Why so Blue(White)?
For every force, there is an equal and opposite force. Vampires’ arch-enemy would be in the form of Blue/White Control. This deck, over the course of the past few months has been specifically engineered to deal with the influx of Vampires decks. What started out as a simple amalgam of things that were deemed necessary to deal with Swamps has turned into a driving force of the format. With the dumbing down of Blue in recent sets, players have been itching for a reason to pack a few Islands, and this seems like the perfect opportunity. The total cost for the deck is about 65 tix.
"Blue/White Control", ZEN Block Constructed Daily #770259 by Kuriboh_
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Staying Power: As could be expected, Aggro is a huge part of the format, and Control needs tools to stabilize against it. Kabira Crossroads and Sejiri Refuge provide up to ten extra life to turn back the clock while simply making land drops, and Into the Roil can generate enough tempo to stabilize, as well as facilitating neat tricks with Sphinx of Lost Truths and Journey to Nowhere. In the early game, staying at or above 20 is no problem at all. Day of Judgment really helps punish an over-committed opponent, and can set the stage for huge plays in the late game; not to mention, it’s the only way the deck can kill an early Malakir Bloodwitch. Sphinx of Lost Truths and Ior Ruin Expedition make sure you have the cards you need when your opponents have dumped their hand.
Answers to Problem Cards: Bloodghast is a problem for any deck that focuses on removal to stabilize. Main deck Devout Lightcaster and Journey to Nowhere make sure that once the spirits leave play, they stay gone. Spell Pierce can crush an opponent’s dream of a Turn Five Mind Sludge, as well as wreck Valukut’s Turn Three Harrow. Valakut, the Molten Pinnacle is a huge problem card for a Control player, since it can deal tons of uncounterable damage in very few turns. Spreading Seas stops these triggers, as well as putting greedy decks off of their mana, and softening a Mind Sludge, should you not be lucky enough to have the counter. Finally, as always, four copies of the set’s hard counter, Cancel have been added to deal with literally anything about to be thrown at you.
Powerhouse Finishers: If you can’t beat an opponent by playing more creatures, you have to outclass their creatures and marginalize their removal. Sphinx of Lost Truths and Sphinx of Jwar Isle can safely and sometimes profitably block most creatures currently in the format. Conquerors Pledge and an unchecked Emeria Angel make Gatekeeper of Malakir almost completely useless and can end a game in a few all-in attacks. However, Rite of Replication[/caard] is likely the biggest bomb in the deck; there are no bad targets for this card, and if kicked on an opposing [card]Malakir Bloodwitch, the tokens generate a fifty-point life swing that is almost guaranteed to end the game on the spot.
Cons: Arming oneself with a battery of answers to many a strategy does come at a cost. In this case, the cost involves double and triple Blue mana, as well as double and triple White. The greediness of this deck can really end up hurting a player who gets stuck on four, or even five lands. Against Vampires, you always have to be ready for a Turn five Mind Sludge. While leaving an Island untapped may convince cautious players that you have a spell pierce, most will be willing to call any bluffs, leaving you empty-handed, against an amassed army. Valakut is this deck’s worst nightmare; unless the Control player can reliably counter Valakut’s mana ramping, and play a few Spreading Seas on their win condition, don’t expect Control to come out on top in this matchup.
Hello Rhythmik,
nice article. Do you see any trends in the metagame regarding those 3 archetypes? Which one do you think is currently most popular?
I haven’t played constructed for a while but might try a few matches to get a “feel” for the format.
The most popular deck in the format by far seems to be Vampires, mostly because the deck only costs about 20 tix to build if you don’t want to add fetchlands, not to mention the whole appeal to Timmies. Many decks in the format have card that used to be in the sideboard, like Spreading Seas, Spell Pierce, and Mind Sludge into the main just because of the prevelance of each deck’s foil in the metagame.
Well, is looking like Hexmage is only going to get that much better with the new set.
Hm. What’s going on in WWK, aside from maybe seeing more walkers played?
Removes Warcaller counters.
Multi-kicker, bro! Not gonna be a fun one! That Joraga warcaller is insanity! Quit making elves and gobbos, WoTC! Enough. Do Kavu or some crap!
I’d love to see Kavu return, and I did think about the Warcaller thing after I looked back at the spoilers. I’m looking to see if we’re going to get any reliable ways to put +1/+1 counters on creatures, since I do like combo, sometimes (: