
Hi guys, my name is Alexandr, from southern fields of Russia. Our community has been playing centurion for almost 2 years and having fun, thanks for your community and your committee. Today I want to tell you about one of my favorite decks – Baral, Chief of Compliance. Let’s take a look.
☛ Decklist
A few words about me and our community
I have been playing Magic for 7 years, 5 years playing Duel Commander formats, nearly always piloting control decks. Some people joke that if I build a mono red deck, it would be a control deck too.
In the Russian Magic community, especially in our city, most of the players building decks aiming to polish them to perfection. Usually, for me, to change even one card in my deck means that I should rebuild it from scratch. It allows to make the most of each deck.
Why I choose Baral?
To be honest, it was a discovery for me, that Baral is not banned, like in other duel commander formats (it was unbanned in French DC too, but much later). What role does Baral plays in the deck? Baral makes the deck more consistent. Building a mono blue control deck has some peculiarities, most good counterspells and advantage spells are available, but removal spells and threats are lacking in power and flexibility, they are much worse than in other colors. And Baral in the command zone helps to solve this problem in some way.
Firstly, it costs 1U, that means we can cast it early, second-third turn.
Secondly, it makes our instant and sorcery spells cost 1 less to cast. It significantly upgrades cards in our deck, making 1U counterspells cost only U, that allows us to play 2-3 spells per turn. Deploying threats with protection spell and even after that having a counterspell for opponent’s turn.
Last, but not least, our counterspells gain some built-in cantrip effect, that increases deck consistency even more.
Why not any other blue commander? To be short, they are worse at making our deck consistent or maintained for more aggressive tempo playstyle, which, I think you have figured out, is not my way.

But one commander must be mentioned in that topic – Ral, Monsoon Mage. Honesly, I don’t know who is better yet, they are similar, but both have their unique identity. I tested it and I liked it too (turn 3 Ugin is fun:) ), maybe, I will continue building it later (and maybe it will be in my next decktech, if you want).
“YOU SHALL NOT CAAAST!”
Let’s talk about spiciest thing in our deck – counterspells. For me, I group them based on their mana cost:
“Zero” mana counterspells
They are all staples of the format, allowing us to play our spells even earlier, having an answer for opponent’s threats, or make them think you have an answer. (When hard control player taps all of his mana means that he is plotting something… or he has no other effective plays).

One mana counterspells
- Force Spike – Format staple.
- Spell Snare – Format staple.
- Stern Scolding – Good in decks, that lacks effective removal spells, in most other control decks removal is better.
- Wash Away – Format staple.

Why am I not playing…
- Minor Misstep – The median mana cost of format is 2, much less targets.
- Stiffle – In my opinion, stifle good in tempo decks. In hard control decks it lacks flexibility and usually become blank in hand.
Two mana counterspells
- Condescend – Consider it as 1U counterspell, scry 2 is useful, especially with Baral on board.
- Counterspell – Classic Magic staple, yeah, UU is annoying, but it is still too good.
- Jwari Disraption – Annoying, as a tapped land, but still useful.
- Lose Focus – Best counterspell in the deck, player, that have it always win counterspell duel for the stack.
- Mana Leak – Good, does its job well.
- Memory Lapse – Good, it’s specific effect may ruin your or your opponent’s game. Need to understand when it is time or not time to use it.
- Miscalculation – Paying 2 is not good enough, but cycling ability makes it worth.
- Muddle the Mixture – Terrible counterspell, arguable tutor, but too useful to find nearly anything.
- Phantom Interference – Worst counterspell in the deck, but still okay, 1U counterspell too powerful in Baral, it is just better than others.
- Prohibit – undeservedly underestimated and forgotten. But it proved itself flexible and reliable.
- Tale’s End – Stiffle is bad for it’s lack of flexibility, but there another thing. Has enough targets to be useful. Countered fetchland ability on early turns has won me many games.

Why am I not playing…
- Remand – It was a hard, but right decision. Remand’s main benefit is the ability to slow down opponent and draw card, that better than that we had countered with Remand. It works good for tempo decks or 2+ colored control decks. But Baral’s low card consistency makes it draw worse card, than it should. It becomes even worse, when we need to counter ultimate threat, like Maddening Hex (which, in my opinion, is gamedesigner’s mistake, that broke it for all duel formats. Absolutely toxic card for its randomness and terrible flow), but having only Remand in such a situation is frustrating.
- Change the Equation – Not good enough.
“Heavy” counterspells
- Cryptic Command – Iconic counterspell, that can flip the boardstate. Flexible, useful, powerful. In combination with Mystic Sanctuary can win the game by overvalue.
- Divide by Zero – New tech, that become available because of lesson-board. It is not a counterspell in classical meaning, but it is one of the best spells in the deck (we will about lesson-board later).
- Mystic Confluence – Similar to previous two, more mana cost – more advantage
- Sink into Stupor – Land-slot bounce, useful.
- Three Steps Ahead – Like Mystic Confluence, but more flexible.
- Tishana’s Tidebinder – Another “not a counterspell”, but too good as a specific answer for a specific threats. Joke “Snapcaster Mage – is the best control’s win condition” is not a joke.

