Standard Azorius Control
StandardDeck Strategy
A classic Blue-White control deck that uses efficient counterspells, exile-based removal, and multiple board wipes to stabilize the game, then wins with the inevitable Approach of the Second Sun that draws seven cards and ends the game when cast twice.
- No More Lies exiles the countered spell, synergizing with Get Lost and Exorcise which also exile threats, denying graveyard recursion.
- Sunfall and Day of Judgment clear the board repeatedly while Approach of the Second Sun provides a win condition that doesn't rely on creatures, making sweepers one-sided.
- Restless Anchorage can transform into a 3/3 lifelink creature to pressure the opponent or block, and its mana ability helps cast Sunfall or Approach on time.
- The high density of instant-speed interaction (counters, removal) allows you to hold up mana and react to the opponent's plays while developing your mana base.
Mulligan hands with fewer than three lands, no early interaction (counter or removal before turn three), or all expensive spells (cost 4+). A keepable hand has at least two lands, a one- or two-mana counter or removal spell, and a plan to reach four mana for a sweeper. Avoid hands with multiple copies of Approach of the Second Sun if you lack protection.
Early turns: Use Essence Scatter, Negate, or Spell Pierce to disrupt early threats. Remove creatures with Get Lost or Exorcise at instant speed. Opt helps dig for land drops or answers.
Mid game: Wipe the board with Sunfall or Day of Judgment when the opponent overcommits. Continue to counter or exile any remaining threats. Deploy Restless Anchorage as a slow but resilient clock.
Late game: Cast Approach of the Second Sun. The first cast draws seven cards, giving you more answers. Protect yourself with counters and removal. Once you have stabilized, cast Approach again from your hand to win the game. Use Sunfall to exile any creatures that might threaten your life total.
Aggressive go-wide strategies can overwhelm you if you don't draw a sweeper by turn four. Discard spells (e.g., Duress) can strip your Approach or key removal. The mana base has some tapped lands, so careful sequencing is required against fast decks. Planeswalker-heavy midrange decks can resolve a threat before you have a counter. Approach requires two copies in hand, making you vulnerable to mass hand disruption.
| Type | Rarity | Card Name | Mana |
|---|---|---|---|
| Creatures (2) | Rare | Narset, Jeskai Waymaster | |
| Planeswalkers (2) | Mythic Rare | Teferi, Temporal Pilgrim | |
| Instants (24) | Common | Essence Scatter | |
| Rare | Get Lost | ||
| Common | Impulse | ||
| Common | Negate | ||
| Common | Opt | ||
| Uncommon | Spell Pierce | ||
| Rare | The End | ||
| Rare | Three Steps Ahead | ||
| Sorceries (6) | Rare | Day of Judgment | |
| Uncommon | Exorcise | ||
| Lands (26) | Rare | Adarkar Wastes | |
| Rare | Fabled Passage | ||
| Basic Land | Island | ||
| Rare | Meticulous Archive | ||
| Basic Land | Plains | ||
| Rare | Restless Anchorage |