Dom Harvey
Contributor
I'm sure we've had a similar thread before but it's still an issue so I figured I'd make a new one.
My problem is twofold:
- It's hard to build control decks when most of your card choices have synergy rather than raw power in mind. Control needs the generically good cards - the glue that ties everything together - to fill out the deck. To take an example from my Cube, Puppeteer Clique is fantastic in the decks it's good in but it can't fill the role of control finisher well. This is an easy problem to fix, but even if you do...
- ...the control decks that you see in most Cubes just aren't sweet. A pile of planeswalkers and removal spells is a solid, reliable strategy, but it's not memorable in the way that the best synergistic decks are. The control decks I've had in Cube kinda blur together in my mind.
I'm more excited about Sorin, Grim Nemesis than a lot of people because it naturally leads to exciting moments: either you don't set it up and there's suspense about what you flip, or you do and get the visceral satisfaction of KOing them with Dig Through Time or w/e. It also makes you pay attention to your curve in an unusual way during drafting/deckbuilding, though an unanswered Sorin is usually good enough anyway.
One possible solution is to graft combo 0r 'build around me' elements into control decks e.g. Thing in the Ice, The Gitrog Monster, Life from the Loam in general. What other stuff falls into this category?
Post examples of sweet control decks from your Cube if you have any!
My problem is twofold:
- It's hard to build control decks when most of your card choices have synergy rather than raw power in mind. Control needs the generically good cards - the glue that ties everything together - to fill out the deck. To take an example from my Cube, Puppeteer Clique is fantastic in the decks it's good in but it can't fill the role of control finisher well. This is an easy problem to fix, but even if you do...
- ...the control decks that you see in most Cubes just aren't sweet. A pile of planeswalkers and removal spells is a solid, reliable strategy, but it's not memorable in the way that the best synergistic decks are. The control decks I've had in Cube kinda blur together in my mind.
I'm more excited about Sorin, Grim Nemesis than a lot of people because it naturally leads to exciting moments: either you don't set it up and there's suspense about what you flip, or you do and get the visceral satisfaction of KOing them with Dig Through Time or w/e. It also makes you pay attention to your curve in an unusual way during drafting/deckbuilding, though an unanswered Sorin is usually good enough anyway.
One possible solution is to graft combo 0r 'build around me' elements into control decks e.g. Thing in the Ice, The Gitrog Monster, Life from the Loam in general. What other stuff falls into this category?
Post examples of sweet control decks from your Cube if you have any!