Topic: |Opinions|Standard| Jeskai Control

Creating my first standard deck and I'm seeking advice. This includes but is not limited to: Cards i might not realize are bad, and cards that you think would be good that aren't included already. I'm trying not to put in too many expensive cards. General reasoning behind the specific cards is in the deck notes
https://deckbox.org/sets/785775
Thanks in advance for taking the time to look and give feedback

Last edited by calaw00 (2014-10-17 14:19:54)

Re: |Opinions|Standard| Jeskai Control

So, somethings imo are right some are wrong...

Below I think are instant cuts...  this just isn't what you want to be doing  in todays standard environment.

2 Divination - if you just don't have anything else divination is okay, but you really want these to be a set of dig through time. 
1 Godsend - what are you equiping a sphinx? a token?  not necessary if you are really in control of the game. this card is strictly "win more"
2 Spear of Heliod - are you waiting for creatures to damage you before you destroy them? does the +1/+1 help your sphinx survive some effect?  I don't think so... this card makes no sense, as a turn 3 play when you should be holding up burn/tempo/counter magic.
2 Heliod, God of the Sun -  tokens are cute, but not necessary... sphinx is a perfectly fine win condition.
3 Mindswipe - These are okay, but i think strictly sideboard tech against other control decks to 2 for 1 them late game.  not something needed aginst agro or midrange decks.

These are all okay, i'm not sure if the numbers are right... 4 of anger + 4 of end hostilities might be okay? might be over kill... something targeted like arc lightning might work just as well .  I wouldn't be opposed to 1 or 2 jeskai charms main deck, all it's modes are live for you, life gain against agro decks, tempo creatures, burn to the face to close the game.

3 Magma Jet- feel the burn... solid card
2 Suspension Field - okay against green decks... maybe not so much against aggro?
4 Anger of the Gods
4 Banishing Light -  4 is _probably okay_ since you don't have a lot of answers to planeswalkers other than burn or beats...
4 Dissolve
1 Jace, the Living Guildpact - i want jace to be good, but idk... try it and see.
4 End Hostilities
2 Jace's Ingenuity - could be fine... might be better as dig... you could run both.
2 Prognostic Sphinx - sphinx is good... might consider a single pearl lake ancient.

Manabase needs a lot of juice... you probably know this and I know realestate is expensive, but this will probably be a deck for the next 12 months, spending the money for the land base isn't a bad investment.

I actually don't mind some of the life gain lands since there's no sphinx's rev anymore... i might even run a radiant fountain... bonus synergy if you run pearl lake ancient.

You _need_ the fetches... and the fetches enable dig and you _want_ dig... I just can't say enough there... in a pinch you can use evolving wilds as a hobo fetch...

full sets of on color temples probably as well... some number of pain lands... and overall, i feel you should be running 25-26 lands.

5 Island
4 Mountain
3 Mystic Monastery
6 Plains
1 Swiftwater Cliffs
1 Temple of Epiphany
2 Tranquil Cove
2 Wind-Scarred Crag

I left out the sideboard, because your main deck needs so much work...

Cards you should probably consider adding... in the 75

keranos - card advantage + burn... who doesn't love this guy?
steam auguray - card advantage, enables dig...
magma spray - dork killer, agro stopper - maybe sideboard
lightning strike - def need some main deck, the number could be variable
Disdanful Stroke - hits so many things... planes walkers, win conditions big beaters, some burn spells... you really need some maindeck
negate - sideboard