I played Origins for a while when it came out, but I lost interest when I decided that I could not build a creatureless control deck in the manner to which I was accustomed.
I have come back, and I still do not have all my cards unlocked. But I wanted to theory craft anyway. And I want to exhaustively explain my reasoning, hopefully this will spark a discussion. I am including discussion of cards that I do not think are good choices so that other people might spot flaws in my reasoning.
This is how I build a deck: first, start with a list of cards to "draft" from. This is intended to be a list of all cards I reasonably should consider, although some cards I consider obviously bad or duplicative have not been included. I sorted cards into categories, somewhat arbitrarily:
One for one removal - this is spot removal that is intended to kill a creature that has resolved.
Sweepers - pretty self explanatory.
Flex removal - this category includes spells that deal with resolved,
non-creature permanents, and can possibly also target creatures as well.
Counters - if it can counter a spell, it goes here.
Draw/ utility - if it draws you cards or provides card advantage in some other intangible way it goes here.
Win conditions- cards that can be used to win you the game. May provide other advantages as well.
Here is the full list. I indicate the number of copies one may run for some of these cards... others I was too lazy to look up their rarity.
One for one removal
4 x
dead weight4 x
Celestial flare4 x
Gideon's reproach2 x
declaration in stone3 x
grasp of darkness4 x
reave soul4 x
tightening coils4 x
Claustrophobia1 x
Containment membrane4 x
complete disregard4 x
oblivion strike1 x
fleshbag marauderWe have access to a good amount of removal spells in three different colors. This is a LONG list because there are not many "obvious" spells that do the job here. Some spells are cheap and easy to cast, others expensive, some can hit any target, some only work on itty bitty creatures.
I really focused on the cheap spells here. The goal is to be able to hold mana open for counterspells, and fancy expensive sorceries will not allow us to do that.
dead weight - cheap! Not a terrible choice since it can hobble bigger creatures too... but:
Celestial flare - at the top of the list because it scales REALLY well, and it can deal with hexproof and indestructible. Mixes very well with sweepers, auras that do not prevent creatures from attacking lose value. Sorry dead weight! Main disadvantages: 1) requires creatures to attack 2) If more than one creature attacks, it can be difficult to use properly.
Gideon's reproach - Four damage for two mana, extremely easy casting cost. Works well with celestial flare to kill off smaller creatures so that flare can kill the larger ones.
There are really not many creatures that have scary abilities that do not require them to attack. Off the top of my head: Transformer Jace,
Endbringer, and
Forgotten Creation - this last one is dangerous with a resolved
Sphinx's Tutelage. There are remarkably few "lord" creatures that can sit back and pump their team.
declaration in stone - Easy casting cost and extreme power. It is hard to say no to this card... also excellent against tokens. But you give your opponent a chance to draw a card, for two mana.
grasp of darkness - Superior power, instant speed. Ugly casting cost. Attractive if we put a ton of black mana in this deck.
reave soul - Medium power, easy casting cost. Unfortunately, medium power is only medium and sorcery speed is meh.
tightening coils - Easy casting cost, Excellent power. Major restriction though - a hobbled 0/x creature can still attack, making celestial flare whiff.
Claustrophobia - Excellent power, moderately bad casting cost. If we are spending UU at sorcery speed it is harder to leave counter mana open. Also this compares unfavorably to the enchantments in the "flex" section below.
Containment membrane - potentially very cheap! and great scaling. But like tightening coils, the restriction is that you can effectively only cast this after a creature attacks you. I am not going to put tapdown cards in my deck just to combo with this dude.
complete disregard - Instant speed reave soul - with more exile!
oblivion strike - Maximum power, but sorcery speed and moderate casting cost. This does not look good compared to flex cards below.
fleshbag marauder - OK power, sorcery speed, reasonable cost. The main problem is that this totally precludes the use of any disabling auras that leave creatures "alive" as sacrifice fodder.
Sweepers
2 x
Planar outburst2 x
Languish3 x
rising miasma1 x
Biting rainThis is much simpler than the spot removal section. We can strictly rank these cards by card quality:
Planar outburst - run both.
Wrath of God plus one more mana... and it can morph your land into a 4/4! Which technically also makes this a win condition.
Languish - run both. It is worth dipping into black for this spell.
rising miasma - this is where things start to get iffy. If you are on the play spending 4 mana for -2/-2 is meh. The mana cost with only B is a plus. Awaken is not good enough to save this card...
Biting rain - I cannot imagine needing more than 7 sweepers, and this card is strictly worse than miasma for this deck, due to the BB cost.
