Control and Conquer

by TheGreatMunchkin on 05 September 2015

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (4)



Enchantments (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 Description

As always, likes and comments/suggestions are appreciated!

This is a fairly simple deck, but I suspect it has a different approach than most decks of this variety.

Flavor text: "Cast out by my tribe, I am a pariah trapped in this mammals carcass. Only my true kin hear my cries."

This deck is all about controlling the game until you can get enough lands to get Dragonmaster Outcast and Scute Mob going. The ideal game for this deck locks down your opponent and then beats them down with Scute Mob and DM Outcast's dragon tokens.

How to Play

The idea behind this deck is to control the board until you get enough lands out to wreak havoc with Scute Mob, Dragonmaster Outcast and/or Rampaging Baloths.

Oracle and Farseek will give you land acceleration; Serum Visions can also help in this regard as it will let you draw a card and sift through your deck a bit.

All of the instant cards in this deck can be attached to Isochron Scepter to give you more broad control of the board; the best instant to attach, in my opinion, is Remand. The instant cards in this deck mostly revolve around counters, removal and burn.

Kiora will help protect a permanent you control or neutralize a permanent the enemy controls, and can be used to draw a card and place an additional land onto the battlefield or, if you can get her last - ability, to send a large kraken onto the battlefield at the end of each of your turns.

Pretty simple deck - hope you like it!

Deck Tags

  • Temur
  • Control
  • Modern

Deck at a Glance

Social Stats

31
Likes

This deck has been viewed 6,005 times.

Mana Curve

Mana Symbol Occurrence

01601218

Card Legality

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

Deck discussion for Control and Conquer

Cool use of doubling season, but I do think you need a few more counterspells to protect everything. Check out "turn aside", I think it would be better than izzet charm

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Posted 06 September 2015 at 14:17

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Thanks for the suggestion I'll look at that card.

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Posted 06 September 2015 at 19:07

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I like Turn Aside, but it's not as dynamic as Izzet Charm. I was definitely struggling with what Instants to put in this deck, especially since I want them all to be 2 CMC or under to imprint onto Isochron Scepter (god, I love that card). It would be nice to have some additional draw as well to pull out the lands, as unlike most decks that use Dragonmaster Outcast and Scute Mob this deck has zero land grab, but I felt like the control was more important to protect the win-condition.

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Posted 07 September 2015 at 21:50

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counterspell?

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Posted 28 October 2015 at 15:05

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I´d recommend "Explore" as it does the same as "Kiora" whyle beeing at 2 cmc. Really nice deck, I will playtest it!

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Posted 08 September 2015 at 10:33

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Explore is nice but it's not as dynamic. Kiora gives you that effect plus a means of neutralizing an opponent permanent or protecting your own as well as a means to send out large krakens if you can get to -5. Planeswalkers are also more powerful in decks that feature Doubling Season since they enter with double the counters. I'll probably post another iteration of this deck in the future which is based on land ramp instead of control.

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Posted 08 September 2015 at 13:32

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I thought of Explore + Kiora but i just saw your Oracle of Mul Daya wich makes my suggestion obsolete :)

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Posted 08 September 2015 at 19:50

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Exploration is the ramp to end all ramp and its CMC is 1. You can drop it and scute mob (or DM Outcast) on the first turn and make them crazy in no time. Oracle of Mul Daya seems a bit redundant with Rites of Flourishing already in there and playable at a lower CMC.

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Posted 15 September 2015 at 15:42

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Exploration is indeed amazing, but not Modern legal. The reason I'm running 2 Oracle and 2 Rites of Flourishing is I don't want to give my opponent excessive card draw and Oracle gives me a couple additional creatures as well in case I need a blocker.

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Posted 16 September 2015 at 02:35

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Seems legit haha

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Posted 16 September 2015 at 16:20

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propaganda isnt modern legal, i recommend remove from sideboard if u want keep mordenn legal

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Posted 08 September 2015 at 15:23

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Good point. I'll change it for something else.

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Posted 08 September 2015 at 22:09

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Do you have any stats on how this deck performs, number of games/number of wins?

