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Updated B/W control deck.Edit 1: -1 Ayli, -1 Kalitas, -1 Thalia's, -1 Gideon, -1 Sorin+2 Diabolic Tutor, +3 Painful Truths
Blow up bad things, save your good things, have fun making people mad, then win!Each of the Legendary Creatures have massively powerful abilites, so use them to your advantage.Use Thalia's Lancers to fetch what you need most.Kalitas for Sac/Aggro decks.Kambal for Spellslinger/control decksALL of the instants and sorceries are removal. Need I say more?Planeswalkers are your stars. I focused on Sorin mostly cause his life drain fits with the theme of the deck. Gideon because duh. He's freaky powerful.Authority for some tempo control, and some bonus lifegain! (I didn't realize this until later, but it also deals with crew/vehicle decks as well.)
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First of all, Iove the deck, this take on BW control is really interesting.Authority of the Consuls is such a cool inclusion, goodbye to crew!The Thalia's Lancers package also seems amazing.The problem that I think the deck has is the curve. It is waaaaaay too top heavy.I'd cut down on least important cards with a cmc of 5 and above and put in a lot more early game cards, if your deck is capebable of having board control by turn 4 or 5 it will make it so that your walkers will take to you vicotry very easily.
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Thank you!I agree with the curve problem... the only problem with fixing it, is the only things capable of winning in a slow deck like this are the giant drops.... I've tried to balance it so that most of the control/destroy cards are lower (2/3 CMC) while the things that either win, or restart the game are the late-game drops, so now you can build up into the game winning card. But I still agree it could use some work. Any suggestions on cards to add?
I feel like cutting down on a bunch of the more expensive cards is the key here, Something like:-1 Thalia's Lancers-1 Sorin, Grim Nemesispossibly -1 Authority of the ConsulsAnd though I hate to bring this up, maybe cutting the creature package to just 1ofs and replacing them with card draw and removal and a few walkers might make the deck better.Not sure, this might need testing, press the draw sample hand button 200 times and then make a change.
Okay, I think I've addressed the problem a little bit. Check out the edit and tell me what you think. I dropped some of the bigger cards, and added in more fetch, and some draw. I dislike dropping the 2-drop creature, but I prefer it over kambal, because he stops lots of decks out there. So what do you think?
I feel like I'd want to keep the tutor as a on-of, on turn 4 playing a gideon has a lot more inpact then grabbing a soring or fumigate. Besides that the only thing I can add is that Painful truths might be better than Live Fast, they both synergise with Aether Hub, I guess it depends on the situation and playtesting but I'd run a mix of both or just the truths.Besides that, I love it!
I like the tutoring a bit more than draw, because if you get stuck without a response, you can fetch it specifically, instead of praying to draw it. Or if they fetch something and have to reveal it, then you can fetch a response for that. Also, a Transgress into a fetch is a good way to totally screw up a combo. But I agree it should be kept minimal, because it puts you a turn behind your opponent, that's why there are only two fetch-anything cards.And I didn't even look twice at Painful Truths! Man, I didn't even think about using Aether Hub to bump that number to three... wow... But I switched that for Live Fast.