I used to run at least three pithing needles back in the day when I played Landstill rather competitively. Of course, Vial Goblins was the best deck in the format during those days and it was real handy having needles maindecked. Since it worked for landstill, it could work for MUC as well. I'd probably would run pithing needle just to stop Vial since merfolks is pretty big right now. Your first priority is to stop AEther Vial at all costs anyhow.
As for propoganda, I actually like it against Ichorid if your opponent happens to have a slow start. Although, relying on graveyard hate is still the best option in the matchup but it never hurts to have additional hate. Dredge/Ichorid just seems to be popular and the chances that you'll see it in a big tournament is high.
All of your points about pithing needle are pretty valid Maffe. But yeah pretty much everything that you listed is what makes MUC tick.
I would like to add, in the defense of MainDeck use of Needle, that Qasali Priedmage is now played heavily, just like Aether Vial.
What does this exalted guy means to us? That he can shut down Propaganda, destroy Vedalken Shackles, crush Back to Basics AND force us to blow-up our Powder Keg.
We need protection against him other than countermagic. In other way, if this common cat resolves it can harm severely our board-control gameplan.
Maffe, you are aware that Qasali is not only present in Zoo but also in some survival variants and bant countertop. Where a maindeck pithing needle will also be usefull against the green enchantment and SDT. I don´t get the point. How can you be so confident on our artifacts and enchantments with this creature in front of you?
And on the thresh issue. Sure, it is a heavily played deck that does not use SDT, Qasali, Survival, etc. But what about their fetchlands? Be aware, most of the time 9 of their 18 lands are fetchlands. It will disrupt their fragile three color manabase if you name a land as the needle comes into play...
And "everycombodeck" that does not use a needle target? What about belcher or epic, imperial, whatever painter variant? Ok, It would be dead against Ad Nauseam (just like propaganda and vedalken). Even Dragon stompy can be harmed if you name that namesake hellebnt dragon and against Stax it would be usefull to name Mishra Factory...
Hitting both Aether Vial and Qasali pridemage with pithing needle seems pretty good. Considering, I feel that shackles can be quite strong against both merfolks and zoo. You just steal games when you take their biggest creature away from them.
I do agree with Maffe in the sense that I'd rather have the additional copies of what gets nuked rather than Pithing Needle as a preemptive attempt to stop it. I kinda gave up on beating Merfolk with MUC. I mean you might be able to steal the occasional game, but its a truly uphill battle. I tend to think Propaganda and VShackles are the best weapon versus Merfolk, but resolving them is another epic tale.
Against Zoo, Misdirection can be a beating because the threat of 2 for 1'ing them can be devastating.
Ivory Tower. Seems pretty much like exactly what i need. Anyone test this at all? It seems really good if you have sufficient card-draw and counters like Remand or Arcane Denial... maybe its just me... but it looks like an early drop that can stick around and gain you TONS of life..
For that matter.. has anyone tried Sun Droplet.. i know it looks a bit slow, but even against burn or aggro decks we should be able to stall with Propaganda and other counters long enough to regain an unsettling amount of life..
Anyone?
Yes, I've tested Ivory tower....it is at 2x in my list posted earlier, and I definitely would suggest that people test it. REALLY helps against burn, zoo, and fast aggro if dropped t1.
Other than that, bounce is another option against vial. Echoing truth, wipe away and/or capsize need a spot somewhere in the 75 in my opinion.
I'd really like to include Psionic blast as well somewhere in the sb or main....but it is so hard fitting things in as it is.
I finally traded for back to basics (I traded 2x new world-wake man-lands + 1 wwk man land foil for 3x back to Basics and 4x city of traitors.....! Type 2 players just don't care about old cards that will actually keep their value 0.o). I have to say Back to Basics is stronger in this format than I ever thought it would be; I've had several people just scoop immediately when I play it. My previous build had some susceptibility to man-lands before, which this completely shuts down. Beyond that, I've cut down my bounce spells to the 1x late game capsize and the very nice wipe away. Spell snare has surprisingly not been very good for me, but I can see it coming in versus certain match-ups, especially when you are on the draw from crushing them game 1. I couldn't be happier with Draining Whelk, considering it offers a late-game counter that turns into a 4/4-7/7 flyer. Nonetheless, versus certain decks I feel like I need more win-cons than the whelk and treachery, so I have included my 1x shrouded sphinx.
