A Guide to Pauper Archetypes - Control
In the third article of this series, we have a compilation of the main decks that fit the Control archetype in Pauper, with an analysis of their characteristics!Edit Article
Control in Pauper
The Flicker Decks
Tronwas, for years, the only viable Control in Pauper because it was so effective in this category that other lists simply looked like worse versions of it. After all, Tron could cover absolutely everything the other lists offered while cheating on mana with the classic 1 + 1 +1 = 7 math that Urza lands offer, making them able to play more spells than any fair deck in the format, punishing the other late-game strategies and being a huge Midrange killer. Tron is, literally, a Five-Color Toolbox Control that uses the most varied spells and answers to the most varied situations, while managing to establish an absurd amount of card advantage through its interactions added to the consistency that one of the few tutors in format, Mystical Teachings, adds.
Jeskai EphemerateArcum's Astrolabe, the
Jeskai Ephemeraterelies on micro-interaction between its creatures and spells and the diversity of answers against the Metagame to establish its strategic advantage.
Esper Reanimatorbets more fully on the interaction between Late to Dinner and high-impact creatures to win the game.
extremely slowand easy to respond to with other blue-based decks, and require a very extensive setup to work effectively, as the opponent only needs to worry about responding to one or two cards while the rest of your list is entirely reactive.
Dimir Control, or Dimir Monarch, is an archetype that has been appearing in Leagues for the past few weeks, and can be seen as the natural evolution of Dimir Delver, a Tempo deck that no longer fits Metagame standards due to how the absence of free spells made it an inferior option to Dimir Faeries, focused on adapting to the current Metagame scenario where matches are resolved, at most times, based on attrition.
Tortured Existenceis one of the strangest archetypes in the format and difficult to categorize, but I see it as a Control because its strategy fits these patterns: it takes a long time to win the game, it establishes a soft-lock that makes it impossible for the opponent to execute their own strategy, and attempts to have inevitability before trying to win.
Orzhov Pestilencewas severely punished by the absence of Bonder's Ornament and the growth of Affinity and Boros Synthesizer, but it's still a historical archetype that may eventually return.
Turbo Fogis a full control attempting to make the most out of a creature-based format by basically preventing any damage they can do to you every turn.