(Control MagicControl Magic | Art by Dameon Willich)
Do As I Think, Not As I Do
Hello, and welcome back to Singleton Shmingleton, where I bend the singleton rules of Commander by building decks with as many functional reprints of a certain card as possible. Up this week is the original way for blue to interact with the board, the card that has caused hundreds of sibling fights, the card that first said: "You don't get to play with your cards. I get to play with your cards." It is, of course, Control MagicControl Magic.
This card was one of the original win conditions for control decks (and may even have influenced the name of the archetype "control").
Control Magic let decks play minimal creatures, using every deck space for card advantage and answers to opposing threats, until they could steal one measly creature and use it to win the game.
Since then, Control MagicControl Magic and its offspring have consistently been among the best cards in their Limited formats, and have found their way into the constructed limelight as well from time to time.
Sower of TemptationSower of Temptation found a home in the oppressive Faeries deck of Lorwyn-era Standard, and Threads of DisloyaltyThreads of Disloyalty made its way into Modern sideboards in olden times as a way to steal TarmogoyfTarmogoyfs and Dark ConfidantDark Confidants.
Control MagicControl Magic and friends have consistently captured the minds of kitchen table players, and, later, the Commander community, and have proliferated as a result.
By my count, there are forty-one Auras that gain control of permanents, and that narrowing down is solely to avoid being overwhelmed by the amount of variants.
Some of Control MagicControl Magic's most successful progeny don't even appear here, such as Vedalken ShacklesVedalken Shackles and Agent of TreacheryAgent of Treachery, but this list is a good starting point.
Mind Controls
View on ArchidektEnchantments (41)
- 1 AbductionAbduction
- 1 AnnexAnnex
- 1 Become the PilotBecome the Pilot
- 1 Binding GraspBinding Grasp
- 1 Biting TetherBiting Tether
- 1 Captivating GlanceCaptivating Glance
- 1 Carry AwayCarry Away
- 1 Coerced to KillCoerced to Kill
- 1 ConfiscateConfiscate
- 1 ConquerConquer
- 1 Control MagicControl Magic
- 1 Corrupted ConscienceCorrupted Conscience
- 1 DomesticationDomestication
- 1 DomineerDomineer
- 1 Dream LeashDream Leash
- 1 Duskmourn's DominationDuskmourn's Domination
- 1 EnslaveEnslave
- 1 Enthralling HoldEnthralling Hold
- 1 Fealty to the RealmFealty to the Realm
- 1 Frenzied FugueFrenzied Fugue
- 1 Grafted IdentityGrafted Identity
- 1 Illusory GainsIllusory Gains
- 1 In Bolas's ClutchesIn Bolas's Clutches
- 1 KitnapKitnap
- 1 Krovikan WhispersKrovikan Whispers
- 1 Lay ClaimLay Claim
- 1 Mark of the OniMark of the Oni
- 1 Mind ControlMind Control
- 1 Mind HarnessMind Harness
- 1 PersuasionPersuasion
- 1 Soul RansomSoul Ransom
- 1 Spirit AwaySpirit Away
- 1 Steal ArtifactSteal Artifact
- 1 Steal EnchantmentSteal Enchantment
- 1 Take PossessionTake Possession
- 1 Threads of DisloyaltyThreads of Disloyalty
- 1 TreacheryTreachery
- 1 Vapor SnareVapor Snare
- 1 Volition ReinsVolition Reins
- 1 WellspringWellspring
- 1 Yavimaya's EmbraceYavimaya's Embrace
The most played of these cards is Corrupted ConscienceCorrupted Conscience, with 22,344 decks.
Giving a creature infect can lead to some powerful interactions, and dedicated infect decks are almost forced to run the card simply because of how few infect cards there actually are.
The next most played is Control MagicControl Magic itself, in 12,526 decks. This is a cool case of the first version of the card being powerful enough that almost all variants have added different drawbacks, while still not being so good that it feels ridiculous and ban-worthy.
The least played of these cards is Krovikan WhispersKrovikan Whispers, which sees play in only 72 decks. The twin drawbacks of Cumulative Upkeep and losing a ton of life if you ever can't pay for it make this one of the worst cards I've seen in a while.
Let's Get Thefty
The first place I looked when building this deck was EDHREC's Theft theme page. The top commanders for this kind of strategy are Don Andres, the RenegadeDon Andres, the Renegade, The Beast, Deathless PrinceThe Beast, Deathless Prince (tragically non-blue!), and Marchesa, the Black RoseMarchesa, the Black Rose.