As to draw spells, I have found 4x ancestral visions and 3xFact or fiction to be the perfect draw spells...I always seem to be able to play one, and never drop down below 1 or 2 cards in hand. Cryptic command is incredible, and finally can completely replace rewind.
Also, a T1 ivory tower can help tremendously against aggro. I'm quite happy with the list so far even though it lacks shackles and only mb 2x powder keg (it is less necessary when you can simply gain more life with ivory tower). I also sb propaganda, since it isn't very useful versus control.
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Pauper UBGRW Domain UBGRW
Vintage RVise-Burn!R
"Out of the crooked timber of humanity, nothing straight was ever made" - Immanuel Kant
Make the switch to Vedalken Shackles for creature posession. Ivory Tower? I mean, it's a cool idea, but won't Zoo just nuke it with Qasali Pridemage? I guess better that than something else I guess, maybe it works, dunno. 24 Islands makes me smile more :D. Bounce, just play 2-3 Echoing Truth or Into the Roils (cantrips at least so no card disadvantage). Take out Brainstorm for another island and Powder Keg. Seriously consider Propaganda.
In all honesty, I think treachery is on par with schackles, if not better as it untaps all the lands again, making it essentialy free t5 and above unlike shackles.
Ivory toweris great. Sure, it is a target for qasali pridemage, but so is a lot of the other enchantments and artifacts we play. In fact, I'd rather they blow up my Ivory tower, so I can drop a back to basics anyway. Of course this is IF we let them resolve a pridemage in the first place....
Yeh my island count is a bit low, I agree. Brainstorm really is what allows me to get away with it...I'm really not sure why you would want to cut brainstorm for a deck that it is perfect for...
As to bounce, I would like to include more, but the list is crammed. I can't decide between a lot of the options available to us, although the late-game of capsize and the split second of wipe away, seems to be best. I mean, are they really supposed to be resolving so many threats that we will 2-1 with echoing truth, or for that matter really need those powder kegs at 4x? I'd hope not. I play 4x into the roil in my T2 MUC deck...it's great at the 4 spot, but I'm just not sure if it is Legacy worthy.
I don't think I need propaganda main...I play a lot of low creature control decks, and propaganda is under-whelming in these cases. It can win games against swarm though, and definitely belongs in the 75.
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"Out of the crooked timber of humanity, nothing straight was ever made" - Immanuel Kant
These are some decent points...I'll try to find a few vendilion clique to test over the whelk (although it is extended season, making them expensive)...I could see a 2/2 or 2/1 split between them.
Nonetheless, I really think MUC needs some form of bounce, just in case they resolve something that you need to deal with. I personally don't like spell snare main, but I do like the idea of it in the SB, so you can put them in game 2 when you know for certain you are on the draw...assuming of course you won g1....
Well, if you are playing schackles or treachery, I would assume their baneslayer or tombstalker is now your baneslayer or tomb stalker, so I wouldn't be too concerned about it taking on Sphinx.
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"Out of the crooked timber of humanity, nothing straight was ever made" - Immanuel Kant
I've been toying around on paper with a Mono-U control deck centered around Engineered Explosives as removal and a CounterTop engine + mass counters as control.
Any glaring holes in this list? I tried out a similar deck last night (except with white splash for Swords to Plowshares) against my own MBA deck, but it seemed to lack the oomph to actually push any appreciable damage through. It was great at controlling the board, but mass discard + a Bob that snuck past the countermagic was enough to eventually overwhelm the deck.
EExplosives has no synergy with Counterbalance......plus, you don't have Propaganda to stall. 2 Vedalken Shackles and no Props maindeck means you'll get pounded by aggro. Come on.
I switched this deck up a bit last night and put 4 Propaganda maindeck. Didn't help one bit, I still got pounded by my own MBC/MBA deck. Not a single game win, not even when I had 3(!) Propagandas out (no Shackles though).
You're right about the lack of synergy between CB and EE. I had CMC=0 on top waaay too much, between EE and lands. Plus, I always wanted to EE for 2, which wrecks CB.
