DESCRIPTION
Net Deckers hate him. Find out how this Spice Lord did it with these two simple tricks.
Hedron Control has two win conditions.
1.) Play 'protect that Thing in the Ice'
2.) Align the Hedrons, and make your opponent wish they didn't sell their modern deck to come back to standard.
Win condition Numero Uno, Always keep mana up so you can counter their sad attempts at removing your Thing in the Ice. This in turn takes an Ice counter off of your Thing, great right? However, you will encounter times when you will need to time the 'flip' correctly - I usually call the judge and ask him to 'flip' a coin for me so i can decide if I will Disallow to remove that last counter. It's very crucial that the judge flips the coin, otherwise you failed at being a Spice Lord and you shouldn't be playing magic.
Win condition Numero Dose, Align the Hedrons. Trust me this may seem daunting, and you may find yourself asking, "How can this even be competitive against all of the aggro players straight out of the peanut gallery?" Let me tell you something pal. This isn't the question we Spice Lords ask ourselves - it is the question the opponent asks us. When they ask, answer only with a yes or no question. Yes, you guessed it, Call the Judge over to flip the coin and answer Yes if Heads, and Yes if Tails. The only hard part about Aligning the Hedrons, is having enough mana to cast a Hedron and still be able to play instants on their turn. Honestly every single non-creature card in this deck has some way of interacting with our Hedrons in our library, hand, graveyard, and exile. While we worry about casting Lost Legacy, and Negating our own cards, they can worry about our Thing in the Ice that is thawing out.
Magic is all about fun. Winning games isn't the most satisfying part about this game. It's all about taking the fun away from your opponent, and with all of the modern refugees coming back to standard with the Felidar ban - I find it pretty easy to send them back to where they belong.