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Too Much Control?: The Beginnings Of A States Deck

When you’re taking a Nether Spirit-based control deck into the new Type II, you need to change it. Where do you start? With Finkula, of course. Is double-guessing Finkel wise?

Well, Odyssey becomes legal on Thursday, and many a player has been preparing. Not one to be left behind, I’ve been modifying my decks to be compatible with the new format. I’ve decided to keep my B/U/W control deck as my main deck of choice, having had much good fortune with it over the last couple months. It’s about this deck that I wish to talk this week. I’m going to go step-by-step through my thought processes as I came up with my Odyssey-legal version of the deck. If you’d like to see the morphology of a deck from expansion to expansion, read on.


For reference, here’s the pre-Odyssey version:

4x Counterspell

4x Dromar’s Charm

4x Absorb

4x Undermine

2x Nether Spirit

3x Fact or Fiction

4x Accumulated Knowledge

2x Tsabo’s Web

4x Vindicate

3x Wrath of God

2x Rout

4x Adarkar Wastes

4x Underground River

4x Coastal Tower

4x Salt Marsh

5x Island

3x Plains


Sideboard:

15x cards that changed each tournament, always including 1 Misdirection, 1 Aura Fracture, 3 Millstones, and 1 Legacy Weapon


Here’s a quick rundown: Get out lots of lands. Counter stuff, dealing nine to twelve damage with Undermine. Get Nether Spirit into play. Attack four to eight times. Wrath when necessary.


I found this deck to be extremely successful. In a control-heavy environment, it could usually out-counter other control decks while having Nether Sprit give them fits. Against beatdown decks (i.e., Fires), five Wrath effects came in handy. My favorite sideboard maneuver would be to bring in the Millstones and take out the Nether Spirits for game two, in order to nullify any anti-Spirit tech my opponent might be utilizing. You’d be surprised how many times that worked. 🙂


So, all in all, I loved playing this super-control deck. But with Nether Spirit gone, I need to totally rework the deck. No longer will a creature or two plus four Undermines win me the game. Time to switch gears. But in which direction should I turn? I first looked at Jon Finkel Invitational deck, listed below:


2x Absorb

4x Counterspell

4x Dromar’s Charm

4x Fact or Fiction

4x Recoil

4x Vindicate

2x Dromar, the Banisher

4x Meddling Mage

4x Shadowmage Infiltrator

4x Spectral Lynx

4x Adarkar Wastes

4x Caves of Koilos

4x Coastal Tower

1x Darkwater Catacombs

4x Salt Marsh

3x Skycloud Expanse

4x Underground River


Sideboard:

4x Duress

3x Disenchant

3x Hibernation

3x Dodecapod

2x Lashknife Barrier


My first thought was that this deck has six fewer counterspells than I’m used to. Anyone who reads my work often knows that I’m a control player at heart, and I’d much rather Undermine a Spiritmonger than block it indefinitely with Spectral Lynx. Finkel’s deck is a shining example of the new breed of Aggro-Control decks I discussed a couple weeks ago. I, however, would like to see how my deck idea can function in this environment before going over to the more aggressive version of the deck. So I looked at Finkel’s deck and compared it to mine. Here’s what I came up with.


My counters:

4x Undermine

4x Absorb

4x Dromar’s Charm

4x Counterspell


His counters:

2x Absorb

4x Counterspell

4x Dromar’s Charm


So I have an extra two Absorbs and four Undermines. What does he have instead? Two Charms and four Spectral Lynxes.


My removal:

3x Wrath of God

2x Rout

4x Vindicate

4x Dromar’s Charm


His removal:

4x Vindicate

4x Recoil

4x Dromar’s Charm

2x Dromar, the Banisher?

4x Meddling Mage


I’ve got Wraths, he’s got Mages. They can’t coexist. I think, personally, that Dromar is overkill and will not be including it in my deck.


My card draw:

3x Fact or Fiction

4x Accumulated Knowledge

2x Tsabo’s Web


His card draw:

4x Fact or Fiction

4x Shadowmage Infiltrator


With no Accumulated Knowledge, Finkelmage is an excellent replacement.


My win conditions:

4x Undermine

2x Nether Spirit


His win conditions:

2x Dromar, the Banisher

4x Meddling Mage

4x Shadowmage Infiltrator

4x Spectral Lynx


He’s much more beatdown than I am.


My lands:

4x Adarkar Wastes

4x Underground River

4x Salt Marsh

4x Coastal Tower

5x Island

3x Plains


His lands:

4x Adarkar Wastes

4x Caves of Koilos

4x Coastal Tower

1x Darkwater Catacombs

4x Salt Marsh

3x Skycloud Expanse

4x Underground River


So the major difference between our decks: Mine’s more controllish and has global removal, and his is more beatdown with more global removal. Our card-drawing capabilities are about the same. Additionally, his lands are more diverse and less uniform than mine are.