This list is junk. Nothing to see here, move along
Pretty standard, tries to keep the board clear early game with counterspells and chalice, lock up lands mid-game with back to basics and propaganda, and wins using sphinx of jwar isle or vedalken shackles as an alternate. The only real difference between this and standard mono blue are the two isochron scepters, which become sick with echoing truth, counterspell, or impulse, and the Tabernacle, which I don't actually have but don't see why I wouldn't run if I was filthy rich. I'm considering replacing the impulse with accumulate knowledge simply because AK is so much better late game on the scepter, but Impulse is way more consistent and still gets you all the way through a 60 card deck in 15 turns on the scepter.
Pretty standard, tries to keep the board clear early game with counterspells and chalice, lock up lands mid-game with back to basics and propaganda, and wins using sphinx of jwar isle or vedalken shackles as an alternate. The only real difference between this and standard mono blue are the two isochron scepters, which become sick with echoing truth, counterspell, or impulse, and the Tabernacle, which I don't actually have but don't see why I wouldn't run if I was filthy rich. I'm considering replacing the impulse with accumulate knowledge simply because AK is so much better late game on the scepter, but Impulse is way more consistent and still gets you all the way through a 60 card deck in 15 turns on the scepter.
I think you fall a little short in the creature control department. Propagandas are great at what they do, which is stall, but you can't do that forever. And with Pridemages/ K grips running so rampant, you can't expect the 2 shackles or even E Truths on a stick to stay around long. Being that you will often get two for 1'd with the sceptors, I would probably take them out for more creature control in the form of Powder Kegs.
One thing I really like about the list is the CotV's. I run them in mine as well, and I think something you might want to look into is Ancestral Visions so you have something to do on your first land drop. If you do drop the sceptors, the they'd replace the Impulses (which are better than AK's anyways).
I think you fall a little short in the creature control department. Propagandas are great at what they do, which is stall, but you can't do that forever. And with Pridemages/ K grips running so rampant, you can't expect the 2 shackles or even E Truths on a stick to stay around long. Being that you will often get two for 1'd with the sceptors, I would probably take them out for more creature control in the form of Powder Kegs.
Yeah I guess I agree with that. Powder Keg has always felt so slow to me though for some reason, and it's so painful to put those things down, get to the second upkeep and fuse counter, and then get k-gripped. Nonetheless, I might push the scepters out of the maindeck and replace them with the kegs, especially for zoo, since the CotV's give me a good answer to one drops and the PK's could answer for two drops. I'll think about it- maybe if I take out the scepters I would drop the echoing truths for a playset of kegs and another CotV.
My problem with Ancestral Vision though is it's just too slow. Especially in mono blue control when I want to find an immediate answer to what my opponent is doing, waiting three turns sometimes is just too long. Plus impulse digs one card deeper, and the one draw really isn't a problem for me since I'm only looking for the best card to respond to the current board situation. Nonetheless, I could definitely see how filling the hand would be a superior play in a lot of scenarios, especially with an Ivory Tower on the board. I've been thinking about putting some of those in the maindeck, and if I do then the Impulses are definitely out for recalls
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:symr:Tribal Goblins:symr:
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EDH:
:symb::symr::symu:Sedris, the Traitor King:symu::symr::symb:
You should definitley be running 4 Btbasics. Thats the priime reason to run MUC in the first place. Props are needed for stall, until you get VShackles online. PKegs are traditionally MUC's best removal, plus it can hit manlands too. Utilizing B2asics and hammering decks like Zoo's manabase will help win the fight, especially with Props out. After trying a zillion dig/draw pakages, i feel, right now, the best suit is 4 Impulse and 4 FoFitions.
I recently took a slightly ported version of my MUC control deck to a Vintage tournament. I went 3-1, which was quite surprising. Here is the list if anyone is interested. Obviously including mana drain, ancestral recall and time walk would improve it. 4x Null rod main is also a possibility..I'm working on getting them now.
