Mono-White Control by tulio_jaudy on MtGO
Non-Creature Spells (30)
2 Elspeth, Sun’s Champion
2 Gideon Jura
3 Gideon of the Trials
4 Wrath of God
2 Blessed Alliance
1 Secure the Wastes
3 Coldsteel Heart
3 Mind Stone
3 Cast Out
3 Gideon’s Intervention
Modern control decks have been somewhat struggling as of late, due in no small part to the incredible diversity of the format. When a format is so diverse, control decks are hard-pressed to build their decks to combat more than a couple of decks. The deck we’re featuring today aims to take a much more general approach to games, not looking to target specific decks, but rather lock portions of the format out of the game so its powerful end game can take effect.
Similarly to other control decks, this Mono-White version has a set of cards that are core to its control strategy. Wrath of God is the best board wipe available in white in the format, while Condemn is a reliable 1 mana unconditional kill spell that can take care of any creature, while having an added up side against Death’s Shadow decks. For other removal spells, this deck plays Blessed Alliance, Cast Out, and Gideon’s Intervention, the last of which seems a little too expensive to be worth it, so I’ll be switching it out at the end.
The top end of this deck is very powerful, with Elspeth, Sun’s Champion and Gideon Jura offering reliable ways of ending the game should the board be contained. Elspeth’s token making power combined with Gideon acting as a life gain spell against opposing creatures and a powerful beater makes gives the deck hard to interact with ways of winning the game. Lastly, and certainly not least, is Emrakul, the Promised End. The card deemed too powerful for Standard may have found a home here in Modern, as this deck’s goal is to take the game as long as possible, making Emrakul a very reliable win condition.
To get to the late game, this deck plays several stall effects and ramp spells. Wall of Omens and Wall of Shards are used in this deck to absorb the opponent’s attacks for as long as possible, with Wall of Shards‘ drawback being much less relevant in a deck that takes large chunks of the opponent’s life total out at one time. For ramp spells, this deck plays Coldsteel Heart and Mind Stone, both of which add extra mana with some upside, Heart being able to add colored mana and Mind Stone being able to draw a card to replace itself.
Here are the changes I would make going forward:
+1 Rule of Law
This is day 249 of Spellsnare.com’s 2017 Deck of the Day column, where each day we’ll feature a different Standard, Modern, or Legacy deck that caught our eye. You can read day 248 here, where we featured a Legacy deck that aims to be a tribal, synergy-based deck for Soldiers!
Follow us on Twitter: http://www.twitter.com/spellsnare_
Like us on Facebook: http://www.facebook.com/spellsnare