[Primer] Kiki Control
Posted: Sat Jul 05, 2014 10:16 pm
by NerdBoyWonder
WHAT IS KIKI CONTROL?
Kiki Control is a merging of UWR Control and UWR Twin lists. This new UWR lists brings in the disruptive elements of the control lists while providing an abrupt combo finisher that allows the deck to win games that may be unwinnable. Unlike the UWR Twin lists Kiki Control drops many of the staple Twin combo pieces for a more streamlined approach to the combo in Restoration Angel and Kiki-Jiki but also utilizes both pieces to provide powerful interactions with other creatures in the list.
Kiki Control is a merging of UWR Control and UWR Twin lists. This new UWR lists brings in the disruptive elements of the control lists while providing an abrupt combo finisher that allows the deck to win games that may be unwinnable. Unlike the UWR Twin lists Kiki Control drops many of the staple Twin combo pieces for a more streamlined approach to the combo in Restoration Angel and Kiki-Jiki but also utilizes both pieces to provide powerful interactions with other creatures in the list.
Creatures
Kiki-Jiki, Mirror Breaker: Essential combo piece and namesake of the deck. Powerful with all other creatures in the
deck and win condition when paired with Restoration Angel. In certain match ups though he is a bit slow. Current builds of the deck all have 3 but 2 would not be bad either. Recommended 2-3.
Restoration Angel: Another key piece to the combo win but also a powerful win condition on her own. When the combo win is not a viable option Angel beats plan is the other way to go. She also interacts with every creature in the deck. Recommended 4.
Wall of Omens: A 0/4 defender that blocks and survives most aggressive creatures in the format and draws a card. One of Restoration Angel's best friends. The card can be meta dependent and primarily excels in aggro heavy metas. Recommended 4 of currently but can change.
Snapcaster Mage: Biggest utility card in the deck. Can provide early aggression against certain match ups and provides card advantage in others. Another of Restoration Angel's Best friends.
Recommended 2-4.
Vendilion Clique: Allows you to peek at your opponents hand and removes a card in exchange for another. It also allows us to loot a card for another. An aggressive 3/1 flying body also helps with the Angel Beats plan. Recommended 1-2.
deck and win condition when paired with Restoration Angel. In certain match ups though he is a bit slow. Current builds of the deck all have 3 but 2 would not be bad either. Recommended 2-3.
Restoration Angel: Another key piece to the combo win but also a powerful win condition on her own. When the combo win is not a viable option Angel beats plan is the other way to go. She also interacts with every creature in the deck. Recommended 4.
Wall of Omens: A 0/4 defender that blocks and survives most aggressive creatures in the format and draws a card. One of Restoration Angel's best friends. The card can be meta dependent and primarily excels in aggro heavy metas. Recommended 4 of currently but can change.
Snapcaster Mage: Biggest utility card in the deck. Can provide early aggression against certain match ups and provides card advantage in others. Another of Restoration Angel's Best friends.
Recommended 2-4.
Vendilion Clique: Allows you to peek at your opponents hand and removes a card in exchange for another. It also allows us to loot a card for another. An aggressive 3/1 flying body also helps with the Angel Beats plan. Recommended 1-2.
Spells
Lightning Bolt: 3 damage for 1 mana. Kills most things in the format as well provides you an out and can let you burn out your opponent. Recommended 3-4
Path to Exile: Exile a creature for 1 mana in exchange for a basic land. Removes other creatures that bolt can't hit. Also is used to ramp your mana when needed. Recommended 3-4
Electrolyze: Key card against many small aggressive decks. For 3 mana can allow for 2 for ones while also netting you a card. One of the best removal spells against Affinity. Recommended 3-4
Mana Leak:
Strong early game counters that normally would be dead in the late game BUT along side tectonic edge should always keep these active. Recommended 3-4
Remand: While traditional UWR lists run anywhere from 0 to 1 due to not being able to utilize the tempo advantage Kiki Control on the other hand can due to its combo finish. Also provides card draw. Recommended 2-3
Spell Snare: Counters Goyf, Bob and a few other relevant spells in the format but can be quite dead against a slew of other things. The original lists from MOCs played 3 while current lists play a miser's copy. Recommended 0-4.
Cryptic Command: A staple in UWR control lists but the card is in contention with Kiki-Jiki due to both having triple mana symbol costs. Recommended 0-1.