The deck loses multiple copies of fact or fiction and brainstorm, which does hurt it somewhat. It does gain gush...but each time I play the card I ask myself why it is even banned and restricted in the first place: fact or fiction is about 15x better. Nonetheless, this is all made up for the fact that back to basics essentially reads "opponents lands do not untap" in vintage. Spell pierce is also much stronger in T1 (but still somewhat lacking) and necessary to stop nasty time vault combo decks
Teferi, Mage of Zhalfir has been absolutely incredible for me from testing. It makes all your counters final (since they can only cast at sorcery speed now), has flash, and even gives sphinx flash to boot. Cannot stress enough how good it has been for me.
Personally, I would go with Impulse, because it's an instant, which is a huge plus. I also strongly reccomend using Propaganda as a 4 of. I know some people fight it, dunno why, since you need Props/VShackles/PKegs to hope to control the board in any competent capacity.
1 Academy Ruins
20 Island
1 Riptide Laboratory
22 lands
2 Sower of Temptation
2 Spire Golem
4 creatures
4 Chalice of the Void
4 Counterspell
2 Cryptic Command
3 Energy Field
2 Fact or Fiction
4 Force of Will
1 Jace, the Mind Sculptor
2 Negate
3 Oblivion Stone
3 Repeal
4 Thirst for Knowledge
3 Vedalken Shackles
35 other spells
Sideboard
4 Back to Basics
2 Masticore
1 Razormane Masticore
2 Threads of Disloyalty
2 Tormod's Crypt
2 Vendilion Clique
2 Wipe Away
The deck seems pretty cool. I like the masticore tech against tribal decks.
Chalice of the void seems to be a awesome call for the metagame at hand. I am kind of disappointed to not see Sphinx of Jwar Isle in the list but I am glad to see MUC do well in the biggest magic tournament.
I think clique would be good in the side when facing control for after they side out their removal. I believe urza's factory and academy ruins are good if you take out the back to basics which would also prove more helpful if they are put in the sidedeck for facing against mono colored decks
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Looks like a solid build Maffe. SRanger seems like nifty tech. Beater late game or Island grabber/Reshuffler if you want. I like the idea. The rest of the deck seems staple. I know hjow you feel cosidering 2 Hydroblast, 3-4 would seem better, but Green can be a real pain too, so I think you have a right meta-call. TCrypt is a nice call, I am sure Reanimator will be popular, plus it hits other decks too, so either way, it shouldn't be a wasted slot. I am confident in your build, Good Luck Maffe!
Energy field reminds me of the old days when you would drop this and beat face with faerie conclave. It is an interesting card and I think is a nice sb tech versus a lot of aggro decks. It allows us time to set up, drop a shackles, and start making the board position look a lot better in our favor.
Also, back to basics is the strongest card in the deck. No reason to mess with non-basics in the sb...takes up too much space and doesn't add much.
Other than that, I really suggest people test Teferi, mage of zhalfir. He comes in with flash, will now give all your win-cons flash, and more importantly...you will always counter wars and be able to ninja block against aggro decks. He is insane...might be the best blue creature out there.
I don't know aboutshoreland ranger...I don't think I would ever want to tap out for him...but with teferi, you don't have to I suppose. I can test it.
I card I've found that has some use in the sideboard is psionic blast. It can hit annoying cards like Gaddock Teeg or an early goyf. Not sure how to squeeze it in currently though.
I also think the 1x jace is pretty interesting. It offers card advantage and a win-con all in one. That's pretty hot, you have to admit.
I think the sideboard could use some more work but that's ok since it seems to be working for now. I have been liking the build against alot of decks in legacy. I am still a fan of Cunning wish since it still seems rather solid in the current meta, in my opinion.
Edit: Just added Jace, the mind sculptor because I thought I had it in my list beforehand but it's in there now and yes it's he is meant to be in my current list as a 2-of.
As for propoganda, I actually like it against Ichorid if your opponent happens to have a slow start. Although, relying on graveyard hate is still the best option in the matchup but it never hurts to have additional hate. Dredge/Ichorid just seems to be popular and the chances that you'll see it in a big tournament is high.
All of your points about pithing needle are pretty valid Maffe. But yeah pretty much everything that you listed is what makes MUC tick.
What does this exalted guy means to us? That he can shut down Propaganda, destroy Vedalken Shackles, crush Back to Basics AND force us to blow-up our Powder Keg.
