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    Jeskai Control

    Standard
    Control
    advanced

    A three-color control deck that combines red's burn with blue's counters and white's removal. Flexible answers for every threat, finishing with powerful planeswalkers.

    You own 0/48 cards0%

    Instants (11)

    Lightning Helix
    Lightning HelixWhite + Red

    Instant

    Counterspell
    Counterspell2 Blue

    Instant

    Memory Deluge
    Memory Deluge2 + 2 Blue

    Instant

    Fire // Ice
    Fire // Ice2 + Blue + Red

    Instant // Instant

    Lightning Helix
    Lightning HelixWhite + Red

    Instant

    Lightning Helix deals 3 damage to any target and you gain 3 life.

    4
    Lightning Helix
    Lightning HelixWhite + Red

    Instant

    Counterspell
    Counterspell2 Blue

    Instant

    Counter target spell.

    3
    Counterspell
    Counterspell2 Blue

    Instant

    Memory Deluge
    Memory Deluge2 + 2 Blue

    Instant

    Look at the top X cards of your library, where X is the amount of mana spent to cast this spell. Put two of them into your hand and the rest on the bottom of your library in a random order. Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

    2
    Memory Deluge
    Memory Deluge2 + 2 Blue

    Instant

    Fire // Ice
    Fire // Ice2 + Blue + Red

    Instant // Instant

    2
    Fire // Ice
    Fire // Ice2 + Blue + Red

    Instant // Instant

    Sorceries (5)

    Supreme Verdict
    Supreme Verdict1 + 2 White + Blue

    Sorcery

    Prismatic Ending
    Prismatic EndingX + White

    Sorcery

    Supreme Verdict
    Supreme Verdict1 + 2 White + Blue

    Sorcery

    This spell can't be countered. Destroy all creatures.

    2
    Supreme Verdict
    Supreme Verdict1 + 2 White + Blue

    Sorcery

    Prismatic Ending
    Prismatic EndingX + White

    Sorcery

    Converge — Exile target nonland permanent if its mana value is less than or equal to the number of colors of mana spent to cast this spell.

    3
    Prismatic Ending
    Prismatic EndingX + White

    Sorcery

    Enchantments (2)

    Shark Typhoon
    Shark Typhoon5 + Blue

    Enchantment

    Shark Typhoon
    Shark Typhoon5 + Blue

    Enchantment

    Whenever you cast a noncreature spell, create an X/X blue Shark creature token with flying, where X is that spell's mana value. Cycling {X}{1}{U} ({X}{1}{U}, Discard this card: Draw a card.) When you cycle this card, create an X/X blue Shark creature token with flying.

    2
    Shark Typhoon
    Shark Typhoon5 + Blue

    Enchantment

    Planeswalkers (5)

    Teferi, Hero of Dominaria
    Teferi, Hero of Dominaria3 + White + Blue

    Legendary Planeswalker — Teferi

    The Wandering Emperor
    The Wandering Emperor2 + 2 White

    Legendary Planeswalker

    Teferi, Hero of Dominaria
    Teferi, Hero of Dominaria3 + White + Blue

    Legendary Planeswalker — Teferi

    +1: Draw a card. At the beginning of the next end step, untap up to two lands. −3: Put target nonland permanent into its owner's library third from the top. −8: You get an emblem with "Whenever you draw a card, exile target permanent an opponent controls."

    2
    Teferi, Hero of Dominaria
    Teferi, Hero of Dominaria3 + White + Blue

    Legendary Planeswalker — Teferi

    The Wandering Emperor
    The Wandering Emperor2 + 2 White

    Legendary Planeswalker

    Flash As long as The Wandering Emperor entered this turn, you may activate her loyalty abilities any time you could cast an instant. +1: Put a +1/+1 counter on up to one target creature. It gains first strike until end of turn. −1: Create a 2/2 white Samurai creature token with vigilance. −2: Exile target tapped creature. You gain 2 life.

    3
    The Wandering Emperor
    The Wandering Emperor2 + 2 White

    Legendary Planeswalker

    Lands (25)

    Hallowed Fountain
    Hallowed Fountain

    Land — Plains Island

    Sacred Foundry
    Sacred Foundry

    Land — Mountain Plains

    Steam Vents
    Steam Vents

    Land — Island Mountain

    Raugrin Triome
    Raugrin Triome

    Land — Island Mountain Plains

    Island
    Island

    Basic Land — Island

    Plains
    Plains

    Basic Land — Plains

    Mountain
    Mountain

    Basic Land — Mountain

    Flooded Strand
    Flooded Strand

    Land

    Hallowed Fountain
    Hallowed Fountain

    Land — Plains Island

    ({T}: Add {W} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

    4
    Hallowed Fountain
    Hallowed Fountain

    Land — Plains Island

    Sacred Foundry
    Sacred Foundry

    Land — Mountain Plains

    ({T}: Add {R} or {W}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

    3
    Sacred Foundry
    Sacred Foundry

    Land — Mountain Plains

    Steam Vents
    Steam Vents

    Land — Island Mountain

    ({T}: Add {U} or {R}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

    3
    Steam Vents
    Steam Vents

    Land — Island Mountain

    Raugrin Triome
    Raugrin Triome

    Land — Island Mountain Plains

    ({T}: Add {U}, {R}, or {W}.) This land enters tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

    2
    Raugrin Triome
    Raugrin Triome

    Land — Island Mountain Plains

    Island
    Island

    Basic Land — Island

    ({T}: Add {U}.)

    4
    Island
    Island

    Basic Land — Island

    Plains
    Plains

    Basic Land — Plains

    ({T}: Add {W}.)

    3
    Plains
    Plains

    Basic Land — Plains

    Mountain
    Mountain

    Basic Land — Mountain

    ({T}: Add {R}.)

    2
    Mountain
    Mountain

    Basic Land — Mountain

    Flooded Strand
    Flooded Strand

    Land

    {T}, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.

    4
    Flooded Strand
    Flooded Strand

    Land