Topic: [Modern] WBR Creatureless Control

I'd like to get some feedback on my favorite deck.

Link to the deck list

This is my "pet deck" for 60-card games. In short, you control the board through spells and planeswalkers, all while knocking them down with damage spells. The original idea was to have a deck in my three favorite colors that used a wide variety of PW's to handle the board. I decided to run six individual PW's over a numerous copies of a few to get a wide variety of abilities and interesting plays. The deck originally had creatures as well, but I found that removing the creatures and doubling up on removal and damage spells worked out quite a bit better. While the deck is modern legal, it's not meant for serious tournament play (FNM friendly though). Although with a few changes here and there I'm sure it could hold it's own (like a total change in the land base and a different array of PW's).

Lands
My standard "cheap" three color array of lands. Were I a richer man, I could throw in fetches and use the Ravnica Shocklands.

Planeswalkers
Essentially my favorite walker of each color combo. All I'm missing is the yet-to-be-created tricolor 'walker. Lili of the Veil would work better than her first incarnation, but her price tag is a barrier. Any of Elspeth's incarnations could work over Gideon if I really needed the creature tokens.

Artifacts
Elixir goes in all my decks, no surprise that it's here.

Enchantments
Blind Obedience is good for handling early fast creatures and extort allows it to almost always be of some use. O-Ring is just all around good permanent removal.

Instants & Sorceries
Every card deals with damage or removal in some way. Hide/Seek can be an effective way to remove something from the battlefield, or from their library (Oh if it only had fuse). Austere Command is simply my favorite board wipe for it's various useful modes, though Damnation could be a good tourney alternative.

Last edited by Dracovitch (2014-02-14 21:57:41)

Re: [Modern] WBR Creatureless Control

I dont really see the use that Austere Command has over say Wrath of God/Damnation.

In a Boggle match up you should be killing the hex proof guy anyway. In an affinity match up you're nuking the artifact creatures either way. Wrath/damnation is 2 mana less. And you have no creatures to protect using the modality of Austere Command.

A few shocks would make this deck work alot better but I understand that not everyone can afford to drop a wad of cash on this game.

Finally Im not really clear on the planeswalkers. They're all cool walkers that is true but what does each one add to the deck? Ajani and Sorin both work pretty well. But Im not sure about the rest. What about trying to do two of each of them and then some Elspeths and end up flooding the board with tokens mid game as your win con?

It also seems to me like you may run out of gas mid game which is not really ideal for a control deck. Im not sure how to correct that issue but its something to consider.