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Posted 09 September 2015 at 09:30

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I don't actually own the decks I post, physically. I played casually in college and now I am volunteering abroad so I play online through Magic Virtual Playtable (I highly recommend this software - lets you test play your decks as well as play others online). I've played 10 games or so online with this deck so far, and it does really well against most decks. Some decks it can have trouble with would be aggressive aggro and extraction. Decks it does really well against are mid to late game decks and other control decks, from what I've seen. Unfortunately though, I don't have any stats and I'd need to play against more decks to get a better feel for it, but it does well against most. It especially does well if you can get Isochron Scepter on the board early and put a Remand on it.

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Posted 09 September 2015 at 16:51

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If you want to play online there are other softwares with a much larger player base: Magic Workstation and Cockatrice, which has the greatest number of players online among the three. To have stats you don't need to "get the feel", but just need to count the number of times you win over the total number of games, it's easier and gives a much more precise information. Thanks, john.

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Posted 10 September 2015 at 06:14

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I thought the owners of workstation stopped updating their database? Never heard of cockatrice but will have to give it a try. I'll need to play test some more to throw up results on here.

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Posted 10 September 2015 at 17:41

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Fetchlands?

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Posted 10 September 2015 at 15:58

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Normally, absolutely. However, Outcast and Scute Mob (the win condition) don't become useful until I can get 6 and 5 lands on the field, respectively, so I don't want to thin out my mana base.

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Posted 10 September 2015 at 17:43

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I'd drop 2 Isochron Scepters.

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Posted 10 September 2015 at 18:08

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What would you drop them for? They are essential to maintaining consistent control to buy you time to get Outcast and Scute Mob going in this deck.

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Posted 10 September 2015 at 18:12

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You want to drop lands as fast as possible. Try dropping Isochron Scepters and some of your enchantments for cards that let you put lands onto the battlefield in addition to your 1 land per turn. Expedition Map comes to mind. There are other green creatures that let you tutor for lands too as ETB triggers.

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Posted 10 September 2015 at 18:21

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Kiora, Oracle and Rites of Flourishing all give me land acceleration. This deck is more geared towards controlling the board until I can get Outcast and Scute Mob going rather than ramping as quickly as possible to get them going. I'll be posting another iteration of this deck in the future that is more geared towards ramp to win instead of control and conquer.

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Posted 10 September 2015 at 18:55

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I'm going to agree on the Scepter and the Rites. They're slowing you down, and helping your opponent, respectively. If you're trying to accelerate into a large mana base, you need to use search. That search can be in creatures or spells, but you need something that allows you to get more lands on the field from your deck, not just your top card. I feel like this wants to be a combo/aggro deck rather than a control, and I think some of your control elements are going to muck up the works for the actual win condition.

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Posted 24 September 2015 at 16:36

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Posted 24 September 2015 at 16:37

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I love this deck the idea is great I wish I had 389$

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Posted 12 September 2015 at 15:22

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Yeah, the unfortunate part about trying to build competitive decks, especially in non-standard, is that they cost a bit. I play the decks online at this point.

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Posted 12 September 2015 at 19:19

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Thank you for choosing green for something besides Tarmogoyf.

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Posted 15 September 2015 at 21:42

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Ha, well I wanted to make a control deck with DM outcast and scute mob. Most decks using those cards are gruul land ramp and I'll likely post that iteration later on. Tarmogoyf is a sick card though so it's not surprising it's so common in the modern meta.

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Posted 16 September 2015 at 03:18

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Posted 15 September 2015 at 21:42

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if ur lkin 4 card draw why not use a version of jace, or jace's ingenuity, or divination?

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Posted 17 September 2015 at 13:38

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Divination in a top tier 300$ Modern deck? No. How about serum visions, or mind scour?

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Posted 24 September 2015 at 21:30

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Posted 17 September 2015 at 13:39

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Posted 17 September 2015 at 13:41

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Changed up the land base a bit, should go a little faster now most of the time.

