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Duel Commander: Guide - Control Metagame

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In today's article, we'll go through the most important control lists in Duel Commander.

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tradotto da Joey

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rivisto da Joey

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Duel Commander: The Control Meta

This article is the second in a series of 3 articles covering the Duel Commander metagame. The first one, which discussed aggro lists, can be found herelink outside website.

The control meta is much more straightforward than the aggro meta. Control decks in Duel Commander are usually Azorius (UW) or Dimir (UB), but the best control lists in the format are Esper (WUB), so they use the best each of these colors can offer.

Tivit - Esper Control

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Tivit is possibly the best example of a control deck in DC (though it isn't the best or the most popular - we'll discuss Atraxa soon). As we mentioned, it is as straightforward as all the other lists: it plays fast removals, counters, card draws, and one finisher.

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Let's see one Tivit list:

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Elminster, Azorius Control

You'll find the same base above in nearly all control lists in the format, adapted to each of their colors, obviously, or for other specific reasons.

Elminster is like a Tivit, but with only two colors. This is clearly bad, after all, it can't use excellent removals like Fatal Push. Instead, it has to use much worse options, like Condemn.

The only plus side is that its mana curve is a lot better. It can play less lands and more basic lands. Furthermore, because it doesn't play as many generically good cards as the other lists, it can use cards that are good in specific situations.

While Tivit plays 4 sweepers (cards that destroy all creatures in play, like Wrath of God), Elminster plays 7. Sunset Revelry is incredibly strong against aggro decks, while Dust Bowl is available as a way to get ahead against other control lists (decks with 3+ colors can't use a land that creates colorless mana - well, except for Temple of the False God).

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Atraxa, 4c Control

Atraxa is probably the best control list in the format, and there are good reasons for that. No pure green card sees much play (some lists have been playing Ancient Cornucopia, but that's it), but this color makes this deck quite valuable:

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And that's not all. This deck plays a real one-card-combo:

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Seriously, taking a Dream Halls into an Atraxa is bad, but your opponent will often find, in the top 10 cards in their deck, another terrible card as well. For instance, a Teferi, Time Raveler will return Atraxa to their hand so that they can play it again. A Supreme Verdict can solve all of their problems, and you know that, in the following turn, Atraxa will come again.

Beating Dream Halls in the early game is incredibly difficult. This card alone makes Atraxa one of the top contenders to the title of best control list (well, the fact that Atraxa is also a 7/7 and has flying, lifelink, and lifelink also helps)

Note: no one cares about deathtouch.
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Hidetsugu and Kairi, Dimir Combo-Control

Speaking of control lists that end the game fast, we simply had to add Hidetsugu and Kairi to this article. This is nearly a combo list, but the truth is that it plays a lot more like a control list overall. The idea is to use the commander's ability to cast a spell that wins the game for free (with Time Stretch's extra turns, for instance, or Sorin's Vengeance's 17 damage). This deck can technically win on turn 5 (just sacrifice your commander into a Flare of Malice or High Market), but matches are usually quite long and "draw-go oriented".

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Other Options

There are other Dimir-based (combo) control options in the format that use blue to select cards and tutor them (particularly, but not exclusively, Demonic Tutor). This Glarb, Calamity's Augur list plays Jace, Wielder of Mysteries and Thought Lash, Tainted Pact, and Demonic Consultation to end matches. It is quite popular.

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These are the big players in the format, but you'll eventually see someone playing something different. Ertai Resurrected can win matches with Parallax Tide combos and plays a much lighter commander that can bail you out of trouble, particularly against other combo lists.

Aminatou, the Fateshifter sees play in many lists, and some of them are control. Some of them work as "blueless" control lists, but they are usually so nuanced that they're better treated as combo lists (we'll explore them in our next article).

The Foundation of All Control Lists

The essence of all control lists we presented in this article is the same. They typically only play 6 to 10 creatures, mostly so that you don't waste time when you take a removal that costs less mana than the creature it removed. They also play a little over 20 counters and a lot of global and spot removals.

Only a few cards see play in these decks because they need the most efficient tools - DC is fast, efficient, and unfortunately doesn't have space for fun cards.

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Control decks are quite powerful. You'll usually end up deciding which match you want to coast through. If you play more counters, you'll easily beat combo lists and will be better prepared to face other control lists. On the other side, you'll struggle against aggros.

Playing more creatures (good blockers that can also attack) will improve your odds against other control lists and can work against aggros, but it is terrible against combos. Sweepers and lifegain cards will improve aggro matchups, but fail against the two other archetypes.

And, most importantly: you'll have to work hard to actually win and not end up with a tie! Decks in this format only play one copy of each card, so they are less consistent. They also play lots of tutors. If you want to play control lists, get ready to play fast with your fetchlands, your Demonic Tutors, and Enlightened Tutors. Make your decisions as fast as possible, or you won't gain eternal glory.

Know Thy Enemy and You'll Win Easily

Many cards are good against control decks and are natural staples because they perform well in other matchups. We mention these cards so that you know what to prioritize in your matches, though you won't always be able to do that.

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Mana dorks are good, but, because of how DC is, Halfling is a lot better. Either because it will make sure the commander can't be countered, or because of the many legendary creatures that see play among the 99 cards in each deck. An unanswered Halfling will often destroy control lists.

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These two creatures are great if you want to put pressure on the opponent, and they'll often lead to a great following turn. Of course, you may always remove them as you pass and still be able to counter something in your turn. However, you'll be forced to interact in turn 2, and, if you fail even a tiny bit, the game might end quite fast.

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This card is immune to sorcery speed removals, has "haste", and often represents a lot of damage. Seeing this land come into play is often terrifying because you'll have to find a Swords to Plowshares or make sure you have a big creature (like your commander) to block it.

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There are only a few cards that can deal with planeswalkers, and all of them can win the game by themselves. Some are clearly better and more explosive (like Minsc and Boo), but they will all constantly put pressure and force you to end the game fast. The fact that very few planeswalkers see play in DC means this type of threat is even more unpredictable, so they're even harder to play around.

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Monarch and the Initiative simply beat control lists. Of course, they're double-edged swords. If you play an Orcish Bowmasters as you pass, take the Initiative or become the Monarch, and "zero" the board, the match will get extremely easy. Still, these cards see play in many decks, so keep in mind some creatures simply must be countered.

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You want to play lands. Lots of lands. Like, "8 lands is not enough". The cards above will destroy many resources that are valuable to you, but not to your opponent. They also see a lot of play, and that's why most control lists play basic lands.

Final Words

Playing control lists in Duel Commander is definitely not easy, but these lists are quite popular and competitive. There are many options that may look similar but actually play out very different, as they win in different ways and at different speeds.

What do you think? Tell us your thoughts in our comment section below.

Thank you for reading, and see you next time!