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U/W Control viable in November type 2?
By Jim Voutsas
U/W Control viable in November t2?

Good Day. Now that Onslaught has been revealed, U/W control may once again be tier 1 in type 2 (although, personally, I think we're all a little skeptical.... what, with no viable replacement for a very important card known as Swords to Plowshares).

I also noticed that a U/W Solitary Confinement deck might now be possible, thanks to new card drawing spells which seem to fit very nicely into a control style confinement deck.

Trade Secrets 1UU
Onslaught Rare

Target Opponent draws two cards. Then you draw up to four cards. That opponent may repeat this process as many times as he or she chooses.

Notice that this targets your opponent, but not you, and so it is perfectly playable when you have a confinement on the table.

Convalescent Care 1WW
Onslaught Rare

At the beginning of your upkeep, if you have 5 life or less, you gain 3 life and draw a card.

One could reasonably keep himself at 5 life using mana burn, which is NOT damage, and so this seems to combo well with the Solitary Confinement.

Read the Runes XU
Onslaught Rare

Draw X cards. For each card drawn this way, discard a card from your hand unless you sacrifice a permanent.

This will most likely be used to "cycle" through your library to find your key cards, but the ability to turn extra Cares, Mobilizations, and lands into cards in hand may prove useful in the late game.

The first thing one must decide when building a U/W control deck is how many creatures belong in the deck. Too many creatures, and you will dillute your ability to gain and maintain your control of the game(which is what a CONTROL deck must focus on). Put in too few, and they draw a lot of fire. The best way usually is to add one or two solid finishers, that you can play once you have established control of the board(you'll often want to have a few counterspells in hand as well, to protect your win condition). In the past, many cards have been used in the U/W control archetype to finish off the opponent...

Serra Angel
Mahamoti Djinn
Kjeldoran Outpost
Air Elemental
Goblin Trenches(U/W control was willing to splash red and run on a horribly painful mana base for this excellent finishing card)

As I was perusing the internet, I read an article about Mobilization, a new rare enchantment from Onslaught that creates soldier tokens...

Mobilization 2W
Onslaught Rare

Attacking doesn't cause Soldiers you control to tap.

2W: Put a 1/1 Soldier token into play.

I immediately realized that this card may prove to be better than both Goblin Trenches and Kjeldoran Outpost(although the latter's uncounterablity may prove better if U/W control becomes popular). The ability to make multiple creatures at instant speed is powerful indeed.
Not only does Mobilization allow you to make more than one token at a time, it also gives your soldiers the defensive ability of not tapping to attack, allowing them to attack and block. This can prove powerful when combined with cards that grant protection from colors such as Glory.

I also decided finally on adding Solitary Confinement/Convalescent Care to the deck, to stop the inevitable U/G and R/G speed decks from killing me off....although I fear it may prove to be a little too slow(thanks to the fact that the new "enlightened tutor", Golden Wish, is definitely NOT enlightened tutor).

I couldn't resist an attempt at a type 2 U/W control deck for November. Remember, the ideas behind the deck are tried and true, but the deck itself may seem untuned, due to lack of knowledge about what the new type 2 metagame will consist of. Also, the lack of a replacement for the best targeted removal spell ever printed may hinder the decks viability...

Swords to Plowshares W
Alpha Uncommon
Remove target creature from the game. It's controller gains life equal to its power.

The closest solid card to remove real threatening creatures that is type 2 legal, and this will only hit about half of them(but it is the more dangerous half, at least), is....

Reprisal 1W
7th Edition Uncommon
Destroy target creature with power 4 or greater. It can't be regenerated.

Clearly, there is no comparison, but you must work with what you have.

So, without further ado...

U/W Solitary Secrets(what an original name, huh?)

2 Glory *
4 Counterspell
4 Complicate
3 Cunning Wish**
3 Wrath of God
2 Read the Runes
3 Mobilization***
2 Solitary Confinement
2 Convalescent Care
4 Aether Burst
4 Trade Secrets****

The mana base will require time and work, but I would imagine the excellent new "fetch lands" from Onslaught will be involved, as well as old stand-bys like Adarkar Wastes. The "New City"(Grand Coliseum) may also prove valuable. Also, I have left 27 slots for lands, because the deck will require A LOT of mana in its current configuration. It would look something like this...

4 Flooded Strand
4 Adarkar Wastes
3 Grand Coliseum
9 Island
7 Plains

The sideboard should contain more situational counterspells, enchantment removal(for opposing mobilizations), Reprisals, Vengeful Dreams, etc. The Golden Wish was considered, but it's just too slow, even in a defensive control style deck with 27 lands. However, they are the only "reliable" white tutor in type 2, so they may be considered if the environment proves to be slow(although now black has a 6/6 for four mana as well). The deck does play very defensively, and it will probably make good use of the Cunning Wishes early game, allowing it to tutor for "narrow" spells.

2 Envelop
2 Reprisal
2 Disenchant
3 Vengeful Dreams
3 Circle of Protection: Green
3 Glacial Wall*****

Please note that this is more of a rough draft to get your minds working, and it may not be the most optimal configuration, but I would love to see U/W control in top 8's again.

* It is better to use Glory as an uncounterable,unkillable "Mother of Runes on steroids" to ensure you can live long enough so your massive wave of soldier tokens can move in for the kill, when the time is right.
** 8 counterspells doesn't seem like enough to me, so I felt Cunning Wish may be a good addition, allowing for narrow counterspells such as Envelop. This part of the deck still needs work.
*** I've added 3 Mobilizations to the maindeck because I think most decks will definitely use enchantment removal. Even R/G decks can run 8 instant speed disenchant effects. What is this world coming to?! By the way, we should thank Wizard's R&D for making white suck even more by giving the ability to efficiently destroy enchantments and artifacts to green as well. This has long been considered one of white's greatest strengths. Next thing you know, they'll give Wrath of God and Armageddon to blue!! Oh wait, they already did that.... silly me ;-).
**** Trade Secrets seems to compliment Solitary Confinement nicely, and I think they will prove to be quite good in this style of deck.
*****The Glacial Walls serve to stop aggressive decks nicely, and may or may not be a worthy addition, although I think they will be quite useful.

Well, I will try to develop the deck, and test it against what may be a powerful W/B deck from Onslaught my friends and I have been working on, as well as a Monored deck which seems to show promise.

Any Comments, suggestions, or accusations of being a moron may be sent to

Until Next time, thanks for reading.
Jim Voutsas

Read More Articles by Jim Voutsas!

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 - Monday (Apr. 2, 2018)
 - Friday (Mar. 23, 2018)
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 - Wednesday (Jan. 17, 2018)

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