We need protection against him other than countermagic. In other way, if this common cat resolves it can harm severely our board-control gameplan.
Maffe, you are aware that Qasali is not only present in Zoo but also in some survival variants and bant countertop. Where a maindeck pithing needle will also be usefull against the green enchantment and SDT. I don´t get the point. How can you be so confident on our artifacts and enchantments with this creature in front of you?
And on the thresh issue. Sure, it is a heavily played deck that does not use SDT, Qasali, Survival, etc. But what about their fetchlands? Be aware, most of the time 9 of their 18 lands are fetchlands. It will disrupt their fragile three color manabase if you name a land as the needle comes into play...
And "everycombodeck" that does not use a needle target? What about belcher or epic, imperial, whatever painter variant? Ok, It would be dead against Ad Nauseam (just like propaganda and vedalken). Even Dragon stompy can be harmed if you name that namesake hellebnt dragon and against Stax it would be usefull to name Mishra Factory...
Dark Zoo
Dredge
Mono Blue Control
Reanimator
Eva Green
Against Zoo, Misdirection can be a beating because the threat of 2 for 1'ing them can be devastating.
Yes, I've tested Ivory tower....it is at 2x in my list posted earlier, and I definitely would suggest that people test it. REALLY helps against burn, zoo, and fast aggro if dropped t1.
Other than that, bounce is another option against vial. Echoing truth, wipe away and/or capsize need a spot somewhere in the 75 in my opinion.
I'd really like to include Psionic blast as well somewhere in the sb or main....but it is so hard fitting things in as it is.
Standard
Blows
Modern
BWUTeachingsBWU
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WLifeW
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UBModern MillUB
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BWRTokensBWR
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"Out of the crooked timber of humanity, nothing straight was ever made" - Immanuel Kant
4x Counterspell
4x Force of Will
3x Cryptic Command
3x Draining Whelk
1x Sphinx of Jwar Isle
3x Treachery
2x Powder Keg
1x Wipe Away
1x Capsize
3x Fact of Fiction
2x Brainstorm
4x Back to Basics
2x Ivory Tower
4x Blue Elemental Blast
3x Propaganda
2x Wash out
2x Mindbreak Trap
2x Relic of Progenitus
2x Daze or Spell Snare
I finally traded for back to basics (I traded 2x new world-wake man-lands + 1 wwk man land foil for 3x back to Basics and 4x city of traitors.....! Type 2 players just don't care about old cards that will actually keep their value 0.o). I have to say Back to Basics is stronger in this format than I ever thought it would be; I've had several people just scoop immediately when I play it. My previous build had some susceptibility to man-lands before, which this completely shuts down. Beyond that, I've cut down my bounce spells to the 1x late game capsize and the very nice wipe away. Spell snare has surprisingly not been very good for me, but I can see it coming in versus certain match-ups, especially when you are on the draw from crushing them game 1. I couldn't be happier with Draining Whelk, considering it offers a late-game counter that turns into a 4/4-7/7 flyer. Nonetheless, versus certain decks I feel like I need more win-cons than the whelk and treachery, so I have included my 1x shrouded sphinx.
As to draw spells, I have found 4x ancestral visions and 3xFact or fiction to be the perfect draw spells...I always seem to be able to play one, and never drop down below 1 or 2 cards in hand. Cryptic command is incredible, and finally can completely replace rewind.
Also, a T1 ivory tower can help tremendously against aggro. I'm quite happy with the list so far even though it lacks shackles and only mb 2x powder keg (it is less necessary when you can simply gain more life with ivory tower). I also sb propaganda, since it isn't very useful versus control.
Standard
Blows
Modern
BWUTeachingsBWU
GUGU TempoGU
WLifeW
RWValakut ControlRW
UBModern MillUB
Legacy
UMUCU
BPoxB
BWRTokensBWR
Pauper
UBGRW Domain UBGRW
Vintage
RVise-Burn!R
"Out of the crooked timber of humanity, nothing straight was ever made" - Immanuel Kant
Ivory toweris great. Sure, it is a target for qasali pridemage, but so is a lot of the other enchantments and artifacts we play. In fact, I'd rather they blow up my Ivory tower, so I can drop a back to basics anyway. Of course this is IF we let them resolve a pridemage in the first place....
