After having played about 25 games with it, I feel fairly confident in moving my deck out of the "Brewing" section and posting it here as a real thing. Some updates may still occur, but the core is solid.
Background:Ever feel like your opponent got to play too much magic? Do you enjoy saying "...go" with 10 untapped lands and 7 cards in hand? Want to durdle so hard the Mill players quit out of frustration? Do you sate yourself on the tears of Superfriends pilots, crying into their pillows, clutching their foil
Languish and wishing it could stop the pain? Do you want to get steamrolled by RG Aggro?
Okay, maybe you don't want the last one. Still, all of the above describe the deck I'm about to post... Jeskai Draw-Go Control.
Boulevard of Broken Dreams (
)
(Control)Threats2x
Dynavolt Tower1x
Nahiri, the Harbinger1x
Jace, Unraveler of Secrets1x
Chandra, Flamecaller1x
Torrential GearhulkRemoval2x
Fiery Impulse3x
Fragmentize3x
Harnessed Lightning1x
Kozilek's Return2x
Radiant FlamesCounterspells1x
Dispel2x
Scatter to the Winds3x
Broken Concentration1x
Calculated Dismissal2x
Insidious Will2x
Confirm SuspicionsCard Draw3x
Telling Time3x
Glimmer of GeniusLands (26)8x
Island3x
Mountain1x
Plains2x
Prairie Stream2x
Wandering Fumarole1x
Needle Spires2x
Glacial Fortress2x
Sulfur Falls2x
Clifftop Retreat3x
Aether HubCard ChoicesI built this deck after struggling to get any of my own
energy decks to work out - everybody I battled was playing with full sets of
Grasp of Darkness,
Blessed Alliance, and
Fiery Impulse.
Let's make those people feel silly.
You might think the fastest deck in Duels can end the game on turn four... but this deck ends it on turn three. If they don't have 3+ power on the board when you untap with
, the game is over. They just don't know it until 20 turns later. We often have more counterspells than the opponent has meaningful cards in their deck. Your goal in the game is to make progressively fewer and fewer of their draws meaningful as you choke the hope out of their shattered body.
Let's start with the cards that can actually kill your opponent.
2x
Dynavolt Tower1x
Nahiri, the Harbinger**
1x
Jace, Unraveler of Secrets**
1x
Chandra, Flamecaller1x
Torrential Gearhulk2x
Scatter to the Winds2x
Wandering Fumarole1x
Needle SpiresNo other cards in this deck can deal damage, and we have no alternate win conditions (aside from concession). Luckily, if we lock out enough of their deck, we only need one source of damage.
**You'll notice I've included Nahiri and Jace in here - they can't actually kill anybody. But they do provide so much card filtering that your opponent can't keep up, and either ultimate will usually stop any fun that was still happening. Note that Nahiri can get Artifacts as well as Creatures, so you can grab a
Dynavolt Tower if you've already drawn the Gearhulk.
The walkers all share the same features - they can remove something the turn they come down, then fix our draws for the rest of the game, as well as offering a path to victory on their own. Ideally we never want to cast them without at least one counter up, but sometimes your hand is weak enough that you need to cast and pray the response isn't too bad. Importantly, the usual enchantments for shutting down walkers are actually terrible against us, because of 3x
Fragmentize.
Torrential Gearhulk is a lot of value in one card - it's typically a
Confirm Suspicions with Kicker
: Get a 5/6 Creature. Being a Nahiri target (and thus getting to flash back
two spells) is even better. Unfortunately, he is a creature, so expect your opponent to have saved up three to four kill spells for it due to a lack of other targets. Usually it's best to just let it go, but you can fight over it if you're that desperate for a 5/6 body.
Dynavolt Tower is the new equivalent of
Sphinx's Tutelage - it's a three mana threat that will - eventually - end the game, and dodges a lot of removal. The advantage to the Tower is that it also stabilizes the board along the way, and converts your bad spells into damage. Suddenly that
Harnessed Lightning looks a lot more like a
Lightning Strike - and you can even point it at Planeswalkers, a traditional weakness of a deck like this.
