", "MTGCasualPlay.com is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. By doing this, Control decks get a better hold on the flow of the game and can assemble a win condition much easier than opposing decks. For discussion… in a control deck, what do you feel is the appropriate number (or amount range) of win conditions in a control deck? But, if my jund reanimator deck simply just plays Bitter Ordeal as its one win condition, it will become difficult to end games without first finding an infinite sacrifice engine and then finding, casting, and resolving a potent Bitter Ordeal. That was an absolutely eye opening post. There are committed mill decks in EDH that have definitely equipped themselves to combat these sorts of cards in decks, but this is a little too specific and greedy of a win strategy for most Control decks. h1, h2, h3, h4, h5, h6 { ._3Im6OD67aKo33nql4FpSp_{border:1px solid var(--newCommunityTheme-widgetColors-sidebarWidgetBorderColor);border-radius:5px 5px 4px 4px;overflow:visible;word-wrap:break-word;background-color:var(--newCommunityTheme-body);padding:12px}.lnK0-OzG7nLFydTWuXGcY{font-size:10px;font-weight:700;letter-spacing:.5px;line-height:12px;text-transform:uppercase;padding-bottom:4px;color:var(--newCommunityTheme-navIcon)} Control decks reeaalllly want to avoid falling behind on cards, so why play things that are inherently disadvantageous in that regard? However, the real control route in EDH is playing stax-type effects. Strong removal is absolute, non-situational, flexible, fairly-costed, and sometimes even card-efficient. And decks that play spells with heavy discounts on casting costs (Rakdos 2.0, Mizzix, convoke, affinity, improvise, delve, many artifact decks...), I don't think she'll be broken, and I certainly don't think she'll deserve a ban, but I do think she'll be a strong control/stax commander, LAVINIA, AZORIUS RENEGADE - (G) (SF) (txt) (ER)[[cardname]] or [[cardname|SET]] to call. Well done. _gaq.push(['_trackPageview']); Tags: #cmdr, cailtis, control deck, control edh, control guide, edh control, edh deck, edh guide, guide to control, August 17, 2015 at 9:24 am (UTC -6) And decks that play free spells (cascade, suspend, Pact of Negation, Force Will, Mana Crypt, Moxen...). The problem with “proactive” control avenues and lock effects in general is that they attract lots and lots of political hate, due to the fact they just prevent players from doing things their decks are designed to do. This late-game is by far the most entertaining and fun part of the game for any Control player, as he/she finally is able to pull the curtains away from his/her inevitable winning machine, infecting opponents with an agonizing sensation of doom. The acquisition of vast amounts of mana, be it through landbases, mana dorks or rocks, or spells, can be very dangerous for any player at the EDH table, as it enables that player to actually use the options given to them in their hands, battlefields, and graveyards. This can really create a lot of advantage throughout a game and heavily disrupt commander-centric combos. The key to playing control in EDH to me is to have enough answers to keep people in line but not enough to oppress them. Threat assessment is a big part of the game, sometimes you can let a deadeye navigator hit the board and let the other players deal with it. On top of all of this, he's a 5-mana casting cost. In some matchups, the decision-making may be simple for a Control player: “If I keep this hand, I’ll need to draw into my Supreme Verdict by turn 4, or I fold to this aggro deck.” In other matchups, there are a myriad of possible play lines: “Will I have enough reach to close out the game if I choose to Lightning Bolt this Tarmogoyf right now, before damage is dealt? The answer is so you don't lose the game. ga.src = ('https:' == document.location.protocol ? Posted by 1 year ago. Additional win condition additions for such a deck may just be things like Blood Artist and Vicious Shadows, as they are potent ways to win that also look for the same qualifications as Bitter Ordeal, and are overall very good in the deck that has strong synergy towards a theme of reanimation, sacrifice-on-demand, and death triggers. But many disagree. Please see the end of this part to be linked to the next! For example, DUNGEONS & DRAGONS®, D&D®, PLAYER'S HANDBOOK 2®, and DUNGEON MASTER'S GUIDE® are trademark[s] of Wizards of the Coast and D&D® core rules, game mechanics, characters and their distinctive likenesses are the property of the Wizards of the Coast. A fun piece to read. His second ability, which essentially stores mana between turns, also isn't particularly useful. The last two are permanent card types that passively affect how players can and can’t do things on the table. Concession: Yes, I consider this a very real win condition too! Can you clarify why you think a Brago flicker deck is a moderate causal build? (function() { 5-In my experiment, hand disruption is often not great in multiplayer. I am assuming that Noah’s compliment was in reference to a scale used for video games? A Blightsteel Colossus can be a very quick and resilient win condition in decks, but without a way to either tutor for it or have it in hand when it’s needed, it’s difficult to assume we’ll draw it or find it when we actually need it; on-demand win conditions allow control players to take advantage of small windows of opportunities during the late game, which may be the only windows the players will have. _gaq.push(['_trackPageview']); Cards, are most-definitely, the name of the game. Her ability is like an upgraded cascade effect, which you can use to really gain maximum advantage. I don't like the narrative of "There is no need to nerf a deck if you just nerf your way to play the game", it smacks of people who want to pretend to self moderate their deck, letting everyone dawdle for 10 turns until they decide to turn it back on and win.