Well first of all, this is a nice list so far. But there are definitely some better card choices you could be playing in here. Like for starters, I noticed you're running Teferi so you could include Knowledge Pool to go for a lockdown. Your opponents will never be able to play anymore spells.
Personally, I'm more into slinging spells than casting creatures. I just find that your opponents will always be expecting creatures to hit the field and will have more answers to your creatures than they do spells. If I were to build this deck, I'd pack a few more counters such as Force of Will, Pact of Negation, Hinder. Also Mindbreak Trap is an excellent answer spell for any spells that your opponent plays that say "can't be countered" or if someone is going for a long combo, you play this for free and exile it. It's been great in each deck I've played.
I don't see the point of having Darksteel Forge. You should either go with running more artifact mana accel such as Mana Crypt, Mox Diamond, Chrome Mox, etc. Or if you're playing a play group where they play lots of artifact mana, play Null Rod to shut them down.
Otherwise, so far so good. Keep me posted on what you do with this deck. Hope this helps
Like I had said in my previous post, I'm putting together something extremely similar to the original list. I made a few changes adding a bit more artifact mana accel. I don't play All is Dust because my playgroup plays a lot of artifacts. I've researched a lot of other Teferi decks and this build has been the closest to what I'm looking for as far as competitive play goes. Does anyone have any further suggestions or comments?
Also, don't recommend Mana Drain because I don't have it nor am I going to spend $200 on one. Thanks
Hey, it seems to have been a while since anyone has posted any discussion on your deck. However, I have stumbled upon this primer and have serious intrigue in building a list similar to what you have built. I'd like to know if you or anyone else who has closely followed this list has been working on this deck at all and made any necessary changes?
Since the core of this deck has seemed to be either getting the hard lock out with Teferi + Knowledge or the Infinite mana options on play, have you tried playing more mana accel such as Mox Diamond, Chrome Mox, or Mox Opal.
Your MUC decklist looks great and it seems to be, in my opinion, one of the most consistent and accurate blue control lists yet. However, there were a couple of things I wanted to ask. First, I'm trying to wrap my head around the 2 of Spell Contortion. I know there's only 2 and meant for late game play but is it really worth all of the mana investment?
Also, I was curious to see what your sideboard might look like. I had an idea of a few auto-includes already such as Pithing Needle, the 2 of AiD, Relic, any other suggestions?
In this type of deck, you're attempting to lock your opponents out of the game. Path to Exile is fine removal here. And as far as your finisher is concerned, Lodestone Golem should be one of them being a 5/3 that makes spells cost 1 more to play. If you're worried about a bolt or removal just play the card Dispel since it's one blue mana to counter the instant speed removal that most decks are playing these days. You could also have Spell Pierce in the SB since it is one blue mana and since their spells will cost more to play, they may not have the additional 2 mana to pay for Spell Pierce. If you don't feel Lodestone is a good enough finisher then you should have at least 2 Tezzeret the Seeker MD as they will make your entire field swing out and most likely win you the game.
I agree with testing Wall of Frost because having that and Reinforced Bulwark would be nice walls to have to fend off aggro decks. As far as Spell Contortions goes, I'd rather have See Beyond which replaces itself over a counter spell that this deck doesn't need.
What has been better in testing having Jace 2.0 or AiD? Because All is Dust seems it would work pretty well especially with the Chalices but I feel like it's more of a SB card. As for Jace, it may not have blockers protecting it but we have counter spells, Narcolepsy, and sb cards that can gain control of them to set up blockers for us, it seems like it should do pretty well to me but that's just my opinion.
I agree with everything said about Everflowing Chalice. MUC decks should be running this card to keep up with tempo and the additional ramp does in fact help.
I really like the list you have set up as it seems to be very well balanced. The only concern I have other than adding in Chalice and upping the land count, is there a reason you're not running Jace 2.0 aside from his hefty price tag? It seems like at least a 2 of would be nice for the utility and alternate win condition.
I feel like Sarkhan the Mad would be better in a deck revolved around him rather than this build due to the fact that he does cost 5 mana and u don't wanna have to flip into him with Ad Nauseam and the Bloodghasts wouldn't be much of help here either IMO.
This deck is designed to stall with some 2/2 beaters, burn, discard, until you get enough mana to Ad Nauseam and have the board position to go off. My sb plan is to just go straight up B/R Aggro for the win.
I'm trying to keep the deck consistent with a very low curve. The MD is set up to combo out while the SB flips this deck into RB Aggro. I would like to run cards like Blightning but I fear hitting them and not revealing the cards needed with Ad Nauseum to win and just sitting there with a low life total.
Also, should I try to fit in Everflowing Chalice to win faster?
Hopefully, MUC will become a more powerful deck once World Wake releases. In the mean time, MUC is limited, as everyone here has already stated, but it's certainly not a deck to be taken lightly. Here's the list I run.
First, I would like to address my reasoning behind the inclusion of Reliquary Tower. Reliquary Tower is great for building up a large hand rather than having to discard anything, especially if you play against any decks abusing Howling Mine and Font of Mythos (which is heavily seen in my area).
Another addition here that I believe is a great card for MUC right now is Clone. Clone is great whether it be cloning one of my Sphinx or a BSA or any other creature threat on the field. It's worked very well for me, especially when I board in Mind Control.
This build for the time being nets me enough card draw and provides enough permission needed (especially if I board in Negate) to pose a threat.
Personally, I'm more into slinging spells than casting creatures. I just find that your opponents will always be expecting creatures to hit the field and will have more answers to your creatures than they do spells. If I were to build this deck, I'd pack a few more counters such as Force of Will, Pact of Negation, Hinder. Also Mindbreak Trap is an excellent answer spell for any spells that your opponent plays that say "can't be countered" or if someone is going for a long combo, you play this for free and exile it. It's been great in each deck I've played.