This is pretty obvious: we get 4-7 sweepers depending on whether we require a bear-sized sweeper at sorcery speed.
Flex removal
2 x
Anguished unmaking1 x
Angelic purge4 x
suppression bonds4 x
isolation zone3 x
solemn offering4 x
disperse1 x
felidar cubDIE PLANESWALKER! We need a way to remove those dudes (and dudettes). Plus annoying enchantments. It really isn't necessary for me to list all the terrible terrible ways these cards can kill you. Creatures will generally kill you faster, but this is a slow control deck and so we need to be able to answer... everything.
Anguished unmaking - I balked when I saw this card. This is the most powerful removal printed... ever. Exile ANYTHING that isn't a land. The three life cost is steep, but since it is a rare this is a card we obviously want to run two of.
This card is so amazing... just compare it to its retarded stepcousin...
Angelic purge - This card isn't actually terrible. If we had a way to spit out creature tokens it might even be attractive. But notice it does NOT target planeswalkers. If it did I would seriously consider running it as a singleton, lands be damned, I must destroy them quickly.
suppression bonds - The other way to remove planeswalkers. Enchantment removal or a bounce spell will end it. Just remember - if you are facing a transformer wait until AFTER they transform. Basically as effective as
claustrophobia as creature removal. Also works against SOME enchantments.
Evolutionary Leap? See ya. But uh oh not
fevered visions.
isolation zone - Basically suppression bonds with a few of the drawbacks flipped around. It completely shuts down ANY creature and ANY enchantment. Sorcery speed is a significant drawback though. Unfortunately, planeswalkers are completely immune.
solemn offering - Pretty self-explanatory. The creature-or-enchantment isolation zone is basically better.
disperse - I have a love-hate relationship with this card. It is unbelievably flexible, even moreso than anguished unmaking. Remove any of your opponent's permanents, or remove one of your own permanents! Extremely cheap cost. The drawback is that this is only temporary, a "tempo" play. And this is not a tempo deck. So you need to counter the permanent you just bounced to your opponent's hand. The low mana cost makes this easy, but this is significant card DISadvantage. This card actually has a lot in common with
declaration in stone in that it offers a low price and big power with a significant drawback.
felidar cub - Honorable mention. I think this little guy fits better in other decks... he can potentially block and trade, but in my opinion this is just an opportunity to "turn on" my opponent's removal spells.
Conclusion: flexibility is mostly expensive, unless you are anguished unmaking or disperse. Unmaking is an automatic two of. I want at least two other ways of dealing with resolved planeswalkers... disperse and suppression bonds are looking O.K., I might consider slotting in isolation zone as extra spot removal that functions against annoying enchantments.
Counters
2 x
Scatter to the winds3 x
broken concentration2 x
Confirm suspicion3 x
Horribly awry4 x
bone to ash4 x
spell shrivel4 x
calculated dismissal4 x
countermandThe base game had terrible countermagic. I remember the day when blue mages considered
Counterspell our birthright. Then it was nerfed and replaced with
cancel. Then it was further nerfed when Origins was released and we had to pay 4 for
Countermand. But BEHOLD!
Scatter to the winds Cancel... with an upside! Fallback win condition. Automatic include.
broken concentration Cancel... with a meh ability. Basically just cancel. Automatic include.
So much like sweepers, we start with good and really obvious inclusions. Next we have to decide which drawbacks are worst.
Confirm suspicion - Remember me complaining about countermand? This dude is even more expensive. And using three investigate tokens is also expensive. But the card advantage here is very, very significant. Countering a spell and drawing cards is
exactly what this deck wants to do. Counter one spell and draw three cards at a total cost of 11 mana. But here are some things to consider:
*It is easy to pay the 6 mana to draw cards in installments.
*There are very few other options for hard counters, after we include scatter to the winds and broken concentration we are left only with countermand. Paying 1 more to get three investigate tokens is worth it.
*This card provides four points of card advantage - one counter and three draws. Two spells that "draw two" should be equal, at a cheaper price, right? Nope. A "draw two" spell only nets one extra card. In terms of net cards, the three investigate tokens are as powerful as three inspirations.
So an equivalent cost for this card would be 1UU cancel + 3 inspirations at 3U each, 10UUUUU or 15 total mana compared to 11 for this guy.
*Although it is expensive, this card will usually provide the same amount of card advantage as a sweeper, or usually more, and I do not hesitate to include 5 mana sweepers.