The first two directly reward you for gaining control of creatures, while Marchesa, the Black RoseMarchesa, the Black Rose's second ability returns cards from your graveyard to the battlefield under your control, regardless of who owned the creature to begin with. This ability works better with cards like ThreatenThreaten than Control MagicControl Magic because it turns a temporary effect into a permanent one, where Mind ControlMind Control is semi-permanent already.
Don Andres, the RenegadeDon Andres, the Renegade is certainly powerful, but I find his second ability to be more interesting than the simple stat boost of his first ability. But further down the list, Braids, Conjurer AdeptBraids, Conjurer Adept caught my eye.
She can let our opponents cheat out the biggest creatures in their hand, only for us to steal it. How better to balance the rudeness of stealing the cards our opponents have been most excited to play with than with a good old dose of group hug?
We could run Braids, Conjurer AdeptBraids, Conjurer Adept as our commander, but there are several more cards that let our opponents accelerate out creatures if we dip into green as well.
Hunted WumpusHunted Wumpus, Wumpus AberrationWumpus Aberration, and Tempting WurmTempting Wurm all let our opponents drop cards on the table for free, while HypergenesisHypergenesis and (if you can get your hands on one) EurekaEureka basically let everyone dump their hands all at once.
And, while it's not in green, Show and TellShow and Tell is a classic that fits perfectly in the deck.
If we're going to be playing a green deck full of enchantments, we might as well add an EnchantressEnchantress packagepackage.
There are a ton of cards that let us draw a card for each enchantment we cast, digging us deeper into our deck and letting us find the right Steal ArtifactSteal Artifact or Mind HarnessMind Harness for the situation.
We'll naturally play Eidolon of BlossomsEidolon of Blossoms and Setessan ChampionSetessan Champion, but this deck is also in the market for Elvish ArchivistElvish Archivist, whose "once per turn" effect is fine when many of our enchantments are expensive, and Tanglespan LookoutTanglespan Lookout, since almost everything we play is an Aura.
And blue recently got its own Enchantress in Entity TrackerEntity Tracker!
This deck desperately needs ramp to be able to cast our Lay ClaimLay Claims and Volition ReinsVolition Reinses, and there's a nice little genre of ramp spells that work great with our secondary Enchantress engine.
Cards like Utopia SprawlUtopia Sprawl and OvergrowthOvergrowth make our lands tap for extra mana, and also draw us cards when we have an Enchantress or two out. It negates the disappointment of topdecking ramp in the late game, and feeds into our best draws.
Plus, once we have enough lands out, this ramp often rebates much of its cost immediately. Rampant GrowthRampant Growth will always put us down two mana for the current turn, but Fertile GroundFertile Ground played on an untapped land effectively only costs one mana.
And in the last step of this deductive deckbuilding, we can play a small core of creatures that interact really well with lands that can tap for more than one mana.
Voyaging SatyrVoyaging Satyr, Portent TrackerPortent Tracker, and Arbor ElfArbor Elf can untap a land loaded up with enchantments, and blue gets us Kiora's FollowerKiora's Follower and Vizier of Tumbling SandsVizier of Tumbling Sands.
All of these mana dorks have the potential to accelerate us by several mana, and to increase their potential we are also playing Simic Growth ChamberSimic Growth Chamber, Lotus FieldLotus Field, and Arid ArchwayArid Archway.
With all this ramp, our plan of stealing creatures can keep up with our opponents' development, and with the card draw from our Enchantresses, we can realistically overcome the downside of single-target disruption in multiplayer.
