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4 Birds of Paradise
4 Sakura Tribe Elder
4 Loxodon Hierarch
2 Grave-Shell Scarab
2 Kokusho, the Evening Star
3 Dimir House Guard
2 Ghost Council of the Orhzov
4 Wrath of God
4 Mortify
4 Putrefy
3 Phyrexian Arena
1 Cranial Extraction
1 Faith's Fetters

4 Overgrown Tomb
4 Temple Garden
4 Godless Shrine
2 Vitu Ghaza, the City Tree
1 Miren, the Moaning Well
3 Forest
2 Swamp
2 Plains

Sideboard:
2 Cranial Extraction
2 Hideous Laughter
3 Sacred Ground
4 Naturalize
1 Splinter
1 Eradicate
1 Faith’s Fetters
1 Persecute
Angry Dieties, Inc.

Description of deck by its author (quoted):
Guildpact has been out for a while now and decks are starting to tweak themselves out in Standard. R/G Beats is the "new kid on the block" alongside Orhzov Control and a few leaky Izzet decks. Zoo has gotten lots of new critters to unleash from their cages on unsuspecting opponents. With the influx of aggro decks, I'd like to talk about an archetype that is somewhat of a sleeper but I believe will become more potent in the new standard. That deck is BGW Control.

Aggro is hot right now. Whether it's Zoo or straight R/G, Rumbling Slums and Burning-Tree Shamans will be joining Kird Apes in multiple face smashing events across the country. Now, these cards are all well and good, but like all aggro decks they have a weakness. That weakness comes in the form of one of the best cards of all time: Wrath of God. Wrath and its cousins like Final Judgement, Kagemaro First to Suffer, and the situational Wildfire have been smashing weenie hoards into the dust for a long time.

However, with the Gruul creatures being so large for their mana costs (5/5 with no drawback turn three!) cards like the Mutilate on legs are potentially worse. Most of these creatures are quite out of Pyroclasm range and with a little help (*cough*Jitte!*cough*) they can easily survive Wildfire. Wrath has not this problem. Wrath says: "God is angry, you are all heathen little centaurs and monkeys and animated-ghettos so I shall smite thee." And there is much Smiting. But then the heathen dopplegangers that were hiding in your opponent’s hand come out to play with that damned Legendary fork that doesn't breath and therefore does not fall to smiting. So God needs a little help. Luckily, aide comes neatly in the form of the three mana duo of Mortify and Putrefy. And we might as well invite Loxodon Hierarch and Graveshell Scarab to the party as well.

Looks a bit odd, doesn't it? Well, the key to the deck is the Dimir Houseguard. Mr. Skullhead is transmutastic. He fetches Wrath, Extraction, Fetters, Council, or Hierarch. After boarding, he gets you're toolbox answers with Eradicate, Splinter, Persecute, and Hideous Laughter. This deck is a lean mean, aggro killing machine. The control match up can be difficult, but there are outs built into the board. Basically you want transmute for what you want on turn three (or two) and play it on the following turn. The spot removal tag team of Mortify and Putrefy kill just about everything of consequence.

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by Ted F. Cook II  @ www.londes.com

CONTROL: Wrath of God - Mortify / Putrefy

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