This all sounds pretty on point to me. Control is kind of the puppet master, pulling strings enough to make life difficult for everyone else, and more importantly, difficult to interpret. The more successful this is, the more wiggle room you have to profit from that.TheGildedGoose wrote: ↑2 years ago"git gud" is appropriate. I wouldn't explicitly say that to someone, but I would maybe imply that there are choices they made that led them to their defeat. Indeed, the beauty to me of control is that it greatly rewards those who consistently make good decisions and greatly punishes those who don't. Due to the level of interaction a control deck runs, be it countermagic, removal, or discard, the decision trees become incredibly complex. Do you counter that draw spell? Do you bolt the bird? Do you Mind Twist on turn 4 for 4 (yes)? With so many variables, you're bound to make mistakes eventually, but because you theoretically know your deck better than your opponents know your deck (unless you're Dirk and are playing with toddlers that lack object permanence) you should theoretically make better decisions regarding what is or isn't a threat for you and can react accordingly.
My Erebos deck is in fact predicated on this idea, only in reverse. Yeah, I have my decision trees, but what the hell is the token player going to do about Tainted Aether until they draw enchantment removal? Oppression absolutely wrecks storm and spellslinger decks. Hope you've got mana rocks for Infernal Darkness. By forcing my opponents to make decision after decision, I increase the likelihood that they will make mistakes exponentially. Since it relies on proactive control rather than reactive, my deck's decision trees are comparatively simple. Poop out two or three disruptive enchantments or planeswalkers, draw a bunch of cards while the board is stalled, and activate Erebos to have a formidable blocker to hang out all while accumulating resources to inevitably drain the table out. The most difficult decision is often what to tutor for in a given situation, specifically whether or not to aggressively tutor for Cabal Coffers versus a control element. Meanwhile, my opponents are trying to figure out what to discard to Necrogen Mists or how to deal with Lethal Vapors without jumping on the grenade.
I think there's a fundamental similarity between my Erebos, Dirk's Phelddagrif, and I suspect almost all control decks in that they exploit the tragedy of the commons. Ostensibly, after the combo player, the control player is the most threatening player because of their inevitability, so it's in the best interest of the table to band together and rise as one and slay them. Because of the typical control deck's capability for retaliation, and because of a given deck's inability to truly answer the control player on its own which necessitates politicking with the other players (which most people suck at) it creates a situation where despite a clear common goal the individuals, all struggling and jockeying for their own interests, fail to work together and as a result lose.
I have decks myself that run similarly to Erebos in terms of 'what do I do with all of this misery', Bruna being one and the other notable being Tayam, Luminous Enigma - that one is geared to cedh, but with like....a serious shoestring budget comparatively. They both run pieces that gum the board up without locking it completely, if for nothing else to give me space to get things rolling. Bruna needs it, being in mono white, and Tayam is just very good at keeping the board under wraps, without having to have too much to do with the stack. In my experience, I've found the best way to make control successful is to only do what you need to do. The moment the board locks down entirely you're the bad guy, your opponents have a common cause, and your days are numbered, whereas if you can give yourself a little bit of breathing space with minimal effort, you're going to fly under the radar and be able to put together a plan a lot more easily. It also leaves people guessing what you're up to, too - are you missing pieces to lock the board, do you have a wipe, what is he doing? And that just leads further down the road of decision paralysis or taking a wrong turn on the decision tree.
This seems to play into my point above; a light touch is better. I haven't played Toxrill, so I don't really know how rough it is, but I think in most scenarios when it comes to removal there's a sweet spot where you've got enough room, eyes are not on you, and no one is quite at a sprint yet. If you can keep your opponents at or close to that sort of level they're constantly expending resources just to stay in the race, and that doesn't win games, whereas you, having delicately pulled the right strings and accruing the pieces you need are positioning yourself well to take the game out for a minimal outlay of your own resources. I think it's important to aim for this purely because no deck has the resources to answer every threat at the table, and it's a fool's errand to try. The more efficiently you can get yourself the breathing room you need, the more resource you have to throw at getting yourself to the finish line.Rumpy5897 wrote: ↑2 years agoFunnily enough, I had a game rather pertinent to this on-topic off-topic discussion yesterday. One of my friends was oddly enamoured by Toxrill when he got printed, and finally jumped him on us via Cockatrice. This led to a no-punches-pulled gameplay experience, as when the Toxrill is out to shred your board then you've got to act. I was on Daxos and managed to Path him pretty quickly upon landing, which took the surprise Jeweled Lotus bump away with it. Toxrill made a surprise premature reappearance as a chain of rituals and a Crypt Ghast appeared out of nowhere, with my own Urborg being partially responsible, but I then chained a Doomwake Giant and Grasp of Fate to calm the mana production and take out the big bad again. This was admittedly a good draw for Daxos, as I also had omega bomb Skybind to work with by the time Toxrill landed a second time, and I ended up walking away with the win eventually. However, Toxrill's sheer grossness led to the gloves coming off and more interactivity happening than is typical within our group.
Our removal use is relatively restrained, unofficially reserved for big ticket bombs that steal games. It's almost deterministic what dies, and while that leads to its own interesting mini survival game where you're trying to play around that happening it can mean that interaction can be too little too late. This is particularly the case with ramp-and-draw goodstuff decks, as they are likely to set up very well for a rebuild even without the high-end haymakers coming out. Interaction density is a continuum, and killing everything on sight is not particularly fun, but it could be interesting to try to see if there's some less obvious spot where it's vulnerable and would get slowed down a bit.
As for proactive elements, I ran those in that same Daxos for a number of years. It turned out a bit close to "no fun allowed" on the interactivity slider and I've been having more fun with the deck since I took them out, as have my opponents. This is ultimately a social activity, and I agree that the best games are the ones where everyone gets to twirl their moustache a bit. I'm just starting to wonder if that table-wide twirling would be best accomplished by knocking people down a peg rather than just waiting for everyone to get their twirl on![]()
It seems like this is where control, midrange and stax are at their best, to me. A board lock isn't really a win, neither is making a prison in which nothing resolves, not to mention people mostly hate these scenarios. With a little delicacy and diplomacy, everyone has a bit of a mustache twirl and actually flex their piloting muscles, and that's where magic is most fun.
I do sort of agree with Goose regarding Thoracle lines, they don't inspire me. But I can't wait for the day I get to pop a Memory Jar with someone's Thoracle trigger on the stack, too. Each to their own, but I like an uphill battle to some degree and I like a bit of a grind in my games. I'd rather lose a close fight than cruise to a win with no contest whatsoever.