Why am I not playing…
- Archmage’s Charm – It is a good spell, but it’s UUU cost works bad with Baral. In most of situations it is just UUU counterspell.
- Sinister Sabotage – Interesting, proved good, but Three Steps Ahead much better.
“Can’t counter? Bust it!”
Suddenly, blue color has good removal too, but it is specific.
- Brazen Borrower – Simple bounce, in mid-late game could become a threat.
- Cryoshatter – Good 1-mana creature removal. Don’t turn off creature’s abilities, but still good.
- Cyclonic Rift – Simple bounce with powerful late game option.
- Fresh Start – Ultimate creature removal. Can easily compete for the slot in multicolored decks with classic removal spells.
- Horned Loch-Whale – Brazen Borrower’s big brother. Good removal, that trade cards one-for-one, in late game often ends it. Sadly, can’t suddenly jump onto board in Obi-Wan Kenobi-sh style caused by its ability 🙁
- In Too Deep – One of the “unfair” removal spells, that can’t be answered.
- In to the Roil – Another simple bounce with another good “kicker” option. (In this game everything is kicker or horsemanship)
- Leadership Vacuum – “Wait, what is this?!?” card. Remove commander and give a card. Usually lifts opponent’s eyebrow.
- Psionic Blast – MONO BLUE BURN! YEEEEE!
- Snap – Bounce, that is mana-positive with Baral on board. Cards with negative mana cost… fair-play.
- Unable to Scream – Another ultimate creature removal. Just works.

Why am I not playing…
- Trip Up – Good and flexible removal. In considering, but not today.
- Imprisoned in the Moon – Ultimate creature and planeswalker removal, but 2U is too much and giving opponent a land not the option that deck want to have.
- Water’s Grasp – Unable to Scream is better.
- Witness Protection – Unable to Scream is better.
- Blink of an Eye – One is enough
- Aether Spellbomb – Interesting option for more artifact synergy, but I don’t want to play so much bounce spell. Each bounce is disadvantag of 1 card.
- Suspend – Not so bad, but still bad.
Wrath? Yes, but no…
- Aetherspoots – “DOES THIS CARD EXISTS?!?” card. Always makes opponent lift his eyebrows. It is a miracle that I have found this card. Won many games
- Evacuation – simple instant mass bounce. Not ideal, but it works.

Why am I not playing…
- Crush of Tentacles – Good mass bounce with powerful “kicker” cost. Only reason that I don’t playing it – 3 mass removal is enough… ok, and it’s a sorcery.
- Whelming Wave – Sorcery, instant-speed too powerful.
- Thing in the ice – I played it for a long time, but years made it too slow.
- Devastation Tide – Fairly, didn’t consider it and think I won’t.
“I draw a card to draw a card to draw a card to draw a card…”
Cantrips – large segment of this deck. It significantly increases consistency of the deck, allowing us to choose which card we need.
- Arcane Subtraction – Yes, it is a cantrip, yes, it is good, better than I thought. If WOTC print U instant Learn, it will become the best cantrip ever printed for control decks. It is not a joke.
- Lorien Revealed – I argued with some people that it is a bad card for much time. Like one LOTR character said: “I have never been so wrong in my life”. It is considering as additional land in hand.
- Ponder – Staple.
- Preordain – Staple.
- Serum Visions – Staple.
- Silundi Vision – Cantrip in land slot, useful.
- Sleight of Hand – Staple.

Why am I not playing…
- Brainstorm – Brainstorm is good for decks, that playing 7-11 fetchlands. In Baral – only 4. Brainstorm is useless in this deck.
- Consider – Good, but I prefer Sleight of Hand.
- Gitaxian Probe – It’s good, but paying 2 life for just cycling the card on sorcery isn’t good for this deck. Look in opponents hand is enjoyable, but not game changer for deck that always want to have an answer for an opponent’s turn.
- Impulse – Great card, but I change it for Consult the Star Charts. It is simply better.
- Think Twice – Bad card with cool flashback option. If WOTC print more useful cards with flashback, I will reconsider it as a card for Quiet Speculation. Not earlier.
- Scour all Possibilities – Similar to Think Twice.
- Flash of Insight – Read previous conclusions.
- Chart of Course – Good card, but others are just better.
- Obsessive Search – Bad cantrip. However, it’s madness cost make interesting synergy with Baral. Probably, I will add it to a main deck, but I have not decided what I want to change yet.
“Haha, there you are!”
Tutors – another way to find what we need.
- Merchant Scroll – Do I need to say anything? It is just searches for everything.
- Solve the Equation – Searches for everything and more.
- Whir of Invention – Well, that’s interesting. It searches for our wincons, which we’ll talk about later.