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Posted 21 September 2015 at 01:59

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Okay made some changes to this deck.. Dropped Lightning Bolt for Atarka's Command. Dropped Sarkhan Vol and Rites of Flourishing for 4 Farseek.

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Posted 24 September 2015 at 23:33

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How about Azusa. lost but seeking. I'm pretty sure it's modern legal.

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Posted 26 September 2015 at 12:40

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It is, just not as good as Oracle of Mul Daya in my opinion.

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Posted 27 September 2015 at 00:22

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Azusa is cheaper and a couple mulches would fix that up real quick.

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Posted 29 September 2015 at 21:20

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with dragonmaster in standard again there may be a good way to abuse him there now!!

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Posted 28 September 2015 at 14:41

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Yeah I haven't looked too deeply to see if there are standard DM shenanigans as I mostly focus on Modern. Looks like Ally's got a big boost though!

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Posted 28 September 2015 at 16:27

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What is the "ally" function? I joined at theros so idk...

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Posted 29 September 2015 at 14:33

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They are a creature subtype that buff each other.

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Posted 29 September 2015 at 14:49

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oh, ok thank you very much.

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Posted 02 October 2015 at 14:21

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Posted 29 September 2015 at 14:33

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Made a few more changes, should work slightly faster now..

Changed up land base to have more basic lands as well as more lands that turn into creatures.
Dropped 2 Isochron Scepter for 2 Cultivate
Dropped 2 Cyclonic Rift for 2 Lightning Bolt

Let me know what you think. Need to play test more to see if it's beneficial but I think these changes make it slightly better.

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Posted 08 October 2015 at 05:29

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Honestly, I don't really know if Doubling Season is that necessary here. It feels kind of "win more" you know? I think you should go up to 4 Bolts. Also, as much as I love Atarka's Command, it doesn't make much sense to me aside from the fact that it let's you play another land. If you're really going for a control or midrange type strategy I feel like you just generally need more removal. Aside from that I like the idea of the deck a lot.

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Posted 21 October 2015 at 10:47

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I agree with the 4 Lightning Bolts, it's probably the best burn card ever printed. I'd also drop Kiora, personally. It doesn't do that much for this deck and I think it's just taking up space that could be repurposed for something else. Mana Leak would be a great addition, maybe drop the Cyclonic Rift altogether and I don't think Remand is really worth it as it's overload cost is too high and you'd just give your opponent the chance to play everything again. I also think that there's a bit too much ramp in here, the Oracle of Mul Daya and Cultivates would do just fine and allow you room for more creatures.

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Posted 23 October 2015 at 11:26

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I bumped up the Lightning Bolts to x4. After reviewing this deck a bit more, I feel like it needs some changes to focus more on one mechanic. I definitely like having the Farseek's in there as well.. might drop the Cultivates for something else, but I don't know. I'm sort of undecided as to where I want to go with this deck because I like the idea I'm just not sold on what I want it to be right now exactly.

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Posted 24 January 2016 at 07:59

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have you ever considered elite archaist? combo it with opportunity or physic spiral and its crazy. Another awesome card that would work wonders in this deck is rampaging balothes.

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Posted 28 October 2015 at 15:10

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I've definitely thought about Rampaging Baloths. I'll have to look at the other cards as well - thanks for the suggestion!

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Posted 24 January 2016 at 08:00

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I feel as if this needs more focus on the mechanic/ needs to figure out what the mechanic actually is.

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Posted 28 October 2015 at 15:21

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i was thinking about using 2 semic charms and cut 2 remands just so you have alot of different spells to play with.

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Posted 13 November 2015 at 15:14

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Posted 13 November 2015 at 15:14

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Posted 13 November 2015 at 15:15

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OK guys, made some more changes to this deck - let me know what you think.

Dropped the enchantments and added 4 Serum Visions
Dropped 2 Cultivate for 2 Rampaging Baloth
Lightning Bolt and Cyclonic Rift now at 4x

I feel like these changes give the deck a more streamlined mechanic and will make it better in general. Not fully set on the idea though so let me know if you have any ideas that might improve the deck. Thanks! :)

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Posted 24 January 2016 at 08:20

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