Every Extend(ed) Extra Part 2: Combo/Control

Welcome back! In Part 1, I covered the aggro and aggro-control decks that you are most likely to see while playing in PTQs this Extended season. This edition will cover the flip side: control and combo. As in the previous article, I will be discussing the decks that have proven to be the most popular and/or successful, so there are certain decks you may not see mentioned specifically.

So, without further ado, let's start with one of the preseason favorites...

Shaheen Sorani—U/W Tron
2006 World Championship
 
CREATURES
2x Eternal Dragon
2x Exalted Angel
2x Solemn Simulacrum

SPELLS
4x Condescend
4x Fact or Fiction
4x Remand
3x Repeal
3x Decree of Justice
3x Wrath of God
2x Renewed Faith

ARTIFACTS
4x Azorius Signet
3x Mindslaver
1x Talisman of Progress
LAND
4x Hallowed Fountain
4x Urza's Mine
4x Urza's Power Plant
4x Urza's Tower
1x Academy Ruins
1x Adarkar Wastes
3x Island
2x Plains
SIDEBOARD
4x Meddling Mage
3x Sphere of Law
3x Sun Droplet
3x Tormod's Crypt
2x Trickbind

Any deck with Urza lands has the capability of dominating, and this is no exception. Obviously, the deck likes to stall with Condescend, Remand, and Repeal, finally Wrathing away the board and setting up for the win with its draw spells into Decree of Justice or Mindslaver + Academy Ruins. The sideboard has several cards for the aggro matchups, as well as hate for the combo players in the form of Meddling Mage and Trickbind, allowing you to buy time until you can set up your mid/late game. When this deck was played, Aggro Flow was not really on the radar, so you definitely want to be wary of that, as they can lock you out as early as turn 1 with Destructive Flow. Even though many of the slots in the deck are pretty much set in stone, there are several additional options presented by alternate builds. Here is one such example:

Richard Feldman—Tenacious Tron
5th Place—Nashville, TN—1/27/07
 
CREATURES
1x Platinum Angel
1x Razormane Masticore
1x Sundering Titan

SPELLS
4x Condescend
4x Remand
4x Thirst for Knowledge
3x Gifts Ungiven
3x Wrath of God
2x Repeal
2x Decree of Justice

ARTIFACTS
4x Chalice of the Void
4x Chrome Mox
3x Azorius Signet
1x Crucible of Worlds
1x Engineered Explosives
1x Mindslaver
LAND
4x Urza's Mine
4x Urza's Power Plant
4x Urza's Tower
3x Hallowed Fountain
2x Skycloud Expanse
1x Academy Ruins
1x Flooded Strand
1x Petrified Field
1x Island
SIDEBOARD
2x Repeal
2x Engineered Explosives
2x Platinum Angel
2x Razormane Masticore
2x Ghost Quarter
1x Gifts Ungiven
1x Mindslaver
1x Serrated Arrows
1x Tormod's Crypt
1x Academy Ruins

Designed by Feldman and Zac Hill, this build differs significantly from most "conventional" builds, cutting the card advantage factor of Fact or Fiction in favor of the raw power of Gifts Ungiven. There are only a handful of piles that you would ever conceivably construct, but almost all of them give you an out or the Mindslaver lock (a pile of Mindslaver, Crucible Of Worlds, Academy Ruins, and Petrified Field will do the trick). One of the deck’s biggest strengths is the presence of a full set of Chalice of the Void, a card which can devastate the game plans of many opposing decks, allowing you to essentially ride it to victory. In addition, the finisher suite is deceptively powerful, with the usual suspects (Sundering Titan, Decree of Justice) backed up by the "new" toys: Platinum Angel and Razormane Masticore. The Angel can steal games where the opponent has no maindeck outs, sometimes allowing you to essentially win on turn three. The Razormane, on the other hand, mows down opposing creatures brutally and efficiently, caring nothing about their color or casting cost; he is indiscriminant in his killing, and has quite the large body as well. If the deck has a definite weakness, it is against Destructive Flow; unless you can drop Crucible before they drop Flow, and protect it, you will be in for a hard time, as the one basic land should tell you. Aside from that inherent weakness, this build is quite strong, and I expect to see it more often as the season winds down.

