aggrocontrol experimenting

by zapatista77 on 06 June 2009

Main Deck (60 cards)

Enchantments (4)


Sideboard (4 cards)

Instants (4)

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Deck Description

Mini Primer:

The coolest play is turn 1 faerie conclave, turn two cloud of faeries which untaps your lands then you play standstill, so you have two flying creatures pounding the other dude. If they play anything you draw 3 cards and then you get a chance to counter their card.
Spiketail hatchling is a threat and it makes control decks slow down a turn (they cant play their important spells the turn they have enough mana).
Burn should take care of enemy creatures in aggro matchup and hit the opponents face against control. counters stop early threats in aggro matchup and protect your own cards against control.
Opts help you get whichever cards you need be it another land or a counter or whatever.
Basically the faerie conclaves are included because they can sneak into play without setting off standstill, so you can threaten the opponent and usually force them to break standstill. Standstill works really well with every card in the deck.
The deck can has ok matchups vs both aggro and control, and has a pretty good chance vs combo

Fire/Ice can be alternative for Magma Jet if you're going to face a more aggro than control deck.

Deck Tags

  • Combo

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

032080

Card Legality

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

Deck discussion for aggrocontrol experimenting

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