Azorius Control
The classic Modern control deck. Counter threats, draw cards, and close games with planeswalkers. Teferi and Counterspell keep opponents off balance while Supreme Verdict resets the board.
Instants (11)


Instant
Counter target spell.


Instant


Instant
Choose one — • Counter target spell. • Target player draws two cards. • Gain control of target nonland permanent with mana value 1 or less.


Instant


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.)


Instant


Instant
As an additional cost to cast this spell, you may exile any number of white cards from your hand. This spell costs {2} less to cast for each card exiled this way. Exile target artifact, creature, or enchantment with mana value X or less.


Instant
Sorceries (6)


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


Sorcery


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.


Sorcery
Enchantments (4)


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.


Enchantment


Enchantment — Aura
Enchant land When this Aura enters, draw a card. Enchanted land is an Island.


Enchantment — Aura
Planeswalkers (3)


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."


Legendary Planeswalker — Teferi
Lands (26)


Land
This land enters tapped unless you control an Island. {T}: Add {U}. {2}{U}{U}, {T}: Scry 2.


Land


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


Land — Plains Island


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


Land


Land
This land enters tapped. {T}: Add {W} or {U}. {3}{W}{U}: Until end of turn, this land becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.


Land


Basic Land — Island
({T}: Add {U}.)


Basic Land — Island


Basic Land — Plains
({T}: Add {W}.)


Basic Land — Plains


Land
{T}: Add {C}. {W/U}, {T}: Add {W}{W}, {W}{U}, or {U}{U}.


Land
