Note: This is not a primer. It is not complete and is ever-evolving. What this actually consists of is anecdotal Vintage views, followed by where we've seen this archetype round out so far. It exists to answer questions and is expected to pose many more. This is a starting point for what I hope to be valuable discussion.
Background and IntroductionFor an exhaustive and historical look at Control Slaver, read Rich Shay’s primer located here:
http://www.themanadrain.com/index.php?topic=15900.0When I came back to Vintage, one of the first thing I noticed about the modern breed of Vintage metagame was that decks were impacting the game by turn one to two at the latest if they were following an ideal plan. Gush would be online, Oath would be resolved, Dark Confidant would be on board, Bazaar would be triggering Dredgers, and Sphere effects would have been piled on to the board.
It’s for this reason that Vintage has seen such a surge in creature based tempo strategies. Where the common backbones of Legacy such as Stoneforge Mystic, Deathrite Shaman, and Delver of Secrets would have been outclassed by unrestricted Ponders and Brainstorms in Vintage, we find ourselves in the age where unrestricted creatures are now better than the unrestricted options in spells.
This has brought an interesting dynamic to Vintage, where the games were always capable of wide swings and impossible comebacks, are now largely following the Legacy mark of established tempo. Many decks including BUG Fish, the U/W Variants, and Merfolk exist to make your early game a nightmare by establishing an overwhelming advantage that they simply need to ride out.
What Vintage has to oppose these tempo-driven strategies is often degrees of linear strategy. MUD and Dredge can be shut down easily enough with the right draws in sideboarded games, but given enough turns to recover, they can crawl their way from behind. Control Oath can do a better job than it’s Burning cousin to actually force an Oath of Druids to resolve, but lacks a meaningful draw engine to provide it much reach into the late game, especially when it’s handing it’s opponents extra men to beat face with.
So where does that leave control?
In 2005, I posited that Control, by definition, should be a metagame deck. The card considerations should be reflective of the decks it expects to face. And that much was partially true for many of the control decks I saw amongst the Vintage metagame. While decks like Grixis control had Lightning Bolts to remove the more common threats in Vintage, with the ability to recast them and other broken spells with Snapcaster Mage, they either ran a low-impact draw engine or none at all. This means that it doesn’t have a good way to break out of the prison that is the top of the deck.
Control isn’t successful by riding the topdeck mode and answering threats on a one-to-one ratio, nor does it earn wins by not covering a large amount of ground of the decks landscape to execute one of its combo finishes. Even the stronger lists that contained Dark Confidant could fall flat after a short amount of time because of all of the removal that exists.
The reasoning is simple: All of the aggro-control lists are running Abrupt Decay, Swords to Plowshares, or Lightning Bolt because of, in large part at least, each other. When you run Dark Confidant out as one of only 5-7 creatures including your tinker target, you have to expect that by being it’s only real target, those removal spells will find them. You cannot win every counter war.
Also consider, that MUD is the elephant in the room. It’s a very large hammer that swings hard and fast. If you can’t deal with it, you find yourself playing very few turns without the benefit of playing creatures through Thorn of Amethyst and keeping your permanent count notably higher for Tangle Wire.
Control decks were still powerful Vintage decks in that they contained powerful cards in acceleration, Tutors, Tinker, Yawgmoth’s Will, and Time Vault as well as a respectable disruption suite. But control, as an archetype, was not as reliable as it once was.
The printing of Dack Fayden brought Control Slaver players new hope. It filled the role of a restricted Thirst for Knowledge in that you could dump your high-cost artifact bombs into the graveyard for Welder abuse. What it didn’t do was provide the card quantity that TFK did, nor dig immediately as deep. It served, to great effect, heavy influence on the board against MUD and the occasional out-of-the-hand theft of a Tinker’d out Blightsteel Collossus. But sadly, all we really saw out of Control Slaver builds were more control decks that were stretching themselves too thin in the face of tempo driven Dark Confidant engines, Gush-induced Elemental token-fests, Oath’d Griselbrands, or Stoneforge Mystics without summoning sickness.
