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Legacy Competitive Dimir Control

Legacy Competitive Dimir Control
by ZunKai
Buy on TCGplayer $2706.28
Historic
Control
best of 3
12 mythic
28 rare
8 uncommon
16 common
0
1
2
3
4
5
6+
Creatures (10)
4
Murktide Regent
$71.96
2
Griselbrand
$4.58
Instants (21)
3
Consider
$2.97
4
Entomb
$39.96
4
Fading Hope
$7.16
3
Spell Pierce
$1.77
4
Make Disappear
$1.96
3
Force of Will
$224.97
Sorceries (11)
4
Ponder
$9.16
4
Reanimate
$23.96
3
Thoughtseize
$35.97
Lands (22)
3
Island
$1.05
3
Swamp
$1.05
4
Underground Sea
$3799.96
64 Cards
$4346.72

Visual view

Legacy Competitive Dimir Control
Historic
by ZunKai
12 mythic
28 rare
8 uncommon
16 common
0
1
2
3
4
5
6+

Description

Hi everyone. Today i wanted to show you my first competitive deck. I completely created it from my imagination by having some ideas of combos and the willingness to control my opponent.

I first present you the two combos in the deck :

The first one is simply the same that we find in the Black Reanimator decks. We use Entomb to put Griselbrand in the graveyard, and then we cast Reanimate to put it into the battlefield.

In that way, we can have a Griselbrand turn 2 and already draw seven cards ! Nevertheless, this combo cost a lot of life. We first lose 8 pv with the Reanimate and then, if we use the Griselbrand\’s ability, 7 pv for the seven cards, but, we make sure that we have a great advantage on our opponent by carefully choose the cards that we keep (like counterspells) and the oters wich we discard (like a second Griselbrand).
Despite the strength of this combo, it is quite difficult to make it (we rarely have those cards in hand). So, we can replace Entomb by Stitcher\’s Supplier and hope Griselbrand will be put in the graveyard. We also find Ponder turn 1 to get one of the two cards that we miss. Finally, there is Consider wich can put the top of the card in the graveyard (Griselbrand) or just draw it.

The second one is based on Murktide Regent which we will cast turn 3 by using his delve effect.

So we want to put a lot of cards in our graveyard and, especially instants or sorceries. We first use Stitcher\’s Supplier to put 3 cards into the graveyard or Consider which can put 2 cards just like Entomb to put an instant or a sorcery card. More globally, it is the counterspells that we cast that will make our graveyard full of instants. Finally, it is by just casting our cards that we will be able to quickly cast Murktide Regent which will easily be transformed into a 8/8.

Once we have made one of those combos, we want to keep those creatures in the battlefield.

So we use a lot of counterspells. To begin with Spell Pierce to counter instants, sorceries or artifacts (even planeswalkers) just for one blue mana ! Then, Make Disappear allow us to counter all spells and can be played as a combo with Stitcher\’s Supplier that we sacrifice to copy it and to put 3 cards in our graveyard. We finish with the best one, Force of Will that we can play without paying it\’s mana cost. In order to get those counterspells, we use the same cards that we cast to get the combos : PonderConsider or the scry 1 on Fading Hope.

Finally, if we don\’t have the right cards in hand, we can use some control cards to get time to make the combos and to get counterspells.

We find Fading Hope to return creatures or tokens in hand, which can also scry 1 and help us to get the cards that we want. Then, Thoughtseize can be played turn 1, if we have no other cards to play, and allow us to view the opponent\’s hand and, acording to the situation, to put one of them in the graveyard.

The real stength of this deck is the fact that all the cards are very cheap, so we can cast a lot of them and so put a plenty of cards in our graveyard. The majority of the cards in the deck just cost one mana (blue or black). The rest cost two mana, like Make Disappear and [Murktide Regent]] that we will cast with his delve effect. For Griselbrand, we cat it for one mana with Reanimate and we won\’t cast Force of Will by paying its mana cost but rather by exiling a blue card.

The other strength of this deck is the fact that we can simultaneously play those two combos (the first turn 2 and the other turn 3) and quickly put big monsters into the battlefield !

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