And lastly, the creature lands. We rarely ever want to activate them - five mana is a lot. Their main job is to keep us from decking after we've got four counterspells in hand, 15 lands, and our opponent is on empty. They're also relatively low opportunity cost; we're in the market for dual lands already.
This brings us to the mana base - it's pretty close to what you might expect. 26 lands is a control deck standard.
8x
Island3x
Mountain1x
Plains2x
Prairie Stream2x
Wandering Fumarole1x
Needle Spires2x
Glacial Fortress2x
Sulfur Falls2x
Clifftop Retreat3x
Aether HubNotably, no
Evolving Wilds in the deck. The goal is to have untapped mana as often as possible - the more untapped mana we have, the more counters we can hold up. In fact, we've only got three lands that always enter tapped (the creature lands) and two that might (
Clifftop Retreat). Colored sources are 19
, 13
, 11
. No, we will not be able to cast
Fragmentize on curve - but that's fine. We only really want to be able to cast it by turn four anyways, while holding up a counter spell. We're one dual land short of the max - that is indeed a missing
Needle Spires. We don't need red or white as much on curve, so we don't need it for those purposes, and I honestly wanted fewer tapped lands more than I wanted another threat. If you're trying to activate a creature land without having at least three mana up for a counterspell, you are unlikely to be winning that game. And by the time you might be doing that (on 8-10 lands), you can find one of the three in the deck. Normally you don't bother activating till you can hold up two or even three counters.
Next, the removal suite:
2x
Fiery Impulse3x
Fragmentize3x
Harnessed Lightning2x
Radiant Flames1x
Kozilek's Return2x
Dynavolt Tower1x
Chandra, FlamecallerThis deck is trying to 1-for-1 everything your opponent does. As a result, sweepers aren't actually very good - the opponent rarely gets two permanents on the board at once. The only exception is if they're playing multiple 1 and 2 mana creatures - in which case,
Radiant Flames is the most relevant card in the deck. Our matchup against those decks is still pretty bad, but at least if we draw Radiant Flames, the game ends.
Kozilek's Return is a bit more of a hedge - being instant speed means we can cash it in as a
Fiery Impulse most of the time, but it can also sometimes be randomly good as a sweeper. Even if it just cleans up a single
Pia and Kiran Nalaar, it did it's job. Chandra is such a good all around card that she makes the cut (and functions as another sweeper if we live to six mana).
The main thing to notice about these cards is mana cost. Every card here needs to be so cheap that we don't need to take down counterspells to play it, or needs to win the game on its own after we tap out for it once.
Fragmentize is the MVP of multiple matchups for exactly this reason. For example, we can just let
Sphinx's Tutelage resolve, counter their card draw spell, then untap and blow up the Tutelage for a single mana.
Fiery Impulse is a necessary evil, though it's often the worst card in the deck. When it's not, though, it will save your life. Crucially, at 3 damage, it can kill every targetable creature land. Helpful tip: if your opponent attacks with a
Wandering Fumarole, wait until they activate the P/T switch ability, then Impulse it with the ability on the stack - this prevents them from being able to save it, no matter how many times they try to switch P/T again in response.
Harnessed Lightning is a two-mana
Murder in a deck with
Glimmer of Genius, and
Dynavolt Tower lets you stop countering creatures after it gets into play (and provides a 10-ish turn clock).
Speaking of 1-for-1ing, let's talk Counterspells. We're playing a lot.
1x
Dispel2x
Scatter to the Winds3x
Broken Concentration1x
Calculated Dismissal2x
Insidious Will2x
Confirm SuspicionsFirst, we have all five
Cancels, because that's the best counterspell you get these days.
Scatter to the Winds has slightly more upside, though you rarely want to make a 3/3 creature and expose it to removal until the game is locked up.
Insidious Will is a new KLD addition, and it's... fine. Usually it's just an overpriced counterspell, but the flexibility can come up. You never copy your own spells - but you can redirect their kill spells or targeted draw spells, and you can copy things like
Necromantic Summons while selecting the same target to fizzle their spell and get the payoff for yourself.
Confirm Suspicions fits better in the "draw" section than the "counter" section. This spell is a lot of where the deck gets its inevitability, and it's usually the best Gearhulk target.
