Azorius Control 60 cards, 0 sideboard 4 {Hallowed Fountain} 4 {Glacial Fortress} 8 {Island} 8 {Plains} 24 lands 2 {Fog Bank} 2 {Isperia, Supreme Judge} 3 {Ludevic's Test Subject} 4 {Geist of Saint Traft} 4 {Azorius Arrester} 15 creatures 2 {Arrest} 4 {Inaction Injunction} 3 {Detention Sphere} 3 {Soul Tithe} 2 {Oblivion Ring} 3 {Sphere of Safety} 4 {Think Twice} 21 other spells Sideboard Notes: I love playing control and I can't tell you how hard it was for me limiting this deck down to 60 cards. Honestly I had 93 cards in it without even putting lands in. But at last I have widdled it down to 60. Outside of the enchantment lockdown thanks to sphere of safety, multiple draw spells, creature lock enchantments, mass removal, and a few detaining cards. Throughout my play testing this deck proxied out has gone 11-0. Playing all post rotation standard decks including zombies (which is incredibly strong), U/R Delver, JUND, and many more. I feel like I've thrown together a very strong contender for FNM. Popped off test subject a couple times detaining defenders for the win. Beefy flyers got me the majority of the wins but my friends I was playing against couldn't attack me unless they paid 6 for each creature thanks to the safety lock. Life points were getting touched and the majority of the time all that was out on the field were O rings and land enchantments which filled graveyards very nicely with costly answers to my gameplay. All around it's controlling and fairly intimidating. Still looking for something to add or to take out. Any suggestions are welcome. And a sideboard will be coming soon. |