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The control deck to end all control decks. We have no win conditions, we just plan to answer literally every singe card in our opponents' decks until they run out of cards.These sorts of decks are a mirror to the metagame, they work only when 75 Blue & Black cards can, on average, answer any other 75 cards you are likely to encounter.Essentially, you already crush any critical mass decks; Slivers, Elves, Kiln Fiend, Bogles, Glee, etc. by running nothing but mana sources, card advantage, and answers. Control decks usually find they cannot go over you and run out of threats soon enough. Against tempo we have Innocent Blood and Dispel to make short work of Tolarian Terrors protected by Counterspells. Against aggro we hope to draw campfire and Drown in Sorrow on time....Mono red is indeed a massive problem as the matchup is unwinnable without campfire or some luck. I have tried running 2 maindeck campfires but found the approach would lose me games, even against Red and especially against decks like Affinity that can keep up on card advantage without too much trouble.
You live and die by the Threat - Answer problem; There are no wrong threats, but there are wrong answers to threats.A Gurmag Angler and a Glint Hawk will both kill you, but a Lightning Bolt does not kill Angler and you don't want to play and activate Crypt Rats just to kill one 2/2.Thus we cannot afford to run more campfires maindeck, as even with Pristine Talisman we take a hit on card advantage until 5 or more life is gained and multiple spells are enabled with the talisman mana.Correct use of mana and of Mystical Teachings are key. Since your goal is to answer EVERYTHING you need to use everything at your disposal to do so. Your life-total, your graveyard if you know your opponent runs GY hate, your silver bullets, your mana. The deck rewards metagame knowledge and careful play like no other.
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NOTE: Set by owner when deck was made.
No win-con is evil, and I am all for it. I love control so much >:)
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It may be evil, but it is necessary in a deck like this one. Though some sideboard concession must be made for matchups like Mono Red.
Abyssal gatekeeper Will stall burn a little.
Though I love the card, and it is really good against Mono Blue, against burn with their infinite 1/1 shitters, half of whom are essentially two for ones, it is super low impact compared to something like Suffocating Fumes. It's kind of awkward in how it is not as reliable as a cast down or an edict and it does not clear the board like drown in sorrow or justice. What would you cut for it?
Evincar's Justice, which belongs to slow matches, and aggro is fast and frequent.I've had My own experiences With the card, during My halfdeck games, and it got cut.I also experienced that one [[Fontain of youth]] and one Brush With Death was close at getting modern burn, alone.(In my Premodern pauper halfdecks vs modern project) but part of the setup demanded 3-4 1cc chumpblockers.Thats why abyssal gatekeeper might dampen aggro.Fountain of youth was better than brush with death, so your campfire might be good too.
Two mana for one life seems just plain awful, man cards used to be fucking wild xDEvincar's Justice is absolutely fantastic though, I cannot imagine running a teachings deck without it. But it could be one of those cards that just gets auto-included without thought and perhaps should be reconsidered.
Fontain of youth actually works pretty well. It's 0-cost is pretty good against certain modern strategies, like discard, and when People in pauper plays lifegain, burn switches to rakdos to compensate. The 0-cost means you get to play stuff like innocent blood and chainer's edict, allowing you to focus on the creatures that hit harder than the burn, then, when you start to feel the burn, you Will have the mana to both gain life and cast more disruption.