Yeh my island count is a bit low, I agree. Brainstorm really is what allows me to get away with it...I'm really not sure why you would want to cut brainstorm for a deck that it is perfect for...
As to bounce, I would like to include more, but the list is crammed. I can't decide between a lot of the options available to us, although the late-game of capsize and the split second of wipe away, seems to be best. I mean, are they really supposed to be resolving so many threats that we will 2-1 with echoing truth, or for that matter really need those powder kegs at 4x? I'd hope not. I play 4x into the roil in my T2 MUC deck...it's great at the 4 spot, but I'm just not sure if it is Legacy worthy.
I don't think I need propaganda main...I play a lot of low creature control decks, and propaganda is under-whelming in these cases. It can win games against swarm though, and definitely belongs in the 75.
Standard
Blows
Modern
BWUTeachingsBWU
GUGU TempoGU
WLifeW
RWValakut ControlRW
UBModern MillUB
Legacy
UMUCU
BPoxB
BWRTokensBWR
Pauper
UBGRW Domain UBGRW
Vintage
RVise-Burn!R
"Out of the crooked timber of humanity, nothing straight was ever made" - Immanuel Kant
Nonetheless, I really think MUC needs some form of bounce, just in case they resolve something that you need to deal with. I personally don't like spell snare main, but I do like the idea of it in the SB, so you can put them in game 2 when you know for certain you are on the draw...assuming of course you won g1....
Well, if you are playing schackles or treachery, I would assume their baneslayer or tombstalker is now your baneslayer or tomb stalker, so I wouldn't be too concerned about it taking on Sphinx.
Standard
Blows
Modern
BWUTeachingsBWU
GUGU TempoGU
WLifeW
RWValakut ControlRW
UBModern MillUB
Legacy
UMUCU
BPoxB
BWRTokensBWR
Pauper
UBGRW Domain UBGRW
Vintage
RVise-Burn!R
"Out of the crooked timber of humanity, nothing straight was ever made" - Immanuel Kant
12 Island
1 Underground Sea
1 Tundra
1 Tropical Island
1 Volcanic Island
2 Scalding Tarn
1 Polluted Delta
2 Misty Rainforest
1 Flooded Strand
[Counters=18]
4 Force of Will
4 Counterspell
4 Spell Snare
3 Mana Leak
3 Counterbalance
4 Trinket Mage
4 Engineered Explosives
[Thievery=2]
2 Vedalken Shackles
[Random Beater=1]
1 Sphinx of Jwar Isle (could be Morphling instead)
[Draw/Filter=9]
3 Fact or Fiction
4 Brainstorm
2 Sensei's Divining Top
4 Hydroblast
3 Propaganda
3 Relic of Progenitus
2 Pithing Needle
3 Stifle
Counterbalance CMC Distribution:
0 cmc = 26
1 cmc = 10
2 cmc = 10
3 cmc = 6
4 cmc = 3
5 cmc = 4
6 cmc = 1
Any glaring holes in this list? I tried out a similar deck last night (except with white splash for Swords to Plowshares) against my own MBA deck, but it seemed to lack the oomph to actually push any appreciable damage through. It was great at controlling the board, but mass discard + a Bob that snuck past the countermagic was enough to eventually overwhelm the deck.
You're right about the lack of synergy between CB and EE. I had CMC=0 on top waaay too much, between EE and lands. Plus, I always wanted to EE for 2, which wrecks CB.
This list is junk. Nothing to see here, move along
Pretty standard, tries to keep the board clear early game with counterspells and chalice, lock up lands mid-game with back to basics and propaganda, and wins using sphinx of jwar isle or vedalken shackles as an alternate. The only real difference between this and standard mono blue are the two isochron scepters, which become sick with echoing truth, counterspell, or impulse, and the Tabernacle, which I don't actually have but don't see why I wouldn't run if I was filthy rich. I'm considering replacing the impulse with accumulate knowledge simply because AK is so much better late game on the scepter, but Impulse is way more consistent and still gets you all the way through a 60 card deck in 15 turns on the scepter.