That was until Ben Kowal, a fellow returning relic of Vintage, championed the Night’s Whisper draw engine. I talk to Ben a lot and I admit that I was skeptical of the draw engine. I really could not see past Gush and Dark Confidant being the best two at the time. I’d love to sit here and write that I saw it coming and I knew it all along, but I didn’t.
Kowal NWCS
2 Goblin Welder
2 Dack Fayden
2 Baleful Strix
1 Mindslaver
1 Myr Battlesphere
4 Force of Will
3 Mana Drain
2 Duress
1 Mental Misstep
1 Spell Pierce
4 Night's Whisper
1 Yawgmoth's Will
1 Ancestral Recall
1 Thirst for Knowledge
1 Time Walk
1 Tinker
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor
1 Fact or Fiction
1 Gifts Ungiven
1 Merchant Scroll
1 Brainstorm
1 Ponder
1 Fire/Ice
1 Black Lotus
1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
1 Mox Pearl
1 Library of Alexandria
1 Tolarian Academy
1 Strip Mine
4 Scalding Tarn
1 Misty Rainforest
3 Underground Sea
2 Volcanic Island
1 Island
SB:
1 Flusterstorm
1 Darkblast
1 Mountain
2 Yixlid Jailer
2 Massacre
2 Red Elemental Blast
3 Ingot Chewer
3 Grafdigger's Cage
It took him doing well with the deck, while I was frustrated with the overwhelming 50% neighborhood of win ratios of every deck I played. I’d scoured the entire gauntlet and tried nearly everything, exhaustively, in testing and playing, online and on the playmat.
With some moderate success with some control lists, I was really looking for something more. I was not used to walking into every Vintage match with that minimal of a confidence level. With Ben’s deck being something I could at least see myself piloting well, I crafted it up card-for-card.
The first five or so games I played, it piloted pretty well and saw a few small areas where I could make play improvements as I grew to understand the deck more and more. Soon my conversations with Ben Kowal tapered off and I set to make the deck my own, using his shell as a guide. I made some cuts and made some changes to the sideboarding to help against a questionable RUG Delver matchup.
I played the deck constantly and had finally felt I was operating under a control shell that gave me the same comfort I once had with the XcControl deck that I championed for so many years before. In testing against the gauntlet on the playmat locally, I’d never lost to any deck in the gauntlet. Online, I’d gone on to win a number of 2-mans, two 8-man events, and 2 daily events leaving me with a 20-2 record in prize matches, until splitting with Rich Shay in the finals. We played out the match, a very identical mirror, and I lost a very exciting 3rd game where we both threw each other into topdeck mode, trading evenly until the bitter end. And that end, I’d hoped, would have been my Tinker to summon my robot minions. His topdeck mode was better, holding Brainstorm. Brainstorm saw Yawgmoth’s Will. Yawgmoth’s Will eventually lead him to Time Walk and Dack Fayden, forcing my robotic general to betray me.
Rich and I immediately set about talking about the deck, its nuances, and card slots exhaustively for hours. He’d told me he had a similar track record with the deck. We knew this was the real deal. What started as conversation about what sideboard cards were necessary, what our disruption suite should look like, and overall deck composition, we ended that night with a nearly identical listing at 73/75 of the same cards between us.
What Night’s Whisper had done was given us Dark Confidant on loan, with a more immediate effect. To dig two cards deeper with a Bob, we’d have to go through two upkeeps. Two turns is a long time in Vintage and an even longer time when it eats fire and isn’t actively digging you deeper through the deck.
Enough about the background, on to the cards!
