In terms of Control, we are all used to the classic decks like UB or UW Control with occasional RB decks that just happen (but they
could be considered as midrange sometimes if they pack lots of creatures). Even if colors like Red and Green are used in Control, they are mostly as splashed color (UWr, UWg) for some quality cards. I believe that RtR-Theros format can be a place where another archetype of Control deck will be made - Izzet Control.
History knows some Izzet Control decks actually. The most popular one happened during days of original Ravnica block. Izzet Counterburn with White splash is still remembered by many due to powerfull interaction between high-quality burn spells and Swans of Bryn Argoll which actually allowed you to turn every burn spell that hits creatures into an actual draw. Drawing 3 cards for 2 mana was kind of efficent. But these days are actually gone and they will most probably never come back.
This time, if Izzet Deck is ever supposed to exist - it is not using any kind of powerfull combo as it's engine. What makes it good is actually the card pool it gets. Packing your
deck with Mountains and Islands gives you access to:
- arguably the best finisher in the format: Aetherling
- arguably the best boardwipe in the format: Anger of the Gods
- arguably the best counterspell in the format: Counterflux
- arguably the most versatile card in the format: Izzet Charm
All of these cards are amazing. Aetherling is an unkillable and unblockable beast that ends people as long as you have enough of mana to protect it. Anger of the Gods is whole turn faster than Supreme Verdict. Counterflux is the actual way to say "No". And when you mean "No", it really is "No" instead of "Dispel". And Izzet Charm - this card is full of versatility as it's either Shock in Aggro matchup, Spell Pierce in Control matchup and no-flashback Faithless Looting. All in one card.
If you got hooked up with the idea of playing UR Control -
let's see the prototype of the deck.
[deck]Creatures:
4 Frostburn Weird
2 Aetherling
Planeswalkers:
4 Jace, Architect of Thought
2 Ral Zarek
Other Spells:
4 Magma Jet
4 Lightning Strike
4 Izzet Charm
4 Essence Scatter
2 Turn // Burn
2 Anger of the Gods
2 Opportunity
Lands:
2 Mutavault
4 Steam Vents
4 Izzet Guildgate
8 Island
6 Mountain
2 Temple of Triumph
Sideboard:
4 Counterflux
2 Turn // Burn
2 Anger of the Gods
2 Mizzium Mortars
2 Catch // Release
2 Wear // Tear
1 Niv-Mizzet, Dracogenius[/deck]
Let's do some all-around card breakdown.
Frostburn Weird: 1/4 wall in Aggro matchups, 4/1 beater in Control matchups. This guy can put so much early pressure, stonewall most of creatures played in RDW and trade with lots of stuff as long as you have mana.
Aetherling: this is the ultimate winning condition. As long as you have some mana, he is unkillable, untouchable and unblockable. Gives your opponent
pretty short clock in terms of responding.
Jace, Architect of Thought: stonewall for Aggro and great draw engine. This deck heavily relies on having all the right responses - which is why it's relatively important to draw lots of cards. Jace allows you to do that few times and in case of your opponent not putting pressure big enough - threaten him with the ultimate.
Ral Zarek: most of you actually don't like Ral Zarek. I understand that. But what I see in this card is repetable source of 3 damage with minor upside. He's one of the very few Planeswalkers that actually have decent way of interacting with the board state when he comes. He: helps you at burning out big creatures, untaps your lands and blockers, threatens opponent with crazy ultimate. It MIGHT fizzle obviously, but your opponent would never want to check if it actually does or not.
Magma Jet/Lightning Strike:
classic burn package that could be reduced in the future. Burn cards while not dealing with everything your opponent could play - they for sure have some versatility which is big when your meta consists mostly of RDW and UW Control. When UW packs Azorius Charms and plays against creaturless Aetherling.deck - it feels sad as all it does is cantrip. With burn, you have the choice of killing small creatures OR chipping on your opponent's life. And that sweet Scry 2 on Magma Jet.
Izzet Charm: countering Sphinx's Revelation, killing Ash Zealot or filtering Draw 2/Discard 2. While all these modes aren't the most sexy ones in the history - packing them all into one card is what makes Izzet Charm so strong. With meta mostly filled with RDW and UW Control (especially on Modo), this is some real value.
Essence Scatter: creatures are good enough these days to be considered as main threat of nearly every deck. And while you do not have many ways to
interact with the big guys in each deck - this is one of those available for you. It deals with most of your troubles except of Mistcutter Hydra, Loxodon Smiter and Advent of the Wurm. On the other hand it completely nullifies the threats of Fanatic of Mogis and Aetherling. And guess what, those two cards are currently the best finishers in the format.
[card]Turn // Burn[/card]: Izzet's way of dealing with big stuff. While it's costly - it has some sweet options, especially when you have access to cards like Frostburn Weird. Because nobody told you that you can't just 2-for-1 your opponent if you have a blocker on the field, and one of his creatures has 2 toughness. It's a good response to Boros Reckoner as he looses the ability of sending the damage back at you or your creature.
Anger of the Gods: one of the scariest things RDW can ever face. It not only comes down on T3 and wipes their board. It also makes sure any Chandra's Phoenix will just never
come back. While it has a bit less value against GW/MonoG as it doesn't hit every creature they play - generally it's a really good card.