:symr:Tribal Goblins:symr:
:symb:Mono-Black Control:symb:
:symb::symu::symw:Esper Aggro:symw::symu::symb:
EDH:
:symb::symr::symu:Sedris, the Traitor King:symu::symr::symb:
I think you fall a little short in the creature control department. Propagandas are great at what they do, which is stall, but you can't do that forever. And with Pridemages/ K grips running so rampant, you can't expect the 2 shackles or even E Truths on a stick to stay around long. Being that you will often get two for 1'd with the sceptors, I would probably take them out for more creature control in the form of Powder Kegs.
One thing I really like about the list is the CotV's. I run them in mine as well, and I think something you might want to look into is Ancestral Visions so you have something to do on your first land drop. If you do drop the sceptors, the they'd replace the Impulses (which are better than AK's anyways).
Yeah I guess I agree with that. Powder Keg has always felt so slow to me though for some reason, and it's so painful to put those things down, get to the second upkeep and fuse counter, and then get k-gripped. Nonetheless, I might push the scepters out of the maindeck and replace them with the kegs, especially for zoo, since the CotV's give me a good answer to one drops and the PK's could answer for two drops. I'll think about it- maybe if I take out the scepters I would drop the echoing truths for a playset of kegs and another CotV.
My problem with Ancestral Vision though is it's just too slow. Especially in mono blue control when I want to find an immediate answer to what my opponent is doing, waiting three turns sometimes is just too long. Plus impulse digs one card deeper, and the one draw really isn't a problem for me since I'm only looking for the best card to respond to the current board situation. Nonetheless, I could definitely see how filling the hand would be a superior play in a lot of scenarios, especially with an Ivory Tower on the board. I've been thinking about putting some of those in the maindeck, and if I do then the Impulses are definitely out for recalls
:symr:Tribal Goblins:symr:
:symb:Mono-Black Control:symb:
:symb::symu::symw:Esper Aggro:symw::symu::symb:
EDH:
:symb::symr::symu:Sedris, the Traitor King:symu::symr::symb:
1x Strip Mine
1x Sol ring
4x Counterspell
4x Force of Will
3x Cryptic Command
2x Spell Pierce
3x Draining Whelk
2x Teferi, mage of zhalfir
1x Sphinx of Jwar Isle
2x Powder Keg
1x Misdirection
1x Wipe Away
1x Capsize
4x Ancestral Visions
1x Fact or Fiction
1x Brainstorm
1x Gush
4x Energy Flux
3x Propaganda
2x Relic of Progenitus
2x Ivory Tower
2x Telemin Performance
2x Psionic Blast
The deck loses multiple copies of fact or fiction and brainstorm, which does hurt it somewhat. It does gain gush...but each time I play the card I ask myself why it is even banned and restricted in the first place: fact or fiction is about 15x better. Nonetheless, this is all made up for the fact that back to basics essentially reads "opponents lands do not untap" in vintage. Spell pierce is also much stronger in T1 (but still somewhat lacking) and necessary to stop nasty time vault combo decks
The synergy between energy flux and back to basics is also pretty insane.
Teferi, Mage of Zhalfir has been absolutely incredible for me from testing. It makes all your counters final (since they can only cast at sorcery speed now), has flash, and even gives sphinx flash to boot. Cannot stress enough how good it has been for me.
Standard
Blows
Modern
BWUTeachingsBWU
GUGU TempoGU
WLifeW
RWValakut ControlRW
UBModern MillUB
Legacy
UMUCU
BPoxB
BWRTokensBWR
Pauper
UBGRW Domain UBGRW
Vintage
RVise-Burn!R
"Out of the crooked timber of humanity, nothing straight was ever made" - Immanuel Kant
1 Academy Ruins
20 Island
1 Riptide Laboratory
22 lands
2 Sower of Temptation
2 Spire Golem
4 creatures
4 Chalice of the Void
4 Counterspell
2 Cryptic Command
3 Energy Field
2 Fact or Fiction
4 Force of Will
1 Jace, the Mind Sculptor
2 Negate
3 Oblivion Stone
3 Repeal
4 Thirst for Knowledge
3 Vedalken Shackles
35 other spells
Sideboard
4 Back to Basics
2 Masticore
1 Razormane Masticore
2 Threads of Disloyalty
2 Tormod's Crypt
2 Vendilion Clique
2 Wipe Away
Here's the link of the coverage:
http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/eventcoverage/gpmad10/welcome#11
Energy field is the most interesting card. Can stall fast agro while MUC accumulates lands for more powerful spells.
