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4 Force Of Will
4 Counterspell
4 Arcane Denial
2 Echoing Truth
4 Propaganda
1 Gush
4 Dominating Licid
4 Man-o'-war
4 Suq'Ata Firewalker
2 Fatespinner
3 Isochron Scepter
3 Aether Vial
2 Icy Manipulator

2 Wasteland
2 Riptide Laboratory
17 Island

Vial, Vial Blue.

Description of deck by its author (quoted):
This deck is based upon a principle: if blue can slow you down, it can beat you (and do it without Standstill too). The idea is to gain a decisive early game advantage by countering their key plays, and then begin to deploy your creatures, all of whom afford you some advantage once they are down. The Aether Vials do two things: they make your creatures free (all the creatures cost 3 converted), AND they make them uncounterable instants (which usually lets you win against other control decks). There are only 3 of them in the deck, as you can damn well win without them, you NEVER want to draw 2 in your opening 7. The Scepters are used as late plays in the deck, generally. Comments: -Most blue decks work on some sort of card advantage principle, and this one is no different, except that you don't draw more cards, you just use your cards much more efficiently than they do. This is my most conservative, anti-combo anti-speed deck. -possible substitutions: when playing in a slower environment, sub Temporal Adept for Fatespinner. The Icys are mostly there to deal with pro-blue/ large creatures; I would leave them in, but feel free to play around.

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by Andrew Younkins, deck submission to www.magicdeckvortex.com

CONTROL: Propaganda-Aether Vial advantage

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