Did you know that red, white and blue are the most common colours
used in flags? Is their inclusion on the back of Magic cards some sort of
conspiracy? Perhaps we shall never know for sure. What we DO know is that they
make a pretty awesome colour combination in a deck. So, whether you’re
American, French, Dutch or any other nationality – hold on to your flags,
because we’re going to be talking about a WUR Control deck that I’ve decided to
call 3/4 Control.
As soon as I decided on writing about a WUR deck, I immediately
thought of Lightning Angel. I just believe the card to be deceptively good. 4 mana
for a 3/4 Flying and Vigilance is decent, but the addition of Haste is what
makes the card awesome. Compare it
to Serra Angel for example, which has a 5 turn clock for just 1 mana more. The
thing is, this comes down a turn before Serra AND can attack upon hitting the
board, which essentially negates the 2-turn difference. Another point to
remember is that if an opponent is at 3 life for example, Serra would take two
turns to win the game whereas Lightning Angel would take one. Oh and of course,
it can be used to cast FoW if need be.
I find Red to be a rather interesting colour in Magic. It seems
pretty narrow in what it does, but what it does can offer a lot of options.
Direct damage is awesome because it offers both offense and defense/aggro and
control. Hitting the opponent directly or removing their creatures, and when to
do it, can actually be pretty complicated. It’s all about the timing. Lightning
Bolt has always been the defining Red card: it deals 3 damage to a creature or
player for R at Instant speed. Simple yet elegant. I decided to add 4 Chain
Lightning to the deck because of the versatility they provide, despite not
being Instants.
While White’s
contributions to the deck are pretty few and self explanatory - Blue
contributes quite a bit more. The fact that the deck also plays both Blue and
Red means that you can maximize the potential of Fire // Ice - an amazing card
in 3/4 Control, because it offers so many options. Both ‘sides’ can provide
control and/or card advantage, depending on how they’re used. Combine
these with the counter magic and Brainstorm trickery for even more ways to
frustrate your opponent and win the game.
Ok, so why the name 3/4 Control? Admittedly, the name simply
stems from the power and toughness of the creatures. Both have a good casting
cost for what they do, and can survive a Bolt. I’d considered adding other win
conditions, but decided to keep the deck more on the control side. This
certainly depends on the meta in your area however, so I definitely recommend
tinkering around for options that might work better for you. Happy Brewing!
3/4 Control
Land
4 Tundra
4 Tundra
4 Volcanic
Island
1 Plateau
1 Island
1 Plains
1 Mountain
8 Fetchlands
4 Wasteland
Total: 24
Creatures
4 Lightning
Angel
4 Serendib
Efreet
Total: 8
Spells
4 Force of Will
4 Brainstorm
4 Counterspell
4 Lightning Bolt
4 Swords to
Plowshares
4 Chain Lightning
4 Fire // Ice
Total: 28
Sideboard
4 Meddling Mage
4 Tormod’s Crypt
3 Disenchant
4 Pyrclasm
Total: 15
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