The MetaIn the last cycle, a counter-heavy Esper Control was the best all-around deck, IMO. This go around, from what I've seen early on, most of the better decks are a variety of 3-color Superfriends: if they are creature heavy, they're called 'Tempo' and if they are removal heavy, 'Control' is the name. But, regardless, walker decks have gotten a bit faster which presents problems for the old Esper.
True Tempo decks have gotten a boost as well and
Thalia, Heretic Cathar is Kill on Sight. Still, Esper had the edge last cycle and it feels this way here as well. Aggro hasn't gotten much and I've given this deck a bit of life gain, which makes a huge difference.
I haven't prioritized enchantment removal, so if a
Sphinx's Tutelage or
Fevered Visions drops, it can be problematic. On the other hand, if they don't get down early, they're probably not getting down.
Against Control, counters tend to rule the day and, although I'm only running 6, that is more than most these days, it seems.
Overall, in limited testing it's shown well.
Instants3x
Blessed Alliance1x
Compelling Deterrence3x
Telling Time2x
Anguished Unmaking2x
Broken Concentration2x
Scatter to the Winds2x
Confirm SuspicionsSorceries2x
Declaration in Stone2x
Languish2x
Tragic ArroganceEnchantments2x
Imprisoned in the Moon1x
Oath of LilianaCreatures1x
Gisela, the Broken Blade1x
Archangel Avacyn1x
Linvala, the Preserver1x
Bruna, the Fading Light1x
Emeria ShepherdPlaneswalkers1x
Liliana, the Last Hope1x
Gideon, Ally of Zendikar1x
Jace, Unraveler of Secrets1x
Ob Nixilis Reignited1x
Sorin, Grim NemesisLands3x
Plains5x
Island2x
Swamp2x
Shambling Vent2x
Sunken Hollow2x
Prairie Stream2x
Drowned Catacomb2x
Isolated Chapel2x
Glacial Fortress4x
Evolving WildsCard ChoicesThe deck runs with 26 mana and needs all of it. There is more
than
thus the extra plains but I could see swapping it for a swamp with the hope of casting an early Languish.
Tragic Arrogance vs.
Planar Outburst is the toughest call. Outburst is better for Aggro but Arrogance is more flexible, useful against enchantments, clues, walkers and Indestructible. But I flip flop between the two.
Imprison in the Moon was chosen over
Murder,
Grasp of Darkness and
Collective Effort because of easier mana requirements plus it's usefulness against walkers and indestructible. While Imprison can lead to card disadvantage, that isn't a big issue against Aggro and the card can be protected against slower decks.
Telling Time vs.
Take Inventory: this is a choice between a better early setup vs. the better late game card. Given that walkers and Confirm Suspicions can provide card advantage, as well as a touch of graveyard recursion, led me to choose early game. Plus, I'd rather cast as little at sorcery speed as possible.
Compelling Deterrence vs.
Unsubstantiate is an easy call, IMO. People seem to love Unsubstantiate but I don't, at least not for Control. Deterrence is great bounce to protect my creatures and walkers and can give me another chance to counter that walker or enchantment I missed. Plus, I may even have a zombie out when I cast it! The biggest problem with Deterrence is that there is only 1, I'm desperately looking for cards to cut to add more.
All of the threats: this deck runs way more threats than I normally would put in a Control deck. In some ways, having 5 creatures is the worst place as opponents are generally holding a lot of removal. However, between Liliana, Bruna and Emeria, there is some recursion and Avacyn and Linvala can alter the tempo. Likewise, 5 walkers is a lot but it allows them to be thrown down as speed bumps when needed. As I better understand the meta, the deck will be tuned more.
I'm curious to hear feedback.