Monday, June 1, 2009

[Decklist] Jester's Control

This is just a variation of the Planeswalker's Control deck I posted yesterday. In that deck, I got a little cute with the themes and I really didn't take it all the way to the edge. If you like counter-light control decks, this one's for you.



[Decklist]Jester's Control

Creatures
---------
2 Mystic Enforcer
4 Meddling Mage

Control
-------
2 Jester's Cap
4 Rune Snag
2 Swords to Plowshares
1 Balance
3 Treachery
2 Confiscate

Other
-----
1 Brainstorm
4 Careful Study
4 Accumulated Knowledge
1 Frantic Search
1 Fact or Fiction
1 Regrowth
1 Life From the Loam
1 Zuran Orb
1 Crop Rotation

Mana
----
1 Sol Ring
4 Mox Diamond
4 Maze of Ith
1 Dark Depths
1 Strip Mine
3 Riftstone Portal
3 Flooded Strand
4 Tundra
4 Tropical Island

First let me just say that Jester's Cap is probably my favorite piece of Magic art of all time. And if I'm going to take this control theme as far is it can go, Jester's Cap is coming with me.

Gone are the planeswalkers in favor of the more immediate threat (and defense) of Mystic Enforcers. Add in a set of Meddling Mages, on top of the already stable foundation of spot removal, thievery, and Mazes of Ith and you got yourself prime conditions to lock your opponent down and wait for the Dark Depths to do it's job when all else fails.

And while the previous planeswalker version of this deck was essentially creature-less, the Mystic Enforcers serve two major functions:
  1. They serve as an alternate and immediate win condition.
  2. They serve to put pressure onto your opponent to provide blockers... which can then be taken control of.

I didn't really talk about Maze of Ith in depth in the past. I don't think most newer players know exactly how powerful the mazes can be. They used to be restricted in Type I in the past for good reason; they just slow the game to a crawl. (In this case, that's the point of the deck.) Think about this:
  • They can't be countered.
  • They zero casting cost.
  • They can "block" your opponent's biggest threat, switching from threat to threat if need be.
  • They can "block" unblockable creatures.
  • They can get past opposing creatures "protections."
  • They can even be used to save your own creature from dying to a surprise buff.

It really doesn't get much better than that. Their only major draw back is taking up a land drop and slowing down your mana curve. But with the inclusion of Riftstone Portal and a reliable way to get them in the graveyard, that problem is solved.

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