The Deck
//Deck Inevitability
2 Goblin Welder
2 Baleful Strix
2 Dack Fayden
1 Myr Battlesphere
1 Mindslaver
The above are pretty self-explanatory about how they function. Baleful Strix pulls overtime in the main deck by allowing for minimalist removal, digging deeper into the deck, and finally as a re-usable Welder option in select cases.
While Myr Battlesphere serves as the way most games will be won, Mindslaver exists to finish the game out in an alternate manner given the board state. I have played without Mindslaver and have instead cut another card slot for Time Vault/Voltaic Key.
Vault/Key is a cost-efficient package that will close out games with tutoring and a superior board lead, which is very nice. The cost comes at drawing one completely dead card at times (which can be on par with Mindslaver) and one card that often does very little. Voltaic Key can be nice to generate extra mana with artifact acceleration or draw extra cards with Top. More often than I’d have liked, drawing one of the two cards in an opening hand without support to use them resulted in opening hands being a functional mulligan to 6. Even worse, it made already mulligan’d hands worse.
Even with a discard outlet in a resolved Thirst for Knowledge or Dack Fayden, Time Vault and Key do very little on their own, while Mindslaver or Myr Battlesphere provide a threatening presence while merely resting in the graveyard.
Goblin Welder is one of those cards that people tend to over-estimate in the early game, but can be absolutely devastating late game as a lead closer or even as the comeback kid. Still, nobody likes seeing these resolve or even remain on the board. Without a supporting cast of cards, I am more than happy using it as a Duress for Mental Misstep, knowing I have another one I can find later if I need to provide its abuse.
//Tutors
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor
1 Tinker
This is all basic stuff here, but I’ll use this moment to talk about Merchant Scroll. One point that can be made in its favor is that it’s always live since it can get Fire/Ice. I am not a believer in that card without a Gush engine. With Night’s Whisper already a sorcery in the deck, it’s often been at odds with operating with the primary draw engine.
The ability to get Ancestral Recall is greatly diminished in the modern days of Vintage due to the presence of Mental Missteps in the early game and I’ve never been a fan of using it to get a counterspell, only to reveal to my opponent what he has to play around when I pass the turn. Where others are running the Homelands playable, I am running a second Mana Drain (as noted below) and have been quite happy with it.
//Disruption
1 Pyroblast
3 Mental Misstep
2 Mana Drain*
4 Force of Will
I started out running Kowal’s exact disruption suite. I never personally had any problems with it, but I found the times I was able to use Mental Misstep were absolutely critical and it was by sheer luck that I happened to have the one copy in my deck.
The one notable here is the singleton Pyroblast. This is a Rich Shay call that I completely got on board with. With removal suite being the FoW-removable, cycling, tapping Fire/Ice over the relatively narrow Lightning Bolt, we lacked a maindeck way of dealing with Jace, The Mindsculptor or Tezzeret. This filled that roll, while providing another way to force through threats by keeping the counter number at a lean ten.
//Anti-topdeck mode
1 Ponder
1 Time Walk
1 Ancestral Recall
1 Thirst for Knowledge
4 Night's Whisper
1 Brainstorm
2 Sensei's Divining Top
1 Jace, the Mindsculptor
1 Yawgmoth’s Will
Ponder, Brainstorm, Ancestral Recall, and Time Walk are obvious includes for any deck that can generate blue mana. Thirst for Knowledge is nearly just as obvious, being inexpensive to cast, at instant speed.
Jace is on the top-end of the curve and occupies that slot alone. Fact or Fiction is a good card, but it’s not Jace. It’s often a 4 CMC Impulse for a card you want that likely will come with a land, while the rest of them are relegated to the graveyard. This card is very good in redundant decks, like U/W, just like it was incredibly potent back in 2001 in Mono-Blue.
Gifts Ungiven is a card that can be used to great effect, but falls short in utility and potency to Jace. With Gifts being restricted, it’s not advantageous to build great Gifts piles into the deck and ends up doing something similar to Fact or Fiction.