Why am I not playing…
- Personal Tutor – Sorcery tutor for sorcery card on top of your library – too slow.
- Fabricate – Considering it, but not today.
“When one card per turn isn’t enough…”
Of course, this deck has much card advantage spells of different kind.
- Consult to the Star Charts – In early game – bad card, in late game – amazing card. Kicker is cool.
- Currency Converter – Auto-include. Win games with Baral.
- Deep Analysis – Cool card draw. Twice better then once.
- Fact or Fiction – Iconic card advantage spell. For many players it is difficult to separate cards in a right way.
- Jace, the Mindsculptor – Iconic control dude. Old, but still powerful.
- Malcolm, Alluring Scoundrel – Ultimate CA engine, could win the game solo.
- Pop Quiz – Great CA spell. Lessons too good.
- Search for Azcanta – Similar to Malcolm, works a little different, but have the same flow.
- Wan Shi Tong, Librarian – Just piece of good text, printed on UU creature with flash, if X isn’t zero, can flip the table in some situations.

Why am I not playing…
- Narset, Parter of Veils – Dig Through Time for 1UU with cool passive ability. But 1UU for sorcery-speed spell too much.
- Jace, Vrynn,s Prodigy – Similar to Azcanta and Malcolm, but weaker.
- Marang River Regent – Cool advantage spell with big creature with cool text. But 3U and 4UU are too high mana costs.
- Stock up – Amazing, but sorcery, too slow.
“Wait, does this deck ever win?”
Yes, it does. And do it many ways.
- Abhorrent Oculus – Blue staple creature with low mana cost for it’s stats and ability. Often finishes games.
- Harbinger of the Seas – Magus of the Moon, but blue. Usually, wins on the spot.
- Hullbreacher – Tempo creature with amazing ability. In love with opponent’s brainstorms and brainsurges.
- Moonsnare Prototype – Why is this wincon? Because it is a combo piece for Winter Orb softlock. Not so bad as a mana rock. Removal option is useful.
- Murktide Regent – Can being casted for UU and be huge. Can fly. Could become even bigger, if you cast Abhorrent Occulus.
- Sapphire Medalion – Casted on turn 2 often allows to win the game just because better than your opponent’s.. Baral for U is unfair. Mystic Confluence for 1UU is pure cheating.
- Snapcaster Mage – Best control’s wincon. Not a joke.
- Winter Moon – Can softlock opponent by itself.
- Winter Orb – Spiciest card in the deck. With Baral/Medalion works good. With Moonsnare Prototype ends the game.

Why am I not playing…
- Shark Typhoon – 5U cost is too slow, cycling ability too slow too.
- Eddymurk Crab – Cool, but Oculus and Murktide are better.
- Tolarian Terror – Same as previous.
- Polymorph – It is a classic way to play Baral. In my point of view, it is suboptimal. Creatures in that deck have high powerlevel. It’s not worth it to change them for a gameplan, that can be disrupted by one removal spell.
“Last, but not least”
Some cards that aren’t fit in other groups.
- Disruptor Flute – Specific answer for some specific threats. Usually named for opponent’s commander and work well.
- Hydroelectric Speclmen – Protection card in land slot. Protects our board or just block.
- Lotus Petal – Fast mana spell, allows to have Baral + 1U counterspell on turn 2.
- Mox Amber – Similar to Lotus Petal.