Next up is another flavor of U/W "big mana", courtesy of the home of shapeshifters...

Josh Stewart—Trinket-Post
4th Place—Los Angeles, CA—2/3/07
 
CREATURES
3x Trinket Mage
2x Exalted Angel
2x Triskelion

SPELLS
4x Fact or Fiction
4x Spell Snare
4x Talisman of Progress
3x Condescend
3x Thirst for Knowledge
3x Wrath of God
2x Decree of Justice
2x Mindslaver
1x Azorius Signet
1x Chalice of the Void
1x Engineered Explosives
1x Pithing Needle
LAND
4x Cloudpost
4x Hallowed Fountain
4x Vesuva
3x Adarkar Wastes
3x Flooded Strand
1x Academy Ruins
1x Ancient Den
1x Seat of the Synod
3x Island
SIDEBOARD
3x Disenchant
3x Sphere of Law
2x Arcane Laboratory
2x Chalice of the Void
2x Tormod's Crypt
1x Rule of Law
1x Engineered Explosives
1x Pithing Needle

Although there are several differences in card choices, Trinket-Post plays very similarly to U/W Tron: draw cards, eliminate threats, establish control, and either win via big threats or lock out the game with Mindslaver recursion. The primary difference is, of course, the mana base. This setup has advantages and disadvantages, naturally. The primary advantage is that the Cloudpost/Vesuva engine will produce more mana than Tron, with a combination of 3 Cloudpost/Vesuva producing nine mana, whereas a set of Tron will "only" produce seven mana, and so forth. Another positive is that you will have four more slots open for colored mana sources, which is sometimes hard to come by in the big mana decks. The primary disadvantage is the fact that without a Cloudpost, Vesuva is not particularly relevant. In addition, your mana engine comes into play tapped, which can sometimes spell doom for you against some of the faster aggro decks. I can’t claim to know which mana engine is "better", because there are countless variables involved; I can only say that both are powerful and should be feared. The other relevant difference regarding this build is the inclusion of Trinket Mage and his toolbox. As discussed before, the Mage allows you to play 1-of answers maindeck, and in conjunction with Academy Ruins, you can really improve some matchups by recurring Tormod's Crypt or Engineered Explosives. Trinket-Post allows for more flexibility within the maindeck, but is it "better" than Tron? It's hard to say. Either way, you'll see plenty of both, especially in a field light on Destructive Flow.


Next we’ll give a shout out to an "old" favorite...

Davin Frankosky—Scepter-Chant
1st Place—High Point, NC—2/17/07
 
CREATURES
3x Dwarven Blastminer
1x Eternal Dragon
1x Exalted Angel

SPELLS
4x Counterspell
4x Thirst for Knowledge
3x Cunning Wish
3x Fact or Fiction
3x Force Spike
3x Wrath of God
3x Fire/Ice
2x Orim's Chant
1x Absorb
1x Lightning Helix
ARTIFACTS
4x Isochron Scepter
1x Chrome Mox

LAND
4x Flooded Strand
3x Adarkar Wastes
2x Sacred Foundry
2x Seat of the Synod
2x Steam Vents
1x Academy Ruins
1x Ancient Den
1x Hallowed Fountain
5x Island
2x Plains
SIDEBOARD
3x Morningtide
2x Disenchant
1x Echoing Truth
1x Hinder
1x Stifle
1x Dwarven Blastminer
1x Exalted Angel
1x Orim's Chant
1x Pulse of The Fields
1x Wing Shards
1x Fire/Ice
1x Lightning Helix