I’ve spoken on the merits of Night’s Whisper at length, and find it a great source of card advantage. The engine is simply one where it provides an instant boost at a reasonable cost. The major difference in what I am running over the norm is a second Sensei’s Divining Top.
Top is a card that is relatively underrated in Vintage. Many games in Vintage can be viewed in terms where if both players can make it past the point where hands have been fired off, the player who sees the more impactful cards first will generally cement a lead. Having an early Top gives you so much more access to cards and decision trees that give you the higher likelihood of cementing that lead. While it doesn’t generate card advantage directly, it enables a key strategy of NWCS, which is to see as much of your deck as possible. It is incredibly difficult to lose a control match where you have a Sensei’s Divining Top and your opponent does not. And if you do lose, review that game and it’ll be a challenge to see where a decision tree did not go wrong.
//Removal
2 Fire/Ice
As the deck generally performs in a way that it needs to remain agile enough until it can execute its coup-de-grace kill, or establish resource dominance, Fire/Ice remains an ideal solution. With Dack’s ability to deal with artifact fatties and Baleful Strix serving as an attacker stall or removal magnet, the biggest threats in the format to worry about are ones which break those trends. Fire/Ice deals with Dark Confidant handily, as well as Delvers, Pyromancers, Deathrite Shamans, and most any hatebear. While Fire cannot kill a Trygon Predator, pre-board, NWCS is far from naked with Pyroblast and Baleful Strix.
It is of minor note that in the seldom occasion of getting a Dack Emblem, both Pyroblast and Ice serve to steal an opponent’s permanent.
Izzet Charm is also a fair card to run in that it also does two damage and pitches to Force of Will. I prefer Fire/Ice because it doesn’t force me to commit to red early on and the ability to cycle to tap down a creature or land on the opponents turn is pretty strong and reliable functionality, even if it doesn’t have the ability to be a UR-costed Spell Pierce.
Nihil Spellbomb is also a beautiful card to run, though I choose not to. It helps tremendously in the mirror and gives you a small out against Dredge game 1. The primary selling point is that it shuts off an opponent’s Yawgmoth’s Will (and Snapcaster Mage), but at a less immediate pay off. Where my second Sensei’s Top is in my list, Nihil Spellbomb would be in its place.
//Mana
1 Black Lotus
1 Sol Ring
1 Mana Crypt
1 Mox Jet
1 Mox Ruby
1 Mox Sapphire
1 Mox Pearl
1 Mox Emerald
3 Scalding Tarn
2 Bloodstained Mire
1 Polluted Delta
2 Underground Sea
2 Volcanic Island
1 Island
1 Swamp
1 Tolarian Academy
1 Strip Mine
1 Library of Alexandria
The main noteworthy configuration of this manabase are the fetchlands. All of the fetches can find any of the dual lands, of course. Five of them can find the basic Mountain postboard, four of them can find the basic Island, and three of them can find the basic Swamp.
While blue is obviously the most important at its core, the ability to get a basic swamp enables the deck to execute its draw and tutoring plan against any deck packing a full complement of Wastelands.
Strip Mine falls in like with flexibility of answers, as it provides a rapid answer to a Library of Alexandria, Mishra’s Factory, and Cavern of Souls. I prefer that flexibility, but if I were to ever want to increase the colored source of mana, I would consider a third Underground Sea in this slot.
Library of Alexandria absolutely fits here. It doesn’t just win games on the draw, as this deck has plenty of ways to draw back up to seven mid-game. The deck does run 6 draw spells, a Jace, and a Welder/Strix.
//Sideboard
3 Grafdigger’s Cage
1 Nihil Spellbomb
2 Pyroblast
1 Lightning Bolt
1 Pyroclasm
1 Mountain
1 Toxic Deluge
1 Flusterstorm
3 Ingot Chewer
1 Shattering Spree
NWCS is a combo-control deck. A key to that assertion is knowing which of those roles you will take in a given matchup. Against something like Hatebears, you take a commanding role of the combo deck. That goes for any matchup where they can’t say no and aren’t immediately threatening to win. This means that the deck will have to be nimble enough to switch roles mid-game.