So I want to include this guy as well. That is 7 hard counterspells! Most people do not run that many... but I like counterspells. And I hate planeswalkers. WE HATES THEM. WE HATES THEM PRECIOUS. A hard control deck without inevitability simply isn't a control deck.
So with the remaining cards we have a variety of drawbacks to choose from:
The creature-only twins!
Horribly awry - Low cost is an upside. In terms of cost and power, kinda similar to
Gideon's Reproach. Not a bad card, but I dislike that it doesn't scale and I have access to plenty of other sweepers. This ain't no
nullify. Finally, dealing with non-creature permanents is kind of a priority for this deck since it can take a long time to win.
bone to ash - Also not a bad card. Scales to hit all creatures. And I like drawing cards.
The conditional countering twins!
spell shrivel - Easy cost, 4 mana is a lot.
calculated dismissal - Easy cost, 3 mana is still a decent amount. I will note that spell mastery is way easy to turn on with this deck. And scry two is roughly 80% as good as drawing a card. I like that it has some utility later in the game.
Finally, the dethroned usurper.
countermand - It is a hard counter. If i really wanted to I could go all the way up to 11 hard counters.
Draw/utility
3 x
Telling time4 x
comparative analysis3 x
pore over the pages2 x
Tamiyo's journal1 x
Brain in a jar4 x
pieces of the puzzle2 x
call the gatewatch3 x
possessed skaab1 x
jace, unraveler of secretsThis is how control decks win even when using one-for-one removal: card advantage. I love having a fistful of cards when my opponent is topdecking or holding something useless.
Telling time - Auto include. Looking through your cards early in the game is massively more useful than doing it later because it can help you to find lands. No one will ever say "I lost that game because of telling time" but that is just because people ignore work horse cards. You can't win games without lands people.
comparative analysis - Whee, a minor upgrade to inspiration.
pore over the pages - Competing with comparative analysis for a space. It is hard to make a direct comparison, both cards net you one card in terms of card advantage, but pore allows you to "see" 50% more cards. The drawback is sorcery speed. The mana costs are hard to compare since both cards have contingent costs. Personally I think this is a decision that depends on how badly you want to hold counter mana open, and what your mana curve looks like.
Tamiyo's journal - Inexpensive card advantage, tutoring, combos with
confirm suspicions. Actually if you start with a journal you can tutor for confirm, counter a spell, tutor for the 2nd confirm, counter a 2nd spell, and then tutor a third time. This provides card advantage similar to a planeswalker over time but also provides tremendous flexibility. When you have three investigate tokens and the journal, you can answer *anything* at instant speed.
Brain in a jar - I would not have mentioned this card except for one thing: it can be used to
quicken sorceries. However, if you are not running many sorceries, it is low-value. Spending eight mana to scry your first three cards is meh.
pieces of the puzzle - Interesting card. If any deck would benefit from this guy, this one would. Seeing five cards for three mana is excellent. The problem is that it will not help you to hit your land drops.
call the gatewatch - Have planeswalker in library? Put planeswalker in hand! Value is somewhat contingent upon number of planeswalkers used. Also I do not like to slam Sorin on the able on turn 6...
possessed skaab - I loved me some
Archaeomancer in Duels 2015. This guy is more expensive and has a bigger body. The problem is most of the time I could cast archaeomancer with two mana open for nullify... I am willing to wait until six mana for that combo. Not willing to wait for eight mana to cast this guy with cancel mana open.
jace, unraveler of secrets - I put this guy in the win condition area until I demoted him here. His ultimate is less useful than you think - a good player will save up several spells for one turn in order to play around countermagic anyway. Draws cards and bounces dudes... I think the journal has more utility in the long run and is not so vulnerable, although jace can help to stabilize the board a little bit.
Win conditions
1 x
Sorin, grim nemesis3 x
Sphinx's tutelage3 x
rise from the tides1 x
gideon, ally of zendikar1 x
Linvala, the preserver1 x
ob nixilis reignited1 x
disciple of the ring1 x
Alhammarret, High Arbiter1 x
Thing in the ice1 x
westvale abbey1 x
archangel avacyn1 x
Ulamog, the Ceaseless HungerI should note - I haven't listed lands here, but manlands are actually a plausible win condition for this deck.
Shambling Vent can beat your opponent down over the course of ten turns, and gain you life in the process. Awaken can significantly speed the process up.
Sorin, grim nemesis - The sine qua non of planeswalkers. He
eats other planeswalkers and gives you their life force. Or creatures. And he has a hefty amount of loyalty and his ultimate will win you the game the next time you untap. And he does all of this
in style. Automatic include.