Dispel sees some play in standard, but almost none in duels. Still, in a deck where all we care about is instant speed interaction, a single copy of this comes up a lot. Most importantly, it wins counter wars - which you'll get into against any other blue deck. It lets you feel comfortable cracking all those clues and casting those draw spells on the endstep, because you didn't
really tap out. It's also notable that the main answers to walkers are enchantments that cost four mana or less and Anguished Unmaking. The former get removed by
Fragmentize, and this stops the latter. You never want more than one, though, because it is pretty narrow.
Calculated Dismissal is the last man in. We want one or two more counterspells... and there actually aren't any more worth playing. We've literally run out of good counterspells. So this slot can be filled with one of whatever the next best option is.
Spell Shrivel,
Calculated Dismissal, and
Countermand are all reasonable, and
Horribly Awry could help a little with the aggro matchup. I've chosen
Calculated Dismissal since I think having a turn three counterspell is crucial, and this one has the most upside. This card still has some lategame value, because opponents will try to overwhelm you all in one turn, and this can catch their last threat. Scrying is also worth more than normal in this deck because of how polarized our draws are.
Lastly, card drawing:
3x
Telling Time3x
Glimmer of Genius2x
Confirm SuspicionsThat's not a lot of card draw - but we don't need a ton, either. When we can literally counter every spell the opponent casts, just getting one or two cards up is enough to close it out.
Telling Time continues to look terrible on paper and overperform in every deck I put it in. "Blue cantrips still good - Magic community shocked," I'm sure the headline will read. Anyway, its main role is allowing you to mulligan less by smoothing our draws - our deck mulligans poorly, so that's handy. Also having anything proactive to do on an empty board when your opponent doesn't cast anything into your counter is nice.
Glimmer of Genius is insane. "Scry Two" doesn't look like a big upgrade, but it makes all the difference in the world. When you need a very specific kind of card - be it "Counter", "Land", "Threat", "Removal", or "Sweeper" - this lets you dig four deep for it. It might even be better than a discounted
Scour the Laboratory for that alone - it certainly is when you include the energy, which our deck makes decent use of.
Confirm Suspicions is only 1 mana more expensive that we'd usually be willing to pay (after all, I did consider
Countermand) and it draws us three cards in the process. Yes, we will have time to crack those clues. Also, having them be clues is often even better - it means we still get value with a full hand. Also, as mentioned above, this is usually the best Gearhulk target (in our deck, and probably in duels as a whole).
StrategyDraw
...Go
Draw
...Go
Thus how Draw-Go got its name. For real, though, the only cards you could be casting on your turn before six mana are
Fragmentize and
Radiant Flames. The first is so cheap you can still hold up counter magic, and the latter ends the game against aggro. You only have four other sorcery speed cards in the deck, and all of them should be cast with one (or two) counterspells still up.
Counter the cards you have to. Let the ones you don't resolve. Nothing is more disheartening than playing against somebody you know has a counterspell, casting your threat... and having it resolve, because they just don't care enough.
There is no rush to win the game. You have the best long game of any (reasonable) deck in the format. Even Ulamog isn't a big deal - sure, he eats two lands, whatever - counter it, let's get on with life. The real worries are
Lumbering Falls and
Gaea's Revenge. Luckily, nobody plays them! Perfect. (
Westvale Abbey making a token every turn is also a hassle, but we can usually find a creature land or a
Dynavolt Tower fast enough to beat that).
MatchupsThis deck is very good in a lot of matchups, and very bad in some others. So far I've found:
Very Good: Superfriends
Midrange/Control
Good: Midrange
Control
Mill
Burn
Aggro/Burn
Vehicles
Neutral Midrange
Ramp
Vampires
Humans/Aggro
Horrible Energy Aggro
Werewolves
The summary of this is that if your opponent plays a Swamp, you start cheering. If your opponent plays a turn two Werewolf or
Voltaic Brawler, you're gonna have a bad day. And if they play an Island and start passing as well, you're probably favored, but you need to be on your toes.
And that's a wrap...Comments / Criticisms / Superfriends' Tears welcome!