V 1.2* Added 1x
Nissa, Vastwood Seer, 1x
Calculated Dismissal* Removed 1x
Jace, Unraveler of Secrets, 1x
Bone to AshReasoning: Nissa fits in the same finisher/recurring advantage slot that Jace did, but she's just a better fit. You can cast her without tapping out against control, she draws a card while still being a 2/2 that can pressure, and she can block in aggro where Jace is too slow. Her +1 is slightly worse than Jace, but her -2 might be slightly better; it enables Lambholts. And her ultimate wins on the spot regardless of the board, where Jace's doesn't. Getting threats off the board just isn't as important as keeping the counterspell shields up; whatever you remove with Jace will be replaced with something much worse when you tap out. Also, Bone to Ash is great when it works, but the most-commonly dead card in my hand. Most of the cards we care about countering aren't creatures; we can tussle with creatures. Time to grab one of the next-least-worst counterspell.
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V 1.1* Added 1x
Jace, Unraveler of Secrets, 1x
Forest* Removed 1x
Void Grafter, 1x
Bone to AshReasoning: We could use a finisher and a way to get resolved threats off the table; Jace on 7-8 lands seems good. Also, the way we lose the game is stalling on lands; 26 still felt like too few. Void Grafter is the most conditional threat, and Bone to Ash is the most conditional counterspell.
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Zerris here, feeling a bit silly.
I tried to post a
cool deck that relied on flash and powerful creatures to beat down opponents. Not a bad deck, per se, but not quite as good as I'd hoped. Getting stonewalled by 1/1s in front of Walkers was an issue. And then, in the comments,
@Goblin Rabblemaster mentioned
Wolves. I remembered why I used to hate Simic Decks - all the threats were bad, and the counter magic was inconsistent. That's not really true any more.
So, here's a
Wolves deck that I whipped up in under 10 minutes, and started thrashing people with at rank 40 instantly. Pretty untuned, but the concept is so simple that I doubt there are a lot of changes that need to be made. Playing out each turn is also incredibly simple - all the skill is in knowing exactly what your deck can draw, exactly what your opponent's deck can draw, what you can afford to let happen, and what you can't afford to let happen. This should also make it an excellent "baby's first control deck" for new players trying to learn the archtype.
Decklist:
How About No? (Control)Threats2x
Sylvan Advocate3x
Duskwatch Recruiter/
Krallenhorde Howler3x
Lambholt Pacifist/
Lambholt Butcher1x
Nissa, Vastwood Seer/
Nissa, Sage Animist2x
Tireless TrackerFlash Threats3x
Bounding Krasis2x
Void Grafter3x
Pack GuardianCounterspells2x
Scatter to the Winds3x
Broken Concentration4x
Spell Shrivel1x
Calculated Dismissal2x
Bone to Ash2x
Confirm SuspicionsLands (27)10x
Island7x
Forest4x
Evolving Wilds2x
Hinterland Harbor2x
Lumbering Falls2x
Westvale Abbey/
Ormendahl, Profane PrinceMana SourcesEnough
to cast our spells on curve, blah blah blah. Notably,
not enough
to cast our threats on curve - at least, not
Pack Guardian. But so what? Having our lands come into play untapped matters
much more than landing a random threat during the stage of the game where our opponent still has answers. And
Pack Guardian is a powerful enough threat and hedge against flooding that I think it's worth playing over
Vile Redeemer. Lastly, we would love to get value out of our lands, ideally without the cost of them coming in tapped or getting sacrificed early on -
Lumbering Falls and
Westvale Abbey help out there as recurring sources of value.
Deck FeaturesThis is a refreshingly simple deck. You'll notice the lack of many things. For example, we have no removal. We have no pump spells, and no combat tricks. There are no spells that just draw cards. The only card costing more than two mana that isn't instant speed is
Tireless Tracker, and that card's just busted. Our only situational counterspell is
Bone to Ash; the rest can all target anything, and are (almost always) hard counters. No worrying about which countermagic to use on each card they cast; it's all pretty interchangeable. All our threats can win the game on their own. As a result, every card besides the lands is a threat or an answer to a threat. And four of the lands are threats/answers as well. All of our card advantage is built into our cards that do other things -
Duskwatch Recruiter,
Bone to Ash, and
Confirm Suspicions. We're playing a full playset of every card in the deck.
The strategy is also simple, at least in concept. Tap out on turn two for the most powerful creature in your hand for that match-up. Then never tap out again until you hit five+ mana with a counterspell up. Counter everything they play that can't be beaten with 4/4s and 4/5s in combat. Ignore everything that can. We're playing the cheapest most powerful two-drops in the game, so there aren't that many decks that can match their power without casting something more expensive after we stop tapping out. As long as you have one threat that's pressuring your opponent, everything else is disposable. Kill spell targeted at your second creature? That's fine -
you just counted a spell with a creature. Don't you feel powerful?
Void Grafter will sometimes make that go even worse. Every time your opponent casts a spell, consider carefully whether or not you actually care. Every time you don't care, that's one more real threat you do get to counter.
Of course, that's against midrange/control/ramp. Against aggro, we're playing the cheapest biggest creatures in the format, and we have counterspells for their
Gideon, Ally of Zendikar or
Archangel Avacyn. They can't use their combat tricks in combat because we counter them and they get blown out. If they cast them pre-combat, we just play around the information on the table. Red decks don't even have inevitability against us; we draw more counterspells than they draw burn spells. And if it really comes to it,
Ormendahl, Profane Prince with counterspell backup is a decent plan.
Time to practice saying no.And that's a wrap...Relatively simple deck concept, relatively simple deck write-up. Control deck is control-y, go counter some spells.