Historic Azorius Control by Gerrit Anders – SCG Tour Online – Satellite #3 (6-0)

Historic Azorius Control by Gerrit Anders – SCG Tour Online – Satellite #3 (6-0)

Decklist

 

Planeswalkers
4
Narset, Parter of Veils
4
Teferi, Hero of Dominaria
Spells
4
Brainstorm
4
Memory Lapse
2
Saw It Coming
1
Behold the Multiverse
1
Commit/Memory
2
Day of Judgment
2
Wrath of God
1
Doomskar
Artifacts
1
Grafdigger's Cage
Enchantments
4
Baffling End
1
Rest in Peace
1
Seal Away
2
Shark Typhoon
Lands
2
Castle Ardenvale
2
Castle Vantress
4
Fabled Passage
3
Field of Ruin
3
Glacial Fortress
4
Hallowed Fountain
1
Irrigated Farmland
4
Island
3
Plains
Cards (60)
Sideboard (15)
1
Authority of the Consuls
2
Aether Gust
2
Dovin's Veto
1
Glass Casket
1
Rest in Peace
1
Brazen Borrower
3
Mystical Dispute
1
Timely Reinforcements
1
Baneslayer Angel
2
Shark Typhoon

Description

3 Responses

  1. Mirokrat says:

    How? How it possible to get 6-0 with this pile of cards? This deck is sooo bad and unplayable.

  2. SeattleToast says:

    @mirokat can you explain why it’s bad? I am a new UW player, brand new in historic, and picked this up. So far it doesn’t seem too bad at all… anything specific to call out?

    • mirokratgongosplat says:

      mirokrat is saying that because he’s glancing over a U/W control list and treating it as though it’s just a stock list vs the field. he doesn’t understand what it means to orient a control deck toward an expected metagame. multiple tournaments this week were playing very low to the ground aggro decks, so this variant of azorius control took steps to maximize its odds of counterplay against aggro in Game 1, while still keeping its power plays available in the sideboard for Games 2 and 3 vs anything else.

      examples below:

      – full 4 copies of Baffling end and even a copy of Seal Away

      – a mainboarded Rest in Peace to disrupt both aggro decks and low to the ground recursion based decks (Rakdos Arcanist, Orzhov or U/W Auras, Jund with Cat + Sac, etc)

      – full suite of (variable) sweepers, including doomskar for possible turn 3 sweep against aggro’s explosive early game

      – limits the number of Shark Typhoon and cycle lands in the main board because they aren’t helping you against aggro in Game 1. notice he packs the extra typhoons and the usual U/W counter package in the sideboard – it’s because this deck already has game against midrange and control in Game 1, meaning he can focus on boarding the usual necessities for Games 2 and 3.

      you cannot afford to play a stock list when it comes to control decks and expect to succeed. the archetype requires knowing not just what to stop but HOW you can stop it while also maximizing your chances to reach your own endgame, up to and including not overcommitting cards to disrupt one archetype over anything else. while the ratios for some of those mainboard cards are different, the overall count by type and effect are similar – what would be dead game 1 vs a control matchup (or mirror) were already dead cards, but against the decks this one is designed to face he can more reliably draw into the answers he wants compared to a “stock list” of U/W control

      all of this being said, don’t forget good old RNG! sometimes you have a really great day, and a little luck goes a long way with even the slightest idea of what decks you think you’ll face over the course of a few rounds

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