Typically, Scepter-Chant is one of the more homogenous decks in the format, with most builds being very similar, barring the occasional tech. This build, however, is definitely not the norm, as it has cut Teferi, Mage of Zhalfir in favor of Dwarven Blastminer. While weakening the actual lock aspect of the deck, it helps in some of the more troublesome matchups like Tron and Trinket-Post. Regardless, the main plan is to imprint Orim's Chant onto Isochron Scepter to keep the opponent from playing spells and attacking until you can clear their board and deal lethal damage with creatures and/or burn spells. More to the norm, the deck has the usual countermagic, and can always imprint Counterspell onto the Scepter to stall until it finds a way to win, which will often be Cunning Wish into Lightning Helix onto the Scepter. Because of the large amounts of cheap permission plus the removal (and Cunning Wish), aggro matchups aren’t terribly bad for Scepter-Chant, Ichorid notwithstanding. The sideboard is very Wish-centric, containing a lot of the tools you'll need for most situations you can expect to see, in addition to answers for Ichorid and Destructive Flow. In all, a very innovative build for a stale deck, and obviously a strong one as well. I would still try to fit Teferi in somewhere, but that’s just me, I guess.

Our next control deck is an evolved form of a deck I know well...

Jesse Hawkins—Gifts Rock
6th Place—High Point, NC—2/17/07
 
CREATURES
4x Birds of Paradise
4x Sakura-Tribe Elder
3x Eternal Witness
3x Loxodon Hierarch
1x Genesis
1x Ravenous Baloth

SPELLS
4x Gifts Ungiven
3x Cabal Therapy
3x Duress
3x Living Wish
2x Putrefy
1x Haunting Echoes
1x Smother
1x Plow Under
1x Global Ruin
1x Vindicate
ENCHANTMENTS
3x Pernicious Deed

LAND
4x Overgrown Tomb
4x Windswept Heath
2x Polluted Delta
1x Breeding Pool
1x Godless Shrine
1x Golgari Rot-Farm
1x Hallowed Fountain
1x Temple Garden
2x Forest
1x Island
1x Plains
1x Swamp
1x Snow-Covered Forest
SIDEBOARD
2x Krosan Grip
1x Cabal Therapy
1x Duress
1x Withered Wretch
1x Meloku, the Clouded Mirror
1x Eternal Witness
1x Loaming Shaman
1x Kataki, War's Wage
1x Harmonic Sliver
1x Meddling Mage
1x Loxodon Hierarch
1x Pernicious Deed
1x Ghost Quarter
1x Golgari Rot-Farm

Based on The Rock of old, this deck is a card advantage house, with Gifts Ungiven allowing you to search out your engine (Genesis + Eternal Witness + 2 other cards), or to search for answers, or to search out threats. It has a nice disruption package for the combo and control matchups, as well as a variety of removal for the aggro matchups. It is a bit on the slow side, but the overall strategy is very powerful. Pernicious Deed can make a huge impact in some matchups, and Living Wish allows you to tutor for a threat to finish off the opponent after they have been overwhelmed by your card advantage. The sideboard again is Wish-centric, but it also contains some powerful spells to Gifts for to make the control and combo matchups a little better. This is one of the more skill intensive decks you will find in the format, so don't expect to pick it up the night before a tournament and do really well with it. The deck lends itself well to metagame customization while retaining the core strategy of winning with card advantage, and you will need to make more choices in each game than you would with most decks. It has sort of fallen by the wayside in favor of the more aggressive Flow-based Rock decks, but it has a lot of powerful cards, so never count it out.


Next, a control deck that may evoke nightmares in some players...

Daniel Neeley—Trinket-Tog
7th Place—High Point, NC—2/17/07
 
CREATURES
4x Dark Confidant
3x Trinket Mage
3x Psychatog
1x Meloku, the Clouded Mirror

SPELLS
4x Counterspell
3x Ghastly Demise
3x Thirst for Knowledge
3x Spell Snare
2x Fact or Fiction
2x Repeal
1x Smother

ENCHANTMENTS
3x Counterbalance

ARTIFACTS
3x Sensei's Divining Top
1x Engineered Explosives
1x Pithing Needle
1x Tormod's Crypt
LAND
4x Polluted Delta
3x Flooded Strand
3x Watery Grave
1x Academy Ruins
1x Cephalid Coliseum
1x Hallowed Fountain
1x Oboro, Palace in the Clouds
1x Seat of the Synod
1x Vault of Whispers
6x Island
1x Swamp
SIDEBOARD
4x Duress
4x Kataki, War's Wage
2x Infest
2x Smother
2x Trickbind
1x Engineered Explosives

