
Unabashedly based upon all of the hard work done for the control archetype by the master @Zalem but with just a handful of tweaks.
This list has been designed to never exceed 2 threshold for any of your elements. The name of the game here is to trade spell per spell getting as much value as you can to kill your opponents minions while building up enough enchantments that you can take them to deaths door and then victory.
Site placement is all about your back row, keeping pristine paradise clear, building a 2x2 grid for Abundance, and using deserts to get in critical 4th and 5th points of damage to kill opponents creatures. Icebergs are here to try and keep buried spiders and swimmers out of your business.
Highland princess has been added to fetch Kythera Mechanism and Philo stone specifically. They tend to be crucial in most games.
Because the concentration of spell casters is so high, pact with the devil becomes a natural include with the larger 50 card spellbook.
Chains of Prometheus are here specifically because the Battlemage and AOE match ups are ROUGH. Our creatures are meaningless, and are all here to draw us cards or be used as damage soakers. It's fine if they stay tapped down.
Originally traded this list's two adept illusionists with two additional changelings to help keep re-buying wizards, but I've swapped them for 2 Wall's of Fire to try setting up a defensive point around our backline sites while adding to the aura count to up consistency. But this might just be bad! +1 changeling and another direct damage spell might just be better.
This is going to be an ongoing WIP as AL is released and the control archetype changes.
Would love for anyone that's played a similar list to let me know how things have been going for you!
~ Hardhope