My next idea was to take these similarities and differences and mold them into an effective deck. Wanting to keep more control cards, I tried to see where I could get away with cutting some of the beatdown. Since I like the idea of Meddling Mage and Shadowmage Infiltrator a lot, I’ll definitely be keeping those in. However, in lieu of Spectral Lynx, I decided I would run Undermine. Reasoning: Spectral Lynx is used, in my opinion, as a defensive creature that can turn aggro when no one’s looking. It blocks Spiritmonger and other beats ad infinitum. My choice of Undermine, in comparison to that, performs a slightly different purpose. Instead of dealing with an existing threat, I can stop the threat from ever coming into play. At the same time, I can deal my opponent three damage, making me need less beatdown in the long run, therefore making the addition of Undermine almost symbiotic with removing a creature.


Now, upon deciding to keep in the Meddling Mages and Shadowmage Infiltrators, I had to definitely take out the Wrath effects. That gave me ample space to add Recoil to the deck. As an aside, I think that Recoil will turn out to be just amazing in this format because of the token critters created by Call of the Herd and its ilk. Not only does it get rid of the creature, but it also forces a discard from the hand. Not a bad deal, if you ask me. The fifth Wrath effect slot also allows me to put in a fourth Fact or Fiction.


Now – about those Dromars. I think they’re very unnecessary and pretty much overkill in this deck, costing way too much for an unneeded benefit… So I took them out and put back two Absorbs. My main deck then looks like this:


4x Absorb

4x Undermine

4x Counterspell

4x Dromar’s Charm

4x Fact or Fiction

4x Vindicate

4x Recoil

4x Shadowmage Infiltrator

4x Meddling Mage

24x Land


Okay, I needed some land next. Not having any experience with the new lands from Odyssey, I decided to put a slightly altered version of Finkel’s lands into my deck, pretty much replacing the basic lands of my previous deck with nonbasics. The change I made was to take out the third Skycloud Expanse (the land that gives you UW for 1 and tap) for a second Darkwater Catacombs (the similar land for UB) because of the Undermines put in over Spectral Lynx.


So now I needed a sideboard. I figure that my deck will perform relatively well in the mirror match, but will have a hard time against beatdown decks. I also think that Finkel’s deck is better equipped to handle U/G decks, which might make themselves a force to be reckoned with. So I started by making my sideboard anti-beatdown with the following cards:


3x Wrath of God

1x Rout

4x Spectral Lynx


Now, the four Spectral Lynx gives me a little bit of a surprise factor. Just as I used to bring Millstones in for Nether Sprits, so can I now bring in Lynxes for counters to morph into a more beatdownish deck. I can also side out four creatures (Meddling Mage) and bring in Wrath effects for major beatdown decks, allowing Undermine and Shadowmage Infiltrator to take care of the win. I’m not sure if this theory will work in practice yet (I’ve had relatively little time to test this deck since its creation), but it sounds like it should be sound.


So what else am I afraid of aside from creatures? Red cards. The four red cards I’m most afraid of are, in descending order, Obliterate, Price of Glory*, Tectonic Instability, and Urza’s Rage. With my deck, I hope that my opponent will be dead before reaching twelve lands, and, if not, I can gain, at most, thirty-two life if need be. The two enchantments can be removed by Vindicate, but Recoil (unless with counter backup) is only a temporary solution. Obliterate, of course, is my worst nightmare. So, what do I plan to do about it? Well, much to my delight, this little gem is in Seventh Edition:


Sacred Ground

1W

Enchantment

Whenever a spell or ability controlled by an opponent puts a land into your graveyard from play, return that land to play.


This piece of work solves all my problems with red land destruction – and there’s not much red can do about it. Three of these make it into the sideboard.


That leaves four slots. One Legacy Weapon will be in all of my sideboards (now even more so with the possibility of Traumatize decks that win only by decking), and three Disenchants rounded the ‘board off.


All it needs is a catchy name. Well, since this deck may prove to have entirely too many control cards, I think Too Much Control is actually a fine deck name. Add that to the fact that you can never have too much control, and you’ve even made the deck name clever! So here’s the final product of an initial concept:


Too Much Control.dec v1.0

4x Absorb

4x Undermine

4x Dromar’s Charm

4x Counterspell

4x Vindicate

4x Recoil

4x Fact or Fiction

4x Shadowmage Infiltrator

4x Meddling Mage

4x Adarkar Wastes

4x Underground River

4x Caves of Koilos

4x Coastal Tower

4x Salt Marsh

2x Darkwater Catacombs

2x Skycloud Expanse


Sideboard:

3x Wrath of God

1x Rout

4x Spectral Lynx

3x Sacred Ground

3x Disenchant

1x Legacy Weapon


So the deck is built and ready to be tested. I’ve run a couple games, and it looks promising. I don’t think having no basic lands is a major hindrance, though I’m not entirely impressed with the new lands from Odyssey. I think I’ve succeeded in morphing my control deck into a successful deck for the new Type II environment. Of course, it might turn out that Jon Finkel was right all along – but what are the odds of that happening? (Oh, and in case you didn’t know, Shadowmage Infiltrator is amazing.)


If you have any comments or suggestions, feel free to fire them my way. Otherwise, I’ll keep you posted on the progress of Too Much Control. Until next time!


Daniel Crane

[email protected]


* – The enchantment from Odyssey that destroys lands tapped for mana during an opponent’s turn.