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I believe this would be tournament quality, haven't tested it yet, but I plan on playing it soon once I finish getting all the cards I need for it. I'm not sure, though, if I should ditch some of the creatures for more counter spells though and not run Birthing Pod at all, since the planeswalkers can and should be a win condition by themselves. But I have Elspeth for token creation and life gain, Garruk for token creation and card draw, Jace for card draw, Gideon for control and attacking, and Venser for control. Thoughts, comments, ideas would all be appreciated. P.S. I'm developing this to be standard after Innistrad comes, so please keep that in mind when you comment. P.P.S. I could have a control sideboard and side out the birthing pod stuff for more control depending on the game I'm playing.
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Thrun the last troll and prime evil titan
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I like Thrun, but not sure what I'd take out for him and if he would be better than the "enter the battlefield" effects I have coming from any of the other creatures. Also I don't think Primeval Titan would be very good in this deck as I don't need too much more ramp than the ramp I have from birds and Sphere of the Suns.
Your entire deck centers around the 5 drop, you need to be gaining control or have control by turn 5, not praying for a planeswalker. Pod and anything but a TON of creatures doesn't work. And 20 land in a control deck means you lose. I'm not joking, you'll lose in almost all control match ups. Super friends was an entirely viable decklist before JtMS was banned, but from personal experience I can tell you, there's too big a hole missing where he used to be.
http://www.mtgvault.com/ViewDeck.aspx?DeckID=222221
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True, the deck does center around 5 drop cards, my thought, however, was that I should have 5-6 mana turn 3 to work with, with the birds and the spheres, which means I could drop a planeswalker turn 3 or a contagion engine or a tumble magnet, all of which should keep me in the game long past turn 5. So if I didn't run Pod and ran just control, how would you recommend I modify it to make it better, lands and everything?
You're looking at it too optimistically, honestly. You need to remember that you'll rarely draw exactly how you want, so you need to build a ton of redundancy into the list. Assuming you keep a hand with no birds or spheres but otherwise a good hand, you need to be able to stabilize against heavy aggro (RDW, tempered steel, vamps) and you have zero mid-game in the deck. Take a look at the list I posted under my original post, and basically you go from that idea. The shell is Birds of Paradise, Mana Leak, Preordain, and Explore. The land base you can go either with the speed lands (seachrome/razorverge) or core lands (glacial/sunpetal) it all depends on how quickly you want to stabilize (and you want to be stable within the first 2-4 turns, they're crucial against aggro). And against control like Caw Blade or U/B, you won't win the control war because they run counters and other forms of removal you simply don't have.
Well, thanks for the input, I really do appreciate it, but I would still like to keep all 5 planeswalkers in the deck. I also think that I have pretty good chance of drawing what I need to in the deck as it is, but to each their own. I would like your thoughts on if I kept the 5 planeswalkers in and made the rest just control, what you would do with the deck in that direction?
Of course. Well, if you insist on keeping the planeswalkers in there... you really only want defensive creatures to protect them. Two of your planeswalkers can't single-handedly win you the game (Gideon and Elspeth) but they offer great protection to the other three planeswalkers. So Wall of Omens/Overgrown Battle for more mana producers and they're a little more defensible than Birds of Paradise. Sun Titanx2 for recursion on your Walls. Sphere of the Suns can be dropped, throw in a playset of Preordains (I like it more than Ponder), Explore, a Day of Judgment or two (potentially three), and a playset of Mana Leaks. Tumble Magnet and Venser are stupid good together, as well as Sun Titan. Basically, all your creatures become a tool box for your planeswalkers to interact with. With all those planeswalkers, you're a very defensive deck. Good luck!
Lol...but...but...I'm trying to make this a deck with cards that won't cycle out... :P so I can't really use any of those cards... otherwise I would've most likely gone that route in the first place.
The only thing i kinda see iffy with this deck is you have so many cards but not many copies of each. It would seem very inconsistent from game to game. It has good control that can change the game, but it still isn't very reliable to draw what you need. I'd say run some oh crap cards, such as life's finale, day of judgement, or black sun's zenith. You can clear the bored, keep your artifacts and planeswalkers, and then go to either produce more tokens, or build up your planeswalkers. Cards i would drop. Treasure mage. He is only good for trying to get you contagion engine. If you want to do something like that, put in more contagion engines. And if you already drew contagion engine and then you draw him he basically becomes a tiny little meat shield. If you want to protect your planewalkers better, Maybe try some good walls as well. wall of tanglecord could work really well if they have flying creatures, and even if they don't. it is still a good wall. I honestly like the idea, I have never really messed with a control deck, but i have played against one that had tumble magnets and proliferate and that is VERY annoying. It will stop someone for quite a while. Also think about dismembers, it is a great killing card.
Thanks for the input, I was able to test this deck out today. I agree with you that it isn't as consistent with creatures as it could be but the consistency I found was in the planeswalkers, Birds of Paradise, Tumble Magnets, and Sphere of the Sun. It did perform exceptionally well and only lost 1-2 against one red deck wins I played today out of the 6 matches I played with it. I haven't played Caw-blade yet with it but I think that it should perform pretty well. The only real issue I found with it was that a lot of the time the lands came into play tapped, so I'm considering taking out a couple Seachrome Coast and a Razorverge Thicket and putting in another Plains and 2 Islands, not sure on that yet though, I'll test some more and see what I come up with. But I do also agree with you about the Treasure Mage's, thus I will be taking them out and replacing them with Grand Abolisher. I did also find that I rarely used Birthing Pod so I will be taking it out and replacing it with Thopter Assembly to create some more tokens. Just to illustrate, though, how well the deck works so far, I beat a 3-way multi-player game where I got ganged up on with a red deck wins deck and a U/W control deck being brought down to 10 life the second turn and going down to 2 life turn 4.
You might want to consider some Solemn Simulacrum. :D
thopter assembly is bad, with just 5 thoughness it easily dies to dismember and it takes 2 turn before you are able to attack with it. IMO is wurmcoil engine better than the assembly.
You're right Wurmcoil Engine would be better...however I don't Wurmcoil atm, I will work on getting him, going to edit the deck list to add him for now though.
Update 08/26 - put the control mainboard, took out the sphere of the suns and tumble magnets and created a full Birthing Pod sideboard, so that after the first game I can side out of most of the planeswalkers and into the birthing pod.