Overview
Izzet Control (No Premium Cards)Greetings.I’ve built a simple yet effective Izzet Burn/Control Deck which I’m sharing with you. It’s specially designed with multiplayer as it’s focus and thus I don’t reccomend using it in the campaign mode.Izzet ControlCreatures: 154 Archeomancer4 Goblin Eletromancer3 Guttersnipe1 Inferno TItan2 Siege Dragon1 Stormbreath DragonSorceries: 22 Anger of the GodsInstants: 183 Dissolve4 Inspiration4 Nullify3 Volcanic Geyser4 Voyage’s EndLands: 2312 Island4 Izzet Guildgate9 MountainStrategyThis build is built upon the interactions betwem Goblin Eletromancer/Guttersnipe and the instants, specially Nullify and Dissolve. An ideal hand needs at least two lands, one which MUST generate Blue Mana, and any creature beside the dragons. It plays controlling the tempo and it actually takes some time to master, specially if you never played a “Draw-Go” Control Deck. As 30% of your cards are Instants, you need to hit the “Stop the Timer” Button (Space by default) often, as you may need to analyze your options and may wish to play your Instants during your opponent’s End Phase. Ideally, you play your Inspirations during your opponent’s End Phase, as that leaves your lands open for mana and may make your opponent avoid dropping important creatures out of fear of being Nullify’ed.Matchups against the Multiplayer MetaAs of time of writing, the most popular decks on the Multiplayer scene are W or BW Heal and RDW/R Aggro: Heal is an easy matchup, as long as you don’t let Rhox Faithmender stall too much and avoid losing anything vital to Planar Cleansing and Angelic Edict; However, RDW is a sort of an uphill battle until turn 4/5: as long as you manage to survive these initial turns, and your opponent don’t open Nuts (Satyr Hoplite with 2+Furor of the Bitten comes to mind as a rather difficult setup to break; better pray for a Voyage’s End in this case).Other cardsSome cards that may be helpful in building into this theme; cards marked with an asterisk are premium only:Vapor Snag*: good alternative to Voyage’s End, may also be used in conjunction with it. It also helps in the RDW matchup.Talrand, Sky Summoner*: kind of a “win more” card. It’s somewhat difficult to play, as your priority is controlling the tempo.Void Snare: It’s a Sorcery, which makes it inferior to Vapor Snag. However, it’s capable of bouncing Artifacts and Enchantments, so keep note of it if that ever bemoces relevant.Time Warp: broken beyond repair in a focused build, it’s kinda of OK here, if you can find space to fit it (Siege Dragon, maybe?)Counterlash: general counter, which is good. High mana cost, which is bad. Irrelevant secondary effect (in this build, mind you. That can be a devastating effect in the right build).Shock/Bolt of Keranos: doesn’t scale nearly as well as Volcanic Geyser in the mid/late game. However, it makes for a better early game. Not worth it, unless you REALLY need some early game removal.Goblin Rabbllemaster: it’s kind of overpowered for it’s 2R cost. However, it messes hard with your Eletromancers and Guttersnipers. Use with caution.