Chalice of the void seems to be a awesome call for the metagame at hand. I am kind of disappointed to not see Sphinx of Jwar Isle in the list but I am glad to see MUC do well in the biggest magic tournament.
venndillion clique urza's factory academy ruins
I think clique would be good in the side when facing control for after they side out their removal. I believe urza's factory and academy ruins are good if you take out the back to basics which would also prove more helpful if they are put in the sidedeck for facing against mono colored decks
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bazaar trader count: 115 including;1 portugese foil; 7 english foils; 4 russian nonfoils
Volkan Baga should do a chrome mox art
Also, back to basics is the strongest card in the deck. No reason to mess with non-basics in the sb...takes up too much space and doesn't add much.
Other than that, I really suggest people test Teferi, mage of zhalfir. He comes in with flash, will now give all your win-cons flash, and more importantly...you will always counter wars and be able to ninja block against aggro decks. He is insane...might be the best blue creature out there.
I don't know aboutshoreland ranger...I don't think I would ever want to tap out for him...but with teferi, you don't have to I suppose. I can test it.
I card I've found that has some use in the sideboard is psionic blast. It can hit annoying cards like Gaddock Teeg or an early goyf. Not sure how to squeeze it in currently though.
I also think the 1x jace is pretty interesting. It offers card advantage and a win-con all in one. That's pretty hot, you have to admit.
Good luck maffe
Standard
Blows
Modern
BWUTeachingsBWU
GUGU TempoGU
WLifeW
RWValakut ControlRW
UBModern MillUB
Legacy
UMUCU
BPoxB
BWRTokensBWR
Pauper
UBGRW Domain UBGRW
Vintage
RVise-Burn!R
"Out of the crooked timber of humanity, nothing straight was ever made" - Immanuel Kant
4x Counterspell
4x Force of Will
3x Cryptic Command
2x Teferi, mage of Zhalfir
2x Draining Whelk
1x Sphinx of Jwar Isle
3x Ancestral Visions
3x Fact of Fiction
2x Brainstorm
3x Propaganda
2x Vedalkan Shackles
2x Powder Keg
1x Misdirection
1x Capsize
2x Blue Elemental Blast
2x Energy Field
2x Ivory Tower
2x Wash out
2x Mindbreak Trap
2x Relic of Progenitus
2x Psychic Purge
1x Hibernation
Standard
Blows
Modern
BWUTeachingsBWU
GUGU TempoGU
WLifeW
RWValakut ControlRW
UBModern MillUB
Legacy
UMUCU
BPoxB
BWRTokensBWR
Pauper
UBGRW Domain UBGRW
Vintage
RVise-Burn!R
"Out of the crooked timber of humanity, nothing straight was ever made" - Immanuel Kant
3 Polluted Delta
1 Plains
1 Underground Sea
14 Island
4 Flooded Strand
1 Tundra
Creatures
2 Morphling
Plainswalkers
2 Jace, the Mind Sculptor
Spells
3 Back to Basics
4 Force of Will
4 Counterspell
4 Spell Snare
4 Engineered Explosives
3 Vedalken Shackles
2 Powder Keg
3 Impulse
2 Fact or Fiction
3 Cunning Wish
3 Llawan, Cephalid Empress
1 Relic of Progenitus
1 Capsize
1 Hibernation
1 Pulse of the Fields
1 Blue Elemental Blast
1 Ravenous Trap
1 Swords to Plowshares
1 Enlightened Tutor
1 Diabolic Edict
1 Misdirection
1 Negate
1 Extirpate
I think the sideboard could use some more work but that's ok since it seems to be working for now. I have been liking the build against alot of decks in legacy. I am still a fan of Cunning wish since it still seems rather solid in the current meta, in my opinion.
Edit: Just added Jace, the mind sculptor because I thought I had it in my list beforehand but it's in there now and yes it's he is meant to be in my current list as a 2-of.