[card]Sphinx's Revelation[/card]: Can net you many cards, pull you back into the game, and pull you away from death. While all these
things are true in Standard, in Modern the card can at times be polarizing. Recommended 0-1
Path to Exile: Exile a creature for 1 mana in exchange for a basic land. Removes other creatures that bolt can't hit. Also is used to ramp your mana when needed. Recommended 3-4
Electrolyze: Key card against many small aggressive decks. For 3 mana can allow for 2 for ones while also netting you a card. One of the best removal spells against Affinity. Recommended 3-4
Mana Leak:
Strong early game counters that normally would be dead in the late game BUT along side tectonic edge should always keep these active. Recommended 3-4
Remand: While traditional UWR lists run anywhere from 0 to 1 due to not being able to utilize the tempo advantage Kiki Control on the other hand can due to its combo finish. Also provides card draw. Recommended 2-3
Spell Snare: Counters Goyf, Bob and a few other relevant spells in the format but can be quite dead against a slew of other things. The original lists from MOCs played 3 while current lists play a miser's copy. Recommended 0-4.
Cryptic Command: A staple in UWR control lists but the card is in contention with Kiki-Jiki due to both having triple mana symbol costs. Recommended 0-1.
[card]Sphinx's Revelation[/card]: Can net you many cards, pull you back into the game, and pull you away from death. While all these
things are true in Standard, in Modern the card can at times be polarizing. Recommended 0-1
Lands
Celestial Colonnade: A manland that is another win condition as well as provides U/W mana. Recommended 4.
Tectonic Edge: Powerful land disruption spell that fights opposing manlands as well as shutting off colored sources to opponents and keeps Mana Leak live. Recommended 2-3
Cascade Bluffs: Mana fixer that can provide mana for some of the more mana intensive spells. Recommended 1.
Desolate Lighthouse: Looting that allows you to dig to obtain spells that you need. Recommended 1.
Sulfur Falls: Acts as Steam Vents 4 or 5. Recommended 1.
Fetches: Recommended 8
Shocklands: Sacred Foundry Steam Vents and [card]Hallowed
Fountain[/card] all are needed but to varying degrees. Steam Vents is the most important with the deck wanted 3 to 4. The others are all singletons.
Basics: To protect against bloodmoon. Recommended are 2 Islands and 2 Plains in order to continue to cast spells.
Tectonic Edge: Powerful land disruption spell that fights opposing manlands as well as shutting off colored sources to opponents and keeps Mana Leak live. Recommended 2-3
Cascade Bluffs: Mana fixer that can provide mana for some of the more mana intensive spells. Recommended 1.
Desolate Lighthouse: Looting that allows you to dig to obtain spells that you need. Recommended 1.
Sulfur Falls: Acts as Steam Vents 4 or 5. Recommended 1.
Fetches: Recommended 8
Shocklands: Sacred Foundry Steam Vents and [card]Hallowed
Fountain[/card] all are needed but to varying degrees. Steam Vents is the most important with the deck wanted 3 to 4. The others are all singletons.
Basics: To protect against bloodmoon. Recommended are 2 Islands and 2 Plains in order to continue to cast spells.
Sideboard Card Options
Anger of the Gods: Good early wipe with an exile clause. Great against aggro decks and perfect against Pod decks.
Wrath of God: Why this over Supreme Verdict? Primarily for the No Regeneration clause. On top of that the matches you bring in a wipe don't run counter magic to begin with.
Counterflux: Wins the counter war against combo and control match ups.
Stony Silence: For the Affinity match up. Shuts off their deck but still does not deal with Etched Champion.
[card]Shatterstorm[/card:
1p9sc6ce]: Another viable option against Affinity. Does deal with Etched Champion and all non-creature artifacts in the deck.
Threads of Disloyalty: Goyf Thief.
Shadow of a Doubt: Stops Pod or Scapeshift from searching for a turn while netting you a card.
Relic of Progenitus: Graveyard hate to fight off Goyfs and Graveyard strategies. Can also net a card.
Dispel: In for the counter war as well as to protect Kiki from instant speed removal.
Timely Reinforcements: Brought in against aggressive strategies such as Burn.
Honden of Seeing WInds or Keranos, God of Storms: Both currently being tested as card advantage engines to combat Jund.
Wrath of God: Why this over Supreme Verdict? Primarily for the No Regeneration clause. On top of that the matches you bring in a wipe don't run counter magic to begin with.
Counterflux: Wins the counter war against combo and control match ups.
Stony Silence: For the Affinity match up. Shuts off their deck but still does not deal with Etched Champion.
[card]Shatterstorm[/card:
1p9sc6ce]: Another viable option against Affinity. Does deal with Etched Champion and all non-creature artifacts in the deck.
Threads of Disloyalty: Goyf Thief.
