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    Azorius Control

    Modern
    Control
    advanced

    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.

    You own 0/50 cards0%

    Instants (11)

    Counterspell
    Counterspell2 Blue

    Instant

    Archmage's Charm
    Archmage's Charm3 Blue

    Instant

    Memory Deluge
    Memory Deluge2 + 2 Blue

    Instant

    March of Otherworldly Light
    March of Otherworldly LightX + White

    Instant

    Counterspell
    Counterspell2 Blue

    Instant

    Counter target spell.

    4
    Counterspell
    Counterspell2 Blue

    Instant

    Archmage's Charm
    Archmage's Charm3 Blue

    Instant

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

    3
    Archmage's Charm
    Archmage's Charm3 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

    March of Otherworldly Light
    March of Otherworldly LightX + White

    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.

    2
    March of Otherworldly Light
    March of Otherworldly LightX + White

    Instant

    Sorceries (6)

    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.

    3
    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 (4)

    Shark Typhoon
    Shark Typhoon5 + Blue

    Enchantment

    Spreading Seas
    Spreading Seas1 + Blue

    Enchantment — Aura

    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

    Spreading Seas
    Spreading Seas1 + Blue

    Enchantment — Aura

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

    2
    Spreading Seas
    Spreading Seas1 + Blue

    Enchantment — Aura

    Planeswalkers (3)

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

    Legendary Planeswalker — Teferi

    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."

    3
    Teferi, Hero of Dominaria
    Teferi, Hero of Dominaria3 + White + Blue

    Legendary Planeswalker — Teferi

    Lands (26)

    Castle Vantress
    Castle Vantress

    Land

    Hallowed Fountain
    Hallowed Fountain

    Land — Plains Island

    Flooded Strand
    Flooded Strand

    Land

    Celestial Colonnade
    Celestial Colonnade

    Land

    Island
    Island

    Basic Land — Island

    Plains
    Plains

    Basic Land — Plains

    Mystic Gate
    Mystic Gate

    Land

    Castle Vantress
    Castle Vantress

    Land

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

    2
    Castle Vantress
    Castle Vantress

    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

    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

    Celestial Colonnade
    Celestial Colonnade

    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.

    4
    Celestial Colonnade
    Celestial Colonnade

    Land

    Island
    Island

    Basic Land — Island

    ({T}: Add {U}.)

    6
    Island
    Island

    Basic Land — Island

    Plains
    Plains

    Basic Land — Plains

    ({T}: Add {W}.)

    4
    Plains
    Plains

    Basic Land — Plains

    Mystic Gate
    Mystic Gate

    Land

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

    2
    Mystic Gate
    Mystic Gate

    Land