Regardless of how many times people say it, Psychatog will never die. After Time Spiral was unveiled, people again claimed that ‘Tog was dead, this time due primarily to Sudden Shock and Tormod's Crypt; they were, of course, wrong. As is becoming par for the course during this PTQ season, Trinket Mage rears its head again, primarily to set up the Counterbalance/Sensei's Divining Top combo, but also to tutor up the 1-of answers found in the maindeck. Dark Confidant makes an appearance, adding yet another card advantage engine to the deck, as well as being particularly good with Top. The Boros matchup is weakened by this, but it was probably dismissed as a threat since it has been persona non grata for most of the PTQ season. Instead, the deck builder chose to go for help with the Affinity menace, adding the very minor white splash to support the 4 copies of Kataki in the sideboard. There's just no getting rid of Dr. Teeth. Well, not until October of 2008, that is.

The final control deck I'll discuss today was once a very popular deck in Standard, but has sort of fallen off of the radar in recent times...

Shawn Iden—Astral Slide
5th Place—Madison, WI—2/10/07
 
CREATURES
4x Sakura-Tribe Elder
3x Eternal Witness
3x Loxodon Hierarch

SPELLS
4x Living Wish
4x Gilded Light
4x Wrath of God
3x Life from the Loam
3x Plow Under
3x Renewed Faith
ENCHANTMENTS
4x Astral Slide

LAND
4x Secluded Steppe
4x Tranquil Thicket
4x Windswept Heath
3x Nantuko Monastery
3x Temple Garden
4x Forest
3x Plains
SIDEBOARD
3x Krosan Grip
3x Orim's Chant
1x Eternal Witness
1x Loaming Shaman
1x Kataki, War's Wage
1x Harmonic Sliver
1x Loxodon Hierarch
1x Sundering Titan
1x Blinkmoth Well
1x Boseiju, Who Shelters All
1x Ghost Quarter

Another very customizable deck, Slide is typically a house against any aggro deck, and with the proper build it can be successful against control and combo as well. The various builds usually have at least one soft lock of some kind, and in this case, you have Eternal Witness in conjunction with Plow Under; if you can establish control, you can cast Plow Under every turn using Eternal Witness with Astral Slide. In addition, out of the sideboard, you can also loop Orim's Chant. This deck's designer decided to go with the Living Wish plan, allowing for several answers in the sideboard, including answers to very problematic cards with Blinkmoth Well and Ghost Quarter. The Wishes also give you access to your big finisher: Sundering Titan. Traditionally, the Titan has been incredibly effective AGAINST Slide; in this case, you can devastate your opponent's manabase repeatedly if necessary while bashing in for the win. This build is slightly different than most that are seen, as it has no Eternal Dragon or Decree of Justice for the long game, preferring to rely on Nantuko Monastery and Wishes to finish the game. Many builds also splash black for disruption in the form of Duress and Cabal Therapy, or red for Dwarven Blastminer, which can wreck many a deck if it drops on turn 2. It is up to you to decide if this additional versatility is worth the weaker manabase.


Now we will look at the more successful combo decks in the environment. First, the school bully...

Jelger Wiegersma—TEPS
2006 World Championships
 
SPELLS
4x Cabal Ritual
4x Careful Study
4x Burning Wish
4x Rite of Flame
4x Seething Song
3x Duress
3x Sins of the Past
3x Mind's Desire
1x Tendrils of Agony
1x Chain of Vapor

ARTIFACTS
4x Chromatic Star
4x Sensei's Divining Top
LAND
4x Ancient Spring
4x Geothermal Crevice
4x Sulfur Vent
3x Polluted Delta
2x Bloodstained Mire
1x Blood Crypt
1x Steam Vents
1x Watery Grave
1x Swamp
SIDEBOARD
4x Defense Grid
2x Chain of Vapor
1x Duress
1x Sins of the Past
1x Tendrils of Agony
1x Mind's Desire
1x Channel the Suns
1x Empty the Warrens
1x Pyroclasm
1x Shattering Spree
1x Hull Breach

