Dimir Attrition Control
StandardDeck Strategy
A Blue-Black control deck that uses the card-advantage engines from your own collection (Phyrexian Arena, Midnight Reaper, Overlord of the Balemurk), efficient cheap removal and counterspells, and a few late-game haymakers (Massacre Wurm, Arcanis, Rise of the Dark Realms) to bury the opponent in value. Every card here is either already in your collection or a Standard-legal common/uncommon you can craft, using exactly two mythic wildcards (Overlord of the Balemurk) and one rare wildcard (Watery Grave).
- Midnight Reaper + your removal suite: every nontoken creature you lose to blocking or to trade-downs replaces itself by drawing you a card, so you can keep answering threats without running out of gas.
- Overlord of the Balemurk + your graveyard: the Overlord mills you and rebuys cards from the graveyard, giving you a big body that survives most sweepers while fueling your card advantage.
- Phyrexian Arena / Opt / Think Twice / Painful Quandary: these keep your hand full and punish the opponent for fighting a war of attrition; Painful Quandary turns every spell they cast into a lose-5-or-discard decision.
- Bitter Triumph is your flexible removal: discarding a spare land or paying 3 life kills any creature or planeswalker, which feeds Midnight Reaper and sets up Rise of the Dark Realms.
- Counterspells (Negate, Essence Scatter) protecting your engines: Phyrexian Arena and Overlord are best when they resolve and survive, so holding up an untapped Island and Swamp makes your opponent play around permission.
- Massacre Wurm as the anti-swarm payoff: against go-wide decks it both sweeps and drains for each creature that dies, closing games after you have stabilized.
Keep any 7 that has 2-4 lands plus something to do in the first three turns (Opt, Think Twice, or a cheap removal spell like Bitter Triumph). Because Evolving Wilds and Temple of Deceit come in tapped, throw back one-land hands and hands made only of expensive payoffs with no early interaction. You want a hand that can interact by turn 2-3 and land an engine by turn 4.
- Early (turns 1-3): play tapped lands into untapped ones, cantrip with Opt/Think Twice to smooth your draws, and use Bitter Triumph and Hero's Downfall only on real threats rather than dorks.
- Mid (turns 4-6): resolve an engine — Phyrexian Arena, Midnight Reaper, or Overlord of the Balemurk — while keeping up Negate/Essence Scatter. Answer planeswalkers and must-kill creatures with Hero's Downfall and neutralize problematic permanents with Imprisoned in the Moon.
- Late (turn 7+): deploy your finishers. Massacre Wurm wipes small boards and drains, Maha shrinks the opponent's team, Arcanis and Curator of Destinies take over the game, and Rise of the Dark Realms can steal an entire graveyard for a lethal swing. Rise of the Dark Realms with a stocked graveyard is your best top-deck.
Your mana base relies on Evolving Wilds and a tapped Temple of Deceit, so you can stumble and fall a turn behind aggressive red or white starts. The curve is top-heavy and Bitter Triumph costs you a card or life, so you can be pressured by fast clocks. You also have few ways to interact with artifacts and enchantments, so watch out for those matchups.
| Type | Rarity | Card Name | Mana |
|---|---|---|---|
| Creatures (10) | Rare | Abyssal Harvester | |
| Rare | Arcanis the Omnipotent | ||
| Rare | Curator of Destinies | ||
| Mythic Rare | Maha, Its Feathers Night | ||
| Mythic Rare | Massacre Wurm | ||
| Rare | Midnight Reaper | ||
| Mythic Rare | Overlord of the Balemurk | ||
| Rare | Sidisi, Regent of the Mire | ||
| Rare | Tangled Colony | ||
| Instants (19) | Uncommon | Bitter Triumph | |
| Common | Essence Scatter | ||
| Uncommon | Hero's Downfall | ||
| Common | Negate | ||
| Common | Opt | ||
| Common | Think Twice | ||
| Rare | Time Stop | ||
| Sorceries (2) | Rare | Coiling Rebirth | |
| Mythic Rare | Rise of the Dark Realms | ||
| Enchantments (4) | Uncommon | Imprisoned in the Moon | |
| Rare | Painful Quandary | ||
| Rare | Phyrexian Arena | ||
| Rare | Uncover the Moon-Letters | ||
| Lands (25) | Common | Evolving Wilds | |
| Rare | Fabled Passage | ||
| Basic Land | Island | ||
| Uncommon | Secluded Courtyard | ||
| Rare | Soulstone Sanctuary | ||
| Basic Land | Swamp | ||
| Rare | Temple of Deceit | ||
| Rare | Watery Grave |