Supreme Superfriends: U/W Control in Modern

Azorius Control - Superfriends Modern! 


"no soul, I gotta have more control.." ~ Fear Factory, Soul Hacker.

http://i.imgur.com/Tgbj6ez.jpg

I seem to have found one of the most beautiful modern control decks of the current era. I'm not talking about the one from Worlds. This one is special because I get to play Timmy cards which are super powerful and ruin the board, turn after turn, after turn!

Mace Windu: The 'azorius' senate will decide your fate.
Supreme Chancellor: [now speaking as Darth Sidious] I AM the 'azorius' senate!

The Deck!

 Spells (25)
4x Path to Exile
3x Supreme Verdict
2x Timely Reinforcements
3x Serum Visions
2x Telling Time
4x Remand
2x Mana Leak
4x Cryptic Command
1x Sphinx's Revelation
 Creatures (4)
4x Snapcaster Mage
 Planeswalkers (6)
1x Gideon Jura
1x Elspeth, Sun's Champion
1x Jace, Architect of Thought
2x Narset, Transcendant
1x Ugin, the Spirit Dragon
 Land (25)
4x Flooded Strand
3x Polluted Delta
4x Glacial Fortress
2x Plains
3x Island
4x Hallowed Fountain
2x Celestial Colonnade
1x Tectonic Edge
1x Calciform Pools
1x Mystic Gate
 Sideboard (15)
2x Geist of Saint Traft
1x Supreme Verdict
2x Terminus
1x Engineered Explosives
1x Batterskull
1x Teferi, Mage of Zhalfir
1x Aven Mindcensor
1x Trickbind
1x Vendillion Clique
2x Dispel
2x Negate

So the premise is to use turns 1 to 3 to hold off serious threats to the game.. Use path on cards which almost instantly win them the game. Tarmogoyf, Deciever Exarch, Pestermite, Infectious Creatures etc... You can also use the start of the game to manipulate the library a little, especially if your opponent isn't threatening you heavily from the offset. Cards like Timely Reinforcements are a fantastic way to buy a turn or two more, which may allow us to blow them out.

From turn 4 onwards our deck becomes a fair bit more powerful. We're in blowout territory with Supreme Verdict and we have Cryptic Command mana online. We're also in Snap-Remand/Snap-Mana Leak stage too, so our authority can be asserted that much more.

Turn 5-6 is pretty much where the deck places its self in position for the win, we're looking at doing the same as we did turn 4 if we didn't manage it then.. Or maybe we can start chaining planeswalkers. Gideon into Elspeth or maybe Narset into Ugin on turn 7? At this point of the game we're planning on using our card advantage and the fact we've hopefully swept them out of the early win to push through out supreme advantage.

Turn 7+ if we're at this point I'm seriously hoping the game is for the taking. The late game this deck packs is literally the strongest in modern, so long as we can hold out during the opening and development stages of the game we should sail into these late turns and apply heavy amounts of detention. At this point our planeswalkers should be coming down with counterspells to back them up. We're looking at Colonnades being live and lots of other cool things we can do.. Should it call for a Sphinx's Revelation so be it! We should be on the path to victory for sure! 


We should be smashing most combo out of the reserve with our 10 counterspells pre-sideboard, our 12-15 counterspells post-sideboard. Not to mention creature based combo (like twin) has to also get past our Paths to Exile and other options. Jace, AoT is hot against Deciever Exarch to be honest too!

We're looking a little dicey against burn, but we have some sweet spells to get us back into the game and once dominance is achieved we're able to shut them out of the game. Timely Reinforcements on turn 3, followed by a Snapcastered turn 5 could work wonders and we've got to make sure we're using our spells at the optimum moments. I know that Skullcrack/Atarka's Command is a headache and maybe I need to do some serious testing to see if our plan is solid enough to quash the burn. If not we can always add 2x Kor Firewalker or Burrenton Forge Tender into the sideboard and enjoy the relief.

Supreme Verdict, Remand, Path and Mana Leak all combine to give us a good scope against decks like Infect or Zoo/Elves. Our countermagic is quick enough to catch a timely spell in the early stages and cards like Supreme Verdict paired up with Remand work wonders. Terminus in the board is my trump card against these decks, hoping that Telling Time and Serum Visions work to our advantage. 

Jund is going to be a tough matchup with the heavy discard, their creatures are unreasonably cheap and effecient and perhaps cards like Telling Time and Serum Visions will prove their worth allowing us a much needed top-deck and giving spells we absolutely need to draw (Supreme Verdict) a little insurance against discard. Funnily enough Inquisition of Kozilek can be a little frustrating for them if they can't relinquish us of Supreme Verdict or Cryptic Command.

 

So first event I went to was a casual modern with some fairly decent opposition...
2-1 vs Abzan
2-0 vs W/B Tokens
1-2 vs Amulet Bloom (turn 2 and turn 2 wins in G1 + G3 though!!)

Will update when it's not 2:00am, but the deck is cool and so enjoyable to play!

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