For example, if you are sitting on Nihil Spellbomb against Dredge, the plan shifts from ‘not dying’ to closing the deal before they can dig themselves out. Much is the same for MUD, in which case you’ll want to make sure that you’ll be able to cast spells first, then win with those spells.
General MatchupsI am not doing a sideboarding guide here because few decks are ever completely stock. Does this MUD list have Revoker? Does this Oath player run Tezzeret? Is this UW player on a FoF draw engine? Is the Caverns player a dedicated creature list like Humans or is it simply augmenting a Trinket Mage powered list?
What I can offer is some general tips here.
Vs. Control Oath – I’ve tested two, three, and four Grafdigger’s Cage against Oath and three is the number that NWCS can get away with. Game one revolves around plan A of Keeping Oath off the table, and plan B, going for a punch with Myr Battlesphere upon the first opening. Game 2 affords you a little bit more time to overwhelm them with card draw, as they don’t run an engine themselves. Abrupt Decay is a real threat to your Cage plan, so don’t rely on it to be a silver bullet. It’s only there to buy you time.
Vs. Burning Oath – Much like the Control Oath matchup, except with many flavors being unable to say no. The offset is that they are a Tendrils deck and can go off in a blink of an eye. Being unable to deal with your threats reliably affords you to become much more aggressive with your game inevitability.
Vs. Snapcaster/Bob Control – You will see more cards than they do as long as you keep Bob under control and keep Snapcaster from trying to give Ancestral Recall another shot.
Vs. MUD – This matchup is already pretty solid pre-board, but the addition of such an onslaught of artifact destruction and the mountain for mana stability generally cements it. Unless they completely lock you out on Turn 1, you’ll be playing cards which are an incredible headache against them.
Vs. BUG Fish – This is one of the more tight matchups where the Mountain helps against the Wasteland barrage and cleans up with red removal backed up with the potent Flusterstorm against such a mana light deck.
Vs. RUG Delver – This matchup depends on a lot of big plays. Draw go isn’t a game that you can afford to play here, but the sideboard is loaded with many utilities to reset the board state. This deck is the only deck that will generally draw less blanks than you. Aggressively fetch to thin out the deck and try to avoid using Pyroblasts on Delvers and save them for Trygon Predator and Gush.
General SideboardingIt’s generally easy to see what cards would be helpful from the sideboard to bring in. Where the challenge often lies is with what to cut from the maindeck. I’ve seen people play the list and bumble through sideboarding in ways that merely cut cards that are perfectly good for cards that are marginally better. Proper sideboarding is the cornerstone of winning all matches. Here are some questions you should be asking yourself when making those evaluations.
Mystical Tutor and Vampiric Tutor – Is the best game plan you have going to revolve around finding and resolving specific cards? Are you playing against a deck that can’t say no and the most direct route to Victory is to find Tinker? If this is the case, then these cards have obvious tremendous value. However, if the best route to victory is to establish resource dominance and to grind out card advantage, the card disadvantage tutors are a fair card to consider cutting.
Baleful Strix – Does this do anything in the current matchup beyond cantripping? You want a flying deathtouch creature against a great many decks. Against something that doesn’t care so much (Tendrils, Oath), this is likely a safe cut.
Mental Misstep – It’s safe to cut this against Workshops. You don’t care if they resolve Grafdigger’s Cage.
Pyroblast – Another obvious choice against decks with no red targets.
Dack Fayden – Is the inevitability of playing the Welder game a viable concept here? Obviously his thieving ability is good against MUD and the mirror, but how viable is this plan against BUG Fish when it’s easily removed, has no steal targets, and is feeding a very hungry Deathrite Shaman.