Opportunity: drawing 4 cards at instant-speed is really strong. I'd say when talking about 6 mana usage, it's much better than Sphinx's Revelation. Can't obviously deny the fact that SR scales into late-late game, but Opportunity is all you need when you REALLY want that gas for your deck to run.
Counterflux: pretty damn undervalued card. Last Word was a real Magic: The Gathering card back in the days. Having "cannot be countered" clausule makes it your wild card in Control mirrors. Opponent just wants to draw few thousands of cards from Sphinx's Revelation and has that mana untapped for his SB Dispel? Just say "No, thank you." It's overload will be irrelevant most of the times - sometimes you COULD catch some hotheaded Red player casting all his
burn spells at once. Then you're like Damn It Dude You Forgot This Existed.
Mizzium Mortars: strong card against midrange matchups as it not only hits many of their creatures (anything except of Polukranos/Deadbridge Goliath, Obzedat and Advent of the Wurm) but it also has built-in board wipe. It's just a good card to have in your deck.
[card]Catch // Release[/card]: you might spot that I love me some Fuse. Catch is for sure an interesting option. Capability of grabbing any permanent is nice upgrade from Act of Treason. We all do have the crazy stories about "what I did with Zealous Conscripts..." headlines, and this is sweet enough to be a good weapon against other control and midrange decks. Seeing that ready-to-ult Planeswalker? Ruin someone's day. I'm playing 2 Temple of Triumph just for the capability of theoretically casting Release. It's might not be the best card ever printed... but sometimes it could win games.
Because UW can
sacrifice: Aetherling (exiling him), Elspeth, Detention Sphere, no Artifact, Land. And you could steal their Jace to sacc him as well.
[card]Wear // Tear[/card]: another split card. What makes us feel good about it is the capability of responding to Hammer of Purphoros and Whip of Erebos. What makes us feel great about it is the mere possibility of doing 2for1 as we pack some Temples of Triumph. I love the fact that for 90% of times you can use it as 2-mana Smelt effect, but during those 10% it can win you games just by responding to some kind of annoying enchantment.
Niv-Mizzet, Dracogenius: While Niv is not as awesome as Aetherling, it's good to have some kind of split in terms of wincons just not to get blown by some kind of random extraction. Also, he's just like the advertises on porn sites
"One dragon knows all the secret to have a huge, fat CA and draws cards all day - the whole Control Players Community Hates Him! Click to learn his secret of
having huge CA!"
Cards I am considering as well:
Thoughtflare: 1-mana less, but you are loosing 2 cards. As long as deck will not get too many hiccups in terms of lands, I'd rather stay with the Opportunity though.
Young Pyromancer: Frostburn Weird stonewalls aggro. Then what Pyromancer does? It just puts those nasty 1/1 tokens onto battlefield while you are doing YOUR job of slinging spells around. I'm really considering swapping for him even while he's not as good against midrange as Frostburn is.
Izzet Staticaster: if PyroRed will get all the spotlights, Staticaster is your guy. He kills all the Satyrs, Pyromancers and elemental tokens while stonewalling 2/2 creatures this deck plays.
Cards I don't want to play:
[cards]Steam Augury[/cards]: this card deserves it's own deck which should probably be some kind of Midrange or even Counterburn. It floods your hand with the cards,
but those are not always the right ones. That's too dangerous to play it in the deck that relies on small amount of wincons to win.
Guttersnipe: I've seen some people on other forums obviously forcing into this deck. This card is just bad. Not Vexing Devil-bad, but just bad.
FAQ
Ral Zarek is shitter, why do you keep mentioning him?
1. I'm just a sucker for underdog Planeswalkers.
2. He is a source of repeatable damage who can also ramp you a bit.
3. He is a huge threat for any deck that can't put enough of pressure onto you. He grows fast and his ultimate is one of the most backbreaking things ever happening. It might fizzle and it might be useless - but your opponent for sure doesn't want to check it if actually will.
Why you are not playing Counterburn?
I actually loved Counterburn. I have to admit that I played it during SoM-INN format on unofficial polish championships with some
good results (dropped due to 2nd day being full of Draft - I really suck at drafting). So, what's the difference? I think I was the first guy that ever used Vapor Snag in competetive as Unsummon + free Gut Shot was good business, especially with Snapcaster Mage. We had Brimstone Volleys, Snapcaster Mage, Delver of Secrets and even filthy, filthy Tunnel Ignus (my another piece of tech - everyone was playing GR Wolf Run). Act of Aggression anyone?
I actually won one game against weird UW Control played by a really good player just by Act of Aggression-Vapor Snag-Snapcaster Mage combo. I actually used all 4 of each card to beat my opponent. Taking away my opponent's Wurmcoil Engine to kill his Elesh Norn (and Wurmcoil). Stalling the game by casting 7 copies of Vapor Snag (4 + 3 flashbacks). Fun days, fun times.
Currently played burn spells just don't really strike me as cards that can bring your opponent to 0 alone. Same goes for supporting creatures. 2/2 Can't Block is no 3/
2 Flying. During old days you could actually just dome your opponent for 5 with Brimstone Volley, wait till he attacks with something, cast Snapcaster Mage and target Volley for flashback, let Snap die and then aim for another 5.
Magma Jetting your opponent will not get you too far. Same as trying to hit him hard with unevasive Nivix Cyclops. Sad but true.