Probably the most explosive deck in Extended, TEPS (which stands for The Extended Perfect Storm…yes, silly) has existed for a while, but it wasn’t until Rite of Flame was printed that it became a force in the format. In case you don't know, the deck wins by chaining a lot of spells into a Mind's Desire, which will then fuel more Desires, into a large Tendrils of Agony or Empty the Warrens for the win. The acceleration in the deck is second to none, and the deck is quite consistent, although it can fold to disruption backed by a fast clock. The deck has solid matchups overall, with almost every matchups being at least 50-50, and most better than that. This particular build is a little different than most I have seen, eschewing the more explosive Chrome Mox and Lotus Bloom for a more stable, consistent build, upping the land count slightly. There are obvious benefits with the Mox/Lotus version, adding even more acceleration to put it at critical mass. The only issue with this build is that the Desires can have too much mana/setup cards and not enough bombs, but I think the higher consistency overall makes up for that. The sideboard is mostly Wish targets, but also include Defense Grid for the control matchups, and Chain of Vapor for the often lethal Pyrostatic Pillar, which will be present in droves if Boros and Affinity builds are common in a tournament. Another solid deck that can just flat out win in an unprepared metagame; play it or prepare to play against it.


Next we have another dirty combo deck, one that has fallen out of favor in recent times...

Dan Skinner—Heartbeat Combo
2nd Place—Kansas City, MO—2/17/07
 
CREATURES
4x Sakura-Tribe Elder
1x Eternal Witness

SPELLS
4x Cunning Wish
4x Gifts Ungiven
4x Nostalgic Dreams
4x Search for Tomorrow
3x Fact or Fiction
3x Early Harvest
2x Moment's Peace
1x Deep Analysis
1x Ideas Unbound
1x Muddle the Mixture
1x Revive
ENCHANTMENTS
4x Heartbeat of Spring

LAND
12x Forest
9x Island
1x Snow-Covered Forest
1x Snow-Covered Island
SIDEBOARD
2x Gigadrowse
1x Brain Freeze
1x Deep Analysis
1x Echoing Truth
1x Envelop
1x Mana Short
1x Muddle the Mixture
1x Opportunity
1x Stifle
1x Early Harvest
1x Hunting Pack
1x Krosan Grip
1x Moment's Peace
1x Seedtime

Last Extended season, Heartbeat of Spring-based combo burst onto the scene with PT: Los Angeles and remained the only competitive combo deck in the format for the length of the season. Using loads of mana gained by Heartbeat of Spring combined with Early Harvest, the deck burns through card-drawing spells, building up the storm count to unleash a lethal Brain Freeze; the Heartbeat player can then deck the opponent with Opportunity or Deep Analysis. The deck is quite resilient to disruption unless there is a very fast clock on the table; otherwise, you can Gifts into the combo at any given time. There are really two schools of thought on the way the deck is constructed, and that primarily centers around including either the Ideas Unbound/Nostalgic Dreams engine or simply playing the powerful Mind's Desire. The Desire builds are a little more open to various hate cards, such as Stifle, Orim's Chant, and the newly-seen-again Trinisphere. On the flip side, the Ideas/Dreams builds (called Nevermind) are slightly more vulnerable to Tormod's Crypt, Pyrostatic Pillar, and Chalice of the Void. Nevermind builds are, generally speaking, slightly faster than Desire-based builds, which is sometimes relevant in the current environment. Regardless, there are several hate cards out there that can hurt either build, and that is what the Wishboard is for. Most of the cards are pretty self-explanatory, but a couple deserve special mention. First, Gigadrowse can obviously act as a Mana Short or a Moment's Peace, but make note that Tormod's Crypt requires a tap to activate, so you can turn it "off" before going off to protect your graveyard; you can also "turn off" a Trinisphere with it. Second, Hunting Pack is there to be used in a pinch if they can't be decked for some reason, or can't be targeted, or some other nonsense that won't allow you to win the "normal" way. As far as the deck goes, it’s still a solid competitor, but it seems people have shied away from it in favor of TEPS, so it is not really expected; you can take advantage of that. Just be sure to practice your Gifts piles.