I don't see the point of having Darksteel Forge. You should either go with running more artifact mana accel such as Mana Crypt, Mox Diamond, Chrome Mox, etc. Or if you're playing a play group where they play lots of artifact mana, play Null Rod to shut them down.
Otherwise, so far so good. Keep me posted on what you do with this deck. Hope this helps
1 Ixidron
1 Consecrated Sphinx
1 Trinket Mage
1 Treasure Mage
1 Memnarch
1 Palinchron
1 Solemn Simulacrum
1 Phyrexian Metamorph
1 Duplicant
1 Mox Opal
1 Darksteel Ingot
1 Mox Diamond
1 Chrome Mox
1 Gilded Lotus
1 Knowledge Pool
1 Grim Monolith
1 Extraplanar Lens
1 Mana Crypt
1 Mana Vault
1 Sensei's Divining Top
1 Sol Ring
1 Thran Dynamo
1 Relic of Progenitus
1 Oblivion Stone
1 Vedalken Shackles
1 Wayfarer's Bauble
1 Devastation Tide
1 Fabricate
1 Personal Tutor
1 Ponder
1 Preordain
1 Recurring Insight
1 Transmute Artifact
1 Arcane Denial
1 Blue Sun's Zenith
1 Capsize
1 Commandeer
1 Counterspell
1 Cryptic Command
1 Dismiss
1 Desertion
1 Dream Fracture
1 Evacuation
1 Fact or Fiction
1 Foil
1 Forbid
1 Force of Will
1 High Tide
1 Hinder
1 Impulse
1 Last Word
1 Muddle the Mixture
1 Mystical Tutor
1 Pact of Negation
1 Pongify
1 Rewind
1 Spell Crumple
1 Spin into Myth
1 Stroke of Genius
1 Reliquary Tower
1 Tolaria West
1 Ancient Tomb
1 Polluted Delta
1 Flooded Strand
1 Misty Rainforest
1 Scalding Tarn
1 Wasteland
1 Strip Mine
1 Academy Ruins
1 Mystifying Maze
Like I had said in my previous post, I'm putting together something extremely similar to the original list. I made a few changes adding a bit more artifact mana accel. I don't play All is Dust because my playgroup plays a lot of artifacts. I've researched a lot of other Teferi decks and this build has been the closest to what I'm looking for as far as competitive play goes. Does anyone have any further suggestions or comments?
Also, don't recommend Mana Drain because I don't have it nor am I going to spend $200 on one. Thanks
Since the core of this deck has seemed to be either getting the hard lock out with Teferi + Knowledge or the Infinite mana options on play, have you tried playing more mana accel such as Mox Diamond, Chrome Mox, or Mox Opal.
Your MUC decklist looks great and it seems to be, in my opinion, one of the most consistent and accurate blue control lists yet. However, there were a couple of things I wanted to ask. First, I'm trying to wrap my head around the 2 of Spell Contortion. I know there's only 2 and meant for late game play but is it really worth all of the mana investment?
Also, I was curious to see what your sideboard might look like. I had an idea of a few auto-includes already such as Pithing Needle, the 2 of AiD, Relic, any other suggestions?
Thanks
I really like the list you have set up as it seems to be very well balanced. The only concern I have other than adding in Chalice and upping the land count, is there a reason you're not running Jace 2.0 aside from his hefty price tag? It seems like at least a 2 of would be nice for the utility and alternate win condition.
This deck is designed to stall with some 2/2 beaters, burn, discard, until you get enough mana to Ad Nauseam and have the board position to go off. My sb plan is to just go straight up B/R Aggro for the win.
Your list seems pretty interesting without using Ad Nauseum. Have you done any testing with this list?
Has anyone come up with any other forms of this deck? Here's the list I just built. I just started back into Standard recently.
4x Death's Shadow
4x Goblin Bushwhacker
Spells:
2x Earthquake
3x Ad Nauseum
4x Duress
4x Inquisition of Kozilek
4x Vendetta
4x Lightning Bolt
4x Burst Lightning
3x Pithing Needle
Lands:
2x Akoum Refuge
4x Lavaclaw Reaches
4x Dragonskull Summitt
7x Swamps
7x Mountains
4x Goblin Guide
4x Vampire Lacerator
4x Devastating Summons
I'm trying to keep the deck consistent with a very low curve. The MD is set up to combo out while the SB flips this deck into RB Aggro. I would like to run cards like Blightning but I fear hitting them and not revealing the cards needed with Ad Nauseum to win and just sitting there with a low life total.
Also, should I try to fit in Everflowing Chalice to win faster?
Any suggestions?
21x Islands
2x Gargoyle Castle
1x Reliquary Tower
Creatures (6):
3x Clone
3x Sphinx of Jwar Isle
4x Ponder
3x Jace Beleren
2x Mind Spring
Cantrips (8):
4x Spreading Seas
4x Into the Roil
4x Essence Scatter
4x Flashfreeze
3x Cancel
2x Mindbreak Trap
4x Kraken Hatchling
2x Mind Control
2x Relic of Progenitus
2x Quest for Ancient Secrets
1x Rite of Replication
First, I would like to address my reasoning behind the inclusion of Reliquary Tower. Reliquary Tower is great for building up a large hand rather than having to discard anything, especially if you play against any decks abusing Howling Mine and Font of Mythos (which is heavily seen in my area).
Another addition here that I believe is a great card for MUC right now is Clone. Clone is great whether it be cloning one of my Sphinx or a BSA or any other creature threat on the field. It's worked very well for me, especially when I board in Mind Control.
This build for the time being nets me enough card draw and provides enough permission needed (especially if I board in Negate) to pose a threat.
Hope this decklist helps.