My Red White control deck.

This deck is tuned to fight most decks in the current meta. I play around twice a week. The deck is a strong contender at my LGS and usually results in me getting prize packs.

The centerpiece of the deck is Inferno Titan. Inferno Titan is a bomb to drop on the field. It clears out creatures from your opponent's field allowing you to attack and take a win in a couple hits.

Other key pieces are Elesh Norn, Karn, and Wurmcoil.

Elesh acts as a plague wind to most decks in standard.

Karn forces the opponent to immediately deal with him or bleed card advantage while you take control of the game.

Wurmcoil greatly threatens racing decks while giving you the ability to take back the game even through wraths.

There are two backbones of this deck.

The first is Pristine Talisman. It ramps you into late game and shuts out early aggro decks punishing them for lacking reach and finishers.

The second is Day of Judgment. Day lets you stall until you can drop powerful finishers that will win you the game and put your opponent behind.

Other tools: Galvanic Blast, Blade Splicer, Solemn Simulacrum, Red Sun's Zenith and Oblivion Ring

Galvanic Blast is like olive oil. You can't go wrong with instant speed removal that can finish an opponent off if needed.

Blade Splicer is a pair of bodies that can threaten another control deck with early aggro. The most surprising synergy is blade splicer giving Solemn Simulacrum first strike.

Sad Robot is the captain of my early game plan. Dropping an early sad robot allows the deck to make a good exchange and reach end game cards sooner.

Red Sun's Zenith serves two purposes: gap closing and spot removal. Zenith is a solid way to remove early creatures and keep deck threat density high for when the game drags on.

Oblivion Ring is the key base form of 'Any problem' solver. It can get anything threatening off the board short of hexproof. This is my regular solution to walkers and swords aside from Karn.

Sideboard choices:

Archon of Justice is a great solver for Planeswalkers and larger creatures. It comes in for frites and heavy walker matchups.

Devil's Play is a great way to shut down control decks or vs planeswalkers.

Divine Offering is a solution to Swords and Tempered Steel and Pod decks. I don't run three revokes for lack of instant speed removal.

Grafdigger's are for helping the deck's poor matchup vs Pod decks. In the event a Pod hits play, it lets the player grow in value and the deck can have a hard time stabilizing. Grafdigger's is also nice in U/B matchups where stopping their massive graveyard card advantage matters more than single card.

Metamorph is to kill legends. It comes in for Wolf Run/Pod/Frites matchups where they are likely to have big creatures or hexproof problems that are worth copying. It doesn't usually come in to solve Geist of Saint Traft. 6 Board clears and blade splicers usually handle GoST.Ratchet Bomb is the best solution to tokens and to anthems. It can clear out a Mortarpod, Honor of the Pure, and Intangible Virtue while getting recurred at the cost of a Buried ruin. It's a fantastic card against tokens and frites. (Frites runs Lingering and tons of mana dorks. Ratchet can clear those out).

Revoke is great for solving Swords, Wurmcoils, Tempered Steel and anthems. Sometimes it is used in Oblivion Ring fights.

Thalia is a great singleton and has almost earned a second slot. She slows down Lingering Souls, control decks and any form of combo that might evolve.

Timely was a replacement for Thalia #2 but it might stay. Sometimes it can provide crucial life against fast decks like RDW where Pristine is valuable, but too slow to stabilize. The tokens can also be useful in other aggro matchups like Naya Pod, RG Aggro and such.

I am really excited for Restoration Angel, (Sad Robot and Blade Splicer love this card), Gisela (might make it into my deck), and whatever the R/W utility land is.

Thank you for reading. Any comments/critique is welcomed.