Sphinx's tutelage - The good ole' standby win condition. It takes a while, but it costs so little mana that it is easy to hold counter mana open. The six mana loot mode is also surprisingly useful.
rise from the tides - Should be an easy alpha strike. Twenty damage is ten zombies, which is ten instants or sorceries. My current build is almost 50% instants/sorceries, so if you are only 20 cards in you should be able to do it.
gideon, ally of zendikar - Rise from the tides makes a ton of zombies at once. Gideon makes one zombie per turn, except he calls them knights or whatever. Honestly I do not feel the need to win quickly / in style so I think Gideon's approach is almost as good... and is generally a more timely defense vs aggro.
Linvala, the preserver - I actually like a sprinkling of lifegain in this sort of deck. It is very common to stabilize with a low life total, and you are in a position where you have to answer everything your opponent does - instantly - or you die. Especially true when it comes to red decks. 5 life and 8 power and toughness worth of flying bodies should help. She is basically
timely reinforcements. Now I do not like creatures but her resistance to removal and lifegain make her stand out. I think she will shut down a lot of aggro decks even more effectively than a sweeper, and a three turn clock is very nice.
ob nixilis reignited -
Murder!
Sign in blood!
Underworld Dreams! I love the flavor. I do not like the life loss. I am willing to suffer through
Anguished unmaking because... how many other options do we have for removing planeswalkers? Realistically if I do not want to deal with life loss this guy can give me two murders and one card drawn for the price of five mana and one life. I have so many other options to draw cards without paying life...
disciple of the ring - This is a great deck for this lady and she can close out the game pretty quickly. But even though she can counter non-creature spells... she is going to turn on a lot of your opponent's removal.
Alhammarret, High Arbiter - I would love to use him to neutralize Ulamog. But if you spend 7 mana you will be in a position where it is hard to keep counter mana open.
Thing in the ice - This may seem like an auto include but I have a few issues:
1) My sweepers will kill this little guy
2) 0/4 body dies pretty easily to most removal
3) 7/8 body is certainly powerful, but it is no...
westvale abbey Ormendahl, Profane Prince I would take this guy over Ulamog, due to hexproof and lifelink. But spending 5 life, 6 turns, and 30 mana is a bit much. Plus the little cleric tokens are vulnerable to both my opponent's removal and my own sweepers.
archangel avacyn - Very impressive creature. A
Serra Angel with flash and... indestructible the turn it comes into play! Flash it into play during combat to beat down aggro. Flash it into play during the end of your opponent's turn in order to leave all(!) of your counter mana open.
Ulamog, the Ceaseless Hunger - The biggest, flashiest dude in the game. Comes with two free
Anguished Unmaking when you cast him. Nearly unstoppable... in three turns. That is a good clock but consider that you are tapping ten lands. Leaving counter mana open will delay him further.
Actually I played with his brother (uncle?)
Kozilek, the Butcher of Truth in 2015 - because he provided
uncounterable mill resistance. basically a completely unstoppable (and thus inevitable) win condition. But the main nail in Ulamog's coffin for me is that by the time I get to ten mana the game is usually over. I have control and will win, eventually, as long as I do not do something stupid like tap all my lands!
OK I could go into even more detail, but for those of you who have read this far, I will provide my work in progress decklist. I have listed three clumps... this is more or less the order the cards made it into the deck. The first cards are certain, the last ones are subject to change.
First batch: auto includes
2 x
Planar outburst2 x
Languish2 x
Anguished unmaking2 x
Scatter to the winds3 x
broken concentration1 x
Sorin, grim nemesis1 x
Tamiyo's journal3 x
Telling timeSecond batch: powerful cards with minor drawbacks.
2 x
Confirm suspicion3 x
Celestial flare3 x
comparative analysis1 x
gideon, ally of zendikarThird batch: I need cards to fulfill these functions, I will have to live with the drawbacks.
3 x
Gideon's reproach1 x
suppression bonds2 x
disperse1 x
calculated dismissal1 x
Linvala, the preserver1 x
rise from the tidesLands: these provides 12U, 12W and 8B not including the evolving wilds.
2 x
shambling vent4 x
Evolving wilds2 x
glacial fortress2 x
isolated chapel2 x
drowned catacomb2 x
prairie stream6 x
islands4 x
plains2 x
swampI will add more later. I am still unlocking cards and I do not have access to this entire decklist yet. I am very interested in feedback especially from people who can build and test this list.