The last deck I'll be listing today is another combo deck. And yes, it IS a combo deck...

Tyler Woods—Tooth & Nail
1st Place—Lubbock, TX—1/27/07
 
CREATURES
4x Sakura-Tribe Elder
4x Wall of Roots
3x Eternal Witness
1x Indrik Stomphowler
1x Kiki-Jiki, Mirror Breaker
1x Sky Hussar
1x Duplicant
1x Sundering Titan

SPELLS
4x Reap and Sow
4x Sylvan Scrying
4x Tooth and Nail
3x Moment's Peace
ARTIFACTS
4x Sensei's Divining Top
2x Mindslaver

LAND
4x Urza's Mine
4x Urza's Power Plant
4x Urza's Tower
2x Windswept Heath
1x Tranquil Thicket
1x Wooded Foothills
7x Forest
SIDEBOARD
3x Krosan Grip
3x Trinisphere
2x Plow Under
2x Serrated Arrows
1x Indrik Stomphowler
1x Mindslaver
1x Sundering Titan
1x Blinkmoth Well
1x Boseiju, Who Shelters All

I'm sure most, if not all, of you have seen this deck in action, but I'll give a brief description anyway. The plan is to ramp your mana with Elders/Walls and the Urza lands in order to cast Tooth and Nail with Entwine (if necessary), putting out Kiki-Jiki and another creature... usually Sky Hussar, because you can win right there, but sometimes Sundering Titan for mana denial and winning maybe 1-2 turns slower. In addition, you could Mindslaver-lock the opponent with Kiki-Jiki/Eternal Witness, although that would be a last ditch effort, I think. Sensei's Divining Top is the deck's engine, giving you a turn 1 play and allowing you to search for Tron pieces or Tooth & Nail itself. One of the deck's strengths is consistency, which the Top and the land-fetching spells provide; going off on turn 4 is pretty common with most builds. There are faster and more explosive combo decks in the format, but Tooth has consistency and resilience, making it an attractive alternative for the combo player.

As with Part 1, I will post the results if each of the decks I have discussed through the course of the PTQs this season. This is through February 25th (including GP: Dallas).

U/W Tron: 21
U/W Cloudpost: 9
Scepter-Chant: 16
Gifts Rock: 7
Psychatog (all variants): 4
Slide: 2
TEPS: 10
Heartbeat: 1
Tooth & Nail: 4
Rogue: 6

As you can see, U/W Tron has been the winner here, beating out runner-up Scepter-Chant by a solid margin. The two decks that seem to have gained the most momentum in the last two weeks are Gifts Rock and Trinket-'Tog, the latter of which stands to reason largely due to a huge surge in popularity on MTGO. Again, this is all subject to change due to the natural flux in the metagame, but it looks like Dr. Teeth has officially announced his return to relevance in a format he has owned for much of the last five years. Scepter-Chant seems to have waned, not putting players in the T8 with as much frequency as a month ago; this can be attributed to any number of reasons, ranging from a large increase in the copies of Ancient Grudge in opposing decks to perhaps fewer players choosing to play the deck. Do not think that people will suddenly stop playing the Stick, however; like Psychatog, nothing short of rotation will end the reign of terror completely

This has been perhaps the most interesting Extended PTQ season ever, providing a seemingly endless array of playable, competitive decks. Any format where qualifying decks contain cards like Locket of Yesterdays or Gaea's Might has a lot going for it, and I am eager to see what the next few sets bring to the table for next year's Extended season. I am sure it will be just as diverse and, most importantly, fun as this season. I hope you all enjoyed covering the format with me, and I will definitely be up for it next time.

Until next time, remember: there is nothing new except what has been forgotten.


About the author

Find articles by category, author or month. Search for articles. Browse the best of MTG Salvation.