Teaching Decks: Hard Control

by ToastasaurusRex on 27 March 2018

Main Deck (60 cards)

Sideboard (15 cards)


Sorceries (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

So this is a project I wanted to engage in- To make a set of 10+ super-budget 60-card decks that are simple, relatively easy to play, relatively easy to understand, and bring across the fundamentals of how Magic Works.

The Idea being that you could easily build these deck for a low cost and use them as an easy introduction to how magic works, to teach a group of new players both how to play, and give them a sense of Why, a sense of what fun things they're getting into. These decks aren't gonna be particularly good, or even legal in any particular format if it stops me from including a card I think is good for the deck, but they should be fun and interesting without being too hard to get into.

Anywho, it's an Azorious Hard Control Shell. Slow and stead pounds your opponents with answer after answer after answer until you just break them, planting absurd value cards and reaping the benefits. Fun deck, if that's what you're into.

Maindeck Cost ~$9 at time of writing (using the blue, average values offered by the site), plus ~$3-ish for the sideboard. This is the one where I've most keenly looked at it and gone "Most of the 'upgrades' I can come up with for this deck would make it more complex. We're sticking with what we've got to make it a better teaching deck." So she might be one of the cheaper decks.

How to Play

So mostly this section is going to be notes on why I think these are good cards to learn from:

The counter/Removal Suite is purposefuly designed to force some thought and changes by matchup. Revolutionary Rebuff is an intro to "counter unless they pay N", Essence Scatter and Negate serve purposes for cardtype-tailored counters, and cancel (in the sideboard) is your catch-all. And there's a similar dynamic in the white removal- Reprisal and Immolating Glare have their situations of weakness, but are generally great, and Banishing Light is your more expensive catch-all.

I kinda wish I had room for more removal in the sideboard, to allow for more customization, but I'm just not sure what else to cut.

Planar Outburst is my Boardwipe of choice, followed by End Hostilities in the sideboard. If there's one lesson this deck teaches, it's going to be "You see that more expensive ability lower on the card? Yeah, ignore it for now, the card is still going to be real good without it.

As for creatures- Seraph of Dawn is your early play to survive (for a given value of early) and is quite good at it. a 2/4 lifelink is nothing to sneeze at as a defensive body.

Cloudblazer used to be Talon Trooper, a 2/3 flier for 3, but I realized that this deck should be more interested in value than that, so I gave up the defensive body for sick card advantage. Not an optimal choice, but a sweet one.

So I used to run Glyph Keeper instead of Djinn, and I feel like Keeper is both powerful enough that it makes the control decks without it just unable to keep up in the value game, and also complex enough that it's not what these decks should be, so I went with Mahamoti Djinn instead, a French vanilla 5/6 for 6 to beat your opponents to death with. It's not a value machine, but it'll certainly get the job done. Maybe you want to switch the Glyph Keepers back in, I half want to, but I think going simpler is the right call.

Lastly; Heiroglyphic Illumination. A card I was certain was going to be too expensive for this deck and totally wasn't. I'd have settled for instant speed, 4cmc draw 2, but giving them the chance to cycle is fantastic, and a useful and interesting challenge to a new player to realize when they kinda just need to cycle through their deck instead of getting greedy. They should always be given the opportunity for greed, so they can learn how it kills them.

As for the sideboard, this IS supposed to be a sideboard they learn how to use, to make their deck perform better in the right matchups, or just in general to customize their decks within constraints.

I figured having a pair of Serra Angels to defend and add to the endgame payload was wise and fair, and Aerial Responder remains one of the best anti-agro sideboard cards in the business. Plus the last Djinn if you want more of them around.

The rest is modification of the removal/counterspell suite- Cancel, extra boardwipes, creature removal, and that's about it.

Deck Tags

  • Casual
  • Budget
  • Control
  • teaching deck

Deck at a Glance

Social Stats

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This deck has been viewed 1,209 times.

Mana Curve

Mana Symbol Occurrence

2823000

Card Legality

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

Deck discussion for Teaching Decks: Hard Control

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