yours, you hit syncopate on them for a ton making them tap out to reverse the effects and then you essence scatter. It's a complete douche move but it works out really well.

Cards I can see working really well in here:

Jace, Architect of Thought - allows you to dig and provides some protection in the form of -1-0.

Terminus - I understand you have it in the sideboard but since you have a small amount of creatures anyway Terminus mainboard can help out against the Bant hexproof matchup in case they have something to give indestructibility. I'd say 1 mainboard and 2 sideboard.

Bonfire of the Damned - no explanation for this, its good nuff said.

Merciless Eviction - this one isn't super good but the ability to exile all planeswalkers, or creatures or artifacts or enchantments is pretty awesome.

Pillar of Flame - honestly I think this should be mainboard, nothing is more satisfying than Pillar turn 1 or 2 on a Voice or some other douchebaggery card like Blood Artist, and then Snapcaster target pillar and do it all over again.

Nephalia Drownyard - This card is great as an alternate win con because it allows you to slowly drain your opponent while digging to get your more powerful cards, plus if you want to thin out your deck you can drownyard yourself putting more targets in the gy for Snappy.

Tamiyo The Moon Sage - Tapping permanents is amazing and having an ultimate that allows everything to come back to your hand is god.

Think Twice/Opportunity - Card draw is essential in a control deck. Think Twice is kind of obvious as it allows card advantage early in the game but Opportunity allows 4 cards for 6cmc which is great in the late game.

Dissipate - You should have extra counterspells in the build if you are playing control, essence scatter doesn't hit things like Sphinx's Rev so Dissipate is definitely a better choice.

Assemble the Legion - A good choice since you have R/W in the build, AtL allows you to completely take over the board with a ton of hasty 1/1's, it gives you blockers and it's the gift that keeps on giving. I'd say 1 mainboard and 1 sideboard.

Aetherling - A great finisher in control matchups, could be sideboard or could be mainboard, I'd take away 1 Obzedat for 1 Aetherling but that's just me.

Cards I think could probably leave:

Breaking//Entering
Detention Sphere (more of a sideboard card)
1 Doomblade
1 Warleader's Helix
2 Essence Scatter
1 Obzedat, Ghost Council (never really need more than 1, most people can't kill it)
1 Memory Adept - he usually gets killed really easily and other than his 0 ability he's not that great. I'd put in Architect of thought over him but have Architect as a 2 or 3 of.

If you're going to try and fit in Drownyard I'd say remove 1 Glacial Fortress and 1 Catacomb to fit 2. You might also want to fit a couple more red sources in the build.

I do like the deck though, hopefully some of this helps as 4 color control isn't an easy thing to make.

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Posted 21 August 2013 at 17:38

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I was going for more of a damage win with this deck, mill is getting sideboarded against sometimes. Played a game with my UW control deck that i had to mill like 20 times.

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Posted 03 September 2013 at 17:11

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In terms of control lately, I really love Silence and Render Silent. Especially Render Silent. For WUU, you can counter a spell and make them just unable to cast anything else for the rest of the turn. I find these cards really allow you to play what you want without the chance of someone messing up your plans, or just to keep them locked down on their turn.

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Posted 23 August 2013 at 07:06

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I do like Render Silent, but Silence really isn't that game impacting in my opinion. Unless you have something like a Tamiyo ult where you can keep casting it. Render Silent is also a counter spell which can be even better with infinites of.

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Posted 03 September 2013 at 17:15

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