The Fifth Doctor
Doctor Who
Art by Karen Hallion
The Hairy Tarantula store is hosting a Secrets of Strixhaven Sealed RCQ Saturday, April 25th at noon.
See more details and purchase your tickets ahead of time at: https://hairyt.com/collections/events/products/sealed-rcq-secrets-of-strixhaven-ticket-sat-apr-25-2026?ticket=sealed-rcq-secrets-of-strixhaven-ticket-sat-apr-25-2026
Interestingly, someone also said after the games that they got more scared initially than my deck really was when I described it as a control deck, because according to them, I didn’t play it as a control deck, expecting me to counterspell everything. I am still learning how to play MTG and piloting the deck, and to be fair didn’t play as many removal as I should have while I could, but maybe I am also misunderstanding control as an archetype.
I am not sure how one would describe the deck considering the foundation is accruing value via a removal and a card draw engines, trying to slow down the game by sherriffing any greedy plays or high-value pieces until I have enough mana and cards to push for a win. To me, that’s exactly what control is, and while it can also be by fully denying any plays, I am not sure it’s as viable as a strategy at a multiplayer table even if you have a removal engine, but maybe I am wrong.
I do think that next time, I need to spend more resources on removal during my earlier turns, especially once the engine is set up instead of trying to add more value pieces or trying to move my game plan forward.
I think I am conscious of multiple things:
– I don’t want to appear too threatening;
– I don’t want to remove things that are not a problem for me (as I used to try to be a team player against The Threat™️ to then see other players just keep to themselves and leave me to die first, so I try to learn to be more selfish)
– get very protective of my value pieces, so I do not fully tap out because I don’t want to leave my stuff open to be removed, as 3 turns feel like plenty of opportunity to cripple a deck that current lacks resilience;
– and finally, I can be overly conscious of people’s feelings and do not want to create too many feelbads lol
I also feel like I am fighting against the clock when playing against green decks, I feel the need to pressure the game with threats before they can get 30 lands into play because I don’t see how I can win against that.
That’ll be my homework for the future and my next games
but also can we make Sol ring a GC thanks
Guys, we did it. I updated the list, added a bit more redundancy and it still has some issues but the deck worked a lot better last night. I think adding more repeatable creature recursion and another enchantment sac outlet really helped, as I could use my graveyard as a form of protection against creature removal.
I think I must underestimate how strong the things that I do are, because despite having only value pieces and regularly milling and not pressuring much life total, I was still perceived as a massive threat next to the player who was ramping, sacrificing and recurring lands constantly, pinging us easily for 20-30 damage (he ended up winning), but I suppose that’s control-combo-ish decks for you haha
First game, I had a pretty great opening hand, making the game plan set up very smoothly and fast. Was crippled pretty hard by having my commander removed, greedily chose to put it into my graveyard as I had an enchantment to flicker to get it back to my hand, then got all my enchantments destroyed on the next player’s turn before it got to mine
Second game, I lagged behind when I decided to keep a hand without white mana to speed up time and missed land drops, but I turned the game around in my favour when I sandbagged a bit, kept my commander in the command zone, ate a Bojuka bog before casting a Singularity Rupture when everyone but me had wide creature boards. It really helped me recover as I then could cast my commander for 3 mana, and had half my library in my graveyard, ready to be escaped.
I think I could have won or pressured heavily if I sequenced my turn correctly, as I tried to pull off the rat combo but we ran out of time. I may have been short on mana, but if not, Skybinding a Twisted Sewer Witch for a double ping would have been funny lol (and now I am curious if both in play means I could repeatedly flicker it and constant burn on each end without being able to remove her step unless Skybind gets removed first)
Krenko, Tin Street Kingpin
Foundations Jumpstart
Art by Viko Menezes
EDHREC Rank: 809
Nails are brought back in shape, time to sort some Magic cards!
David Alvarez
Nezahal, Primal Tide
Secret Lair Drop
Art by Wayne Wu
Elrond of the White Council
Tales of Middle-earth Commander
Art by Javier Charro