Shadow of a Doubt: Stops Pod or Scapeshift from searching for a turn while netting you a card.
Relic of Progenitus: Graveyard hate to fight off Goyfs and Graveyard strategies. Can also net a card.
Dispel: In for the counter war as well as to protect Kiki from instant speed removal.
Timely Reinforcements: Brought in against aggressive strategies such as Burn.
Honden of Seeing WInds or Keranos, God of Storms: Both currently being tested as card advantage engines to combat Jund.
Decklists
[deck]Paul Nemeth 9th Place MOCs List[/deck]
[deck]Shaun McLaren GP Minneapolis 4th Place List[/deck]
[deck=Shaun McLaren's current List]Creatures (14)
4 Restoration Angel
2 Snapcaster Mage
4 Wall of Omens
3 Kiki-Jiki, Mirror Breaker
1 Vendilion Clique
Lands (26)
2 Island
1 Mountain
1 Plains
4 Arid Mesa
1 Cascade Bluffs
4 Celestial Colonnade
1 Desolate Lighthouse
1 Hallowed Fountain
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
1 Sulfur Falls
3 Tectonic Edge
Spells (20)
4 Electrolyze
2 Lightning Bolt
4 Mana Leak
4 Path to Exile
3 Remand
1 Spell Snare
1 Sphinx's Revelation
1 Flame Slash
Sideboard
1 Relic of Progenitus
2 Stony Silence
1 Threads of Disloyalty
n1 Celestial Purge
2 Counterflux
1 Dispel
1 Shadow of Doubt
1 Honden of Seeing Winds
1 Timely Reinforcements
2 Wrath of God[/deck]
[deck=NBW's Kiki Control]Creatures (14)
4 Restoration Angel
2 Snapcaster Mage
4 Wall of Omens
3 Kiki-Jiki, Mirror Breaker
1 Vendilion Clique
Lands (26)
2 Island
1 Mountain
1 Plains
4 Arid Mesa
1 Cascade Bluffs
4 Celestial Colonnade
1 Desolate Lighthouse
1 Hallowed Fountain
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
1 Sulfur Falls
3 Tectonic Edge
Spells (20)
3 Electrolyze
4 Lightning Bolt
4 Mana Leak
4 Path to Exile
3 Remand
1 Spell Snare
1 Sphinx's Revelation
Sideboard
2 Relic of Progenitus
3 Stony Silence
1 Anger of the Gods
1 Supreme Verdict
2 Counterflux
1 Dispel
1 Shadow of Doubt
1 Wrath of God
1 Keranos, God of Storms
2 ???[/deck]
[deck]Shaun McLaren GP Minneapolis 4th Place List[/deck]
[deck=Shaun McLaren's current List]Creatures (14)
4 Restoration Angel
2 Snapcaster Mage
4 Wall of Omens
3 Kiki-Jiki, Mirror Breaker
1 Vendilion Clique
Lands (26)
2 Island
1 Mountain
1 Plains
4 Arid Mesa
1 Cascade Bluffs
4 Celestial Colonnade
1 Desolate Lighthouse
1 Hallowed Fountain
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
1 Sulfur Falls
3 Tectonic Edge
Spells (20)
4 Electrolyze
2 Lightning Bolt
4 Mana Leak
4 Path to Exile
3 Remand
1 Spell Snare
1 Sphinx's Revelation
1 Flame Slash
Sideboard
1 Relic of Progenitus
2 Stony Silence
1 Threads of Disloyalty
n1 Celestial Purge
2 Counterflux
1 Dispel
1 Shadow of Doubt
1 Honden of Seeing Winds
1 Timely Reinforcements
2 Wrath of God[/deck]
[deck=NBW's Kiki Control]Creatures (14)
4 Restoration Angel
2 Snapcaster Mage
4 Wall of Omens
3 Kiki-Jiki, Mirror Breaker
1 Vendilion Clique
Lands (26)
2 Island
1 Mountain
1 Plains
4 Arid Mesa
1 Cascade Bluffs
4 Celestial Colonnade
1 Desolate Lighthouse
1 Hallowed Fountain
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
1 Sulfur Falls
3 Tectonic Edge
Spells (20)
3 Electrolyze
4 Lightning Bolt
4 Mana Leak
4 Path to Exile
3 Remand
1 Spell Snare
1 Sphinx's Revelation
Sideboard
2 Relic of Progenitus
3 Stony Silence
1 Anger of the Gods
1 Supreme Verdict
2 Counterflux
1 Dispel
1 Shadow of Doubt
1 Wrath of God
1 Keranos, God of Storms
2 ???[/deck]