The Decklist
Alluring Enchantment
View on ArchidektCommander (1)
- 1 Eutropia the Twice-FavoredEutropia the Twice-Favored
Enchantments (33)
- 1 AbductionAbduction
- 1 Abundant GrowthAbundant Growth
- 1 AnnexAnnex
- 1 Become the PilotBecome the Pilot
- 1 Carpet of FlowersCarpet of Flowers
- 1 ConfiscateConfiscate
- 1 Control MagicControl Magic
- 1 Corrupted ConscienceCorrupted Conscience
- 1 DomesticationDomestication
- 1 Dream LeashDream Leash
- 1 Enchantress's PresenceEnchantress's Presence
- 1 Enthralling HoldEnthralling Hold
- 1 Fealty to the RealmFealty to the Realm
- 1 Fertile GroundFertile Ground
- 1 Grafted IdentityGrafted Identity
- 1 Illusory GainsIllusory Gains
- 1 In Bolas's ClutchesIn Bolas's Clutches
- 1 KitnapKitnap
- 1 Lay ClaimLay Claim
- 1 Mind ControlMind Control
- 1 Mind HarnessMind Harness
- 1 Oath of NissaOath of Nissa
- 1 OvergrowthOvergrowth
- 1 PersuasionPersuasion
- 1 Steal ArtifactSteal Artifact
- 1 Steal EnchantmentSteal Enchantment
- 1 Threads of DisloyaltyThreads of Disloyalty
- 1 TreacheryTreachery
- 1 Utopia SprawlUtopia Sprawl
- 1 Vapor SnareVapor Snare
- 1 Volition ReinsVolition Reins
- 1 Wild GrowthWild Growth
- 1 Wolfwillow HavenWolfwillow Haven
Creatures (23)
- 1 Agent of TreacheryAgent of Treachery
- 1 Arbor ElfArbor Elf
- 1 Argothian EnchantressArgothian Enchantress
- 1 Birds of ParadiseBirds of Paradise
- 1 Braids, Conjurer AdeptBraids, Conjurer Adept
- 1 Eidolon of BlossomsEidolon of Blossoms
- 1 Elvish ArchivistElvish Archivist
- 1 Entity TrackerEntity Tracker
- 1 Hunted WumpusHunted Wumpus
- 1 Hypnotic SirenHypnotic Siren
- 1 Iwamori of the Open FistIwamori of the Open Fist
- 1 Joraga TreespeakerJoraga Treespeaker
- 1 Kiora's FollowerKiora's Follower
- 1 Portent TrackerPortent Tracker
- 1 Sanctum WeaverSanctum Weaver
- 1 Setessan ChampionSetessan Champion
- 1 Shigeki, Jukai VisionaryShigeki, Jukai Visionary
- 1 Tanglespan LookoutTanglespan Lookout
- 1 Tempting WurmTempting Wurm
- 1 Verduran EnchantressVerduran Enchantress
- 1 Vizier of Tumbling SandsVizier of Tumbling Sands
- 1 Voyaging SatyrVoyaging Satyr
- 1 Wumpus AberrationWumpus Aberration
Sorceries (3)
- 1 EurekaEureka
- 1 HypergenesisHypergenesis
- 1 Show and TellShow and Tell
Artifacts (1)
- 1 Sol RingSol Ring
Lands (39)
- 1 Arid ArchwayArid Archway
- 1 Breeding PoolBreeding Pool
- 1 Command TowerCommand Tower
- 1 Dreamroot CascadeDreamroot Cascade
- 1 Flooded GroveFlooded Grove
- 9 ForestForest
- 1 Guildless CommonsGuildless Commons
- 1 Hedge MazeHedge Maze
- 1 Hinterland HarborHinterland Harbor
- 14 IslandIsland
- 1 Lotus FieldLotus Field
- 1 Lush OasisLush Oasis
- 1 Nykthos, Shrine to NyxNykthos, Shrine to Nyx
- 1 Rejuvenating SpringsRejuvenating Springs
- 1 Rimewood FallsRimewood Falls
- 1 Simic Growth ChamberSimic Growth Chamber
- 1 Soldevi ExcavationsSoldevi Excavations
- 1 Tangled IsletTangled Islet
I love this deck's play patterns. Enchantress as a strategy has always intrigued me, but it seems to easy to build a deck that just takes a lot of time drawing cards by playing cheap enchantments that don't do anything themselves.
Control MagicControl Magic fixes that problem by making our engine interact with our opponents and play to the board. The small but explosive package that lets our opponents cheat out creatures makes for big board states and really shakes up the texture of a game, and this deck does a pretty good job of coming out on top in the chaos that follows.
But the best thing about this deck is that our win condition is different every game. We are almost fully reliant on our opponents' creatures to win the game ("almost" because Hunted WumpusHunted Wumpus can do a surprising amount of damage on its own), and so even though our deck is build to be incredibly redundant and consistent, it's almost like we're also piloting our opponents' decks.
Sometimes we'll get to play easy mode if someone slams an Eldrazi off of our Show and TellShow and Tell, but sometimes we have to combine someone's Blood ArtistBlood Artist with someone else's Tendershoot DryadTendershoot Dryad to pull through.
It rewards quick thinking, and can give the excitement of deckbuilding during the game itself, which is not something I've felt very much before.
Until Next Time
This type of card satisfies the part of my brain that wants to keep track of tons of triggered abilities all the time, while also promising a good dose of simple, fast aggro.
Once a Pauper staple in Burn decks, and a perennial Limited role-player, does Firebrand ArcherFirebrand Archer have what it takes to compete in the 40-life format? Find out next time on Singleton Shmingleton!
Read More:
Your opinions are welcome. We love hearing what you think about Magic! We ask that you are always respectful when commenting. Please keep in mind how your comments could be interpreted by others. Personal attacks on our writers or other commenters will not be tolerated. Your comments may be removed if your language could be interpreted as aggressive or disrespectful. You may also be banned from writing further comments.