Why am I not playing…
- Shadowspear – I think about it, but not sure I need it.
“Wait, where is my lands?!?”
So, Baral costs 1U, deck has low mana curve. How many lands are there? Some people would play 32 or 33 lands in similar deck, some risk and play 30 lands. But I play 28 lands.
Firstly, it is not true, almost true. With MDFCs, Lotus Petal, Mox Amber and Lorien Revealed there are virtually 35 mana sources. Why? Because of the consistency. Less lands = more spells to draw. Is that enough? Most of the time. This deck is good in cycling through library.
Secondly, Baral decreases mana costs of spells, that means we don’t need as many as other hard control decks.
Thirdly, we playing Winter Orb. That means it’s not so important how much lands we have at early-mid game. Anyway untaps only one and, if Baral on the board, we still have the advantage.
Why not playing less lands? It is still hard control deck. We often need fourth or fifth landdrop to start cooking. There are still some screws sometimes, and even floods, but, I think, it is optimal now.
More about lands:
- Agna Qel’a – Good utility land that usually enters untapped.
- Blast Zone – I said I have 3 boardwipes? Well, I lied, there are 4, it may look weird, but helps with wide boards of mana dorks.
- Cavern of Souls – Makes some of creatures uncounterable. Usually, named on wizards or merfolks. Other types – rare.
- Hall of the Storm Giants – Enters untapped early. Wins the late game. Perfect.
- Mistrise Village – like Cavern of Souls, but for all spells.
- Mystic Sanctuary – Cool recursive option for fetchlands.
- Otawara, Soaring City – Bounce in land slot.
- Rivendell – Great option for card selection.
- Urza’s Saga – Powerful option, that can win the game solo buy creating constructs.
- War Room – Good option to convert some mana to some card draw in opponent’s endstep. Wasteland – Destroys opponent’s Cavern of Souls.

Finally, lessons.
Lesson-board is a great thing, that undeservingly forgotten, is especially good for control players. It allows to play some cards, that could search for card from our sideboard of 7 lesson cards. Why is this so great? It’s simple – flexibility. While learn, you may choose any of card in your lesson-board. After WOTC released Avatar sets lesson’s power level have significantly increased. Now we have some good options to choose, that cover most of the situation. In Baral I playing next lessons spell:
- Aang’s Journey – Helps to find missing landdrops.
- Accumulate Wisdom – Simple cantrip.
- It’ll Quench Ya! – Card, that makes lessons not an optional, but the staple. It is just a counterspell in lesson slot.
- Lost Days – Good removal with some card advantage.
- Sokka’s Haiku – Heavy counterspell.
- Waterbending Lesson – Instant speed CA spell, just a good option.Zuko’s Exile – Specific ultimate removal spell for some specific situations.

Of course, it seems to not to be such good with lack of power level of spells with learn. But trust be, such option worth it.
Some starting hands

3 lands, removal, cantrip, counterspell, late game threat – almost perfect, keep without thinking.

2 lands, both untapped, cantrip on the first turn, Baral on the second turn, maybe counter something with Force of Will, but probably not, removal would solve most of the problems. Very good hand. Always keep.

If you are first and you are the bold one – keep it. If it is mulligan for 6, or some tough matchup, risk worth it. If you find second land on second turn – good, if not – bad, but deck still can win in such situations.

Good for aggressive matchups, Mental Misstep too powerful, If your opponent plays something slower – only if it is a mulligan.

Good for playing with slow decks, hard control and such. With faster deck only if it is a mulligan.

Slow, but not bad. I think I would keep it. Amazing with most of the deck. Keep.

Interesting. Keep with aggro decks. If opponent playing removal/counterspells – try to mulligan.

Good hand for slow matchups. Not bad hand for match with aggro, but not good. It’s okay.

Turn 2 Sapphire Medalion, keep. Same as previous. Sapphire Medalion makes this deck too good.

Turn 1 Baral with mana on counterspell – amazing, keep.
What is the game plan?
The plan is simple, counter early aggression, take the advantage, find some wincon, win the game.
Is that easy? Not always, as any hard control deck, it requires some skill to pilot it, some choices aren’t obvious.
How deck feels itself in metagame?
Pretty well, most of the matchups are 50/50 with some spikes, depends on current hands and topdecks, of course. Baral performs very well if you keep the right hand for current opponent, but main principles are same – 2-3 lands, 1-2 counterspells, 1-2 removal, maybe some card advantage.
With aggressive opponents we want to disrupt as many threats as possible and win in the mid-end game, like other control decks.
With tempo decks main plan is winning by overvalue in midgame, waiting opponent to play all cards they have. The difference with aggro decks is that we should not try to take the board before being sure opponent would not flip it.
Control mirror match strategy depends on starting hand, but we often want to play more aggressive, cast our threats, forcing opponents to choose which and when counter, and usually allow them to do it, because we don’t want to miss some big threat that most classic control players have.
Combo decks are rare and unique, but one of the previous strategies should work.
It is hard to tell about how to play it, better to try it yourself.
In my gamestore I have 64% winrate on my Baral deck. If we exclude tests of some bad experimental builds and pilot’s mistakes, I think it could be 70% or maybe little above. Of course, it is not tier 1 deck that crush everything sitting in front of, but it’s still a good and fun deck to play.

| | % неполных матчей (без двух побед, id, bye) = % incomplete wins (w/o two wins, id, bye) | % неполных матчей (без двух побед, id, bye) = % incomplete wins (w/o two wins, id, bye) |
Written by Alexandr Evgenev




