[Deck] Monoblue Control (MUC)
Opening Post by Kadaj
Mono-Blue Control (or MUC) has been around since the fledgling days of magic, and it has almost always remained the same deck. Play tons of counters, draw a bunch of cards, stop your opponent from doing anything relevant, then kill him with a large finisher whether it be Stalking Stones and Rainbow Efreet, as Randy Beuler did way back when, or the much more modern Morphling and Meloku. More recently with the printing of cards like Fact or Fiction, Stifle, and Vedalken Shackles the deck has evolved to incorporate these new powerful cards and adapt to metagame around it.
When playing a modern version of MUC perhaps the most important thing to prioritize is land drops. Making your lands drops ensures that you will have enough mana to counter the relevant cards your opponent might attempt to resolve, as well as leaves you with the option to cast a draw spell at the end of your opponents turn. It is a combination of cheap, sometimes free, countermagic like Force of Will and Counterspell in addition to the card selection and drawing of Impulse and Fact or Fiction that keeps the deck ahead in the card advantage race, as well as the land race. If MUC can remain ahead in both races without falling too low with its life total it will almost certainly win the game.
MUC’s history in Legacy:
Initially when Legacy was created people predicted a combo winter not unlike the one that gripped Magic during Urza’s block. Combo decks would run rampant fueled by unbanned bombs like Lion’s Eye Diamond, Lotus Petal, Chrome Mox, and Burning Wish. Due to this, MUC was concieved as a possible answer to these supposedly broken decks, and was given a slight amount of attention. Of course, these decks never materialized as threats, and MUC was dropped by the wayside. Perhaps the biggest blow to MUC’s possible development in the format was the invention of Solidarity by David Gearheart (Deep6er). Due to Solidarity’s ability to go off in response to anything MUC could try to do MUC had, and still has, a horrible matchup against the deck that would slowly rise to the position of not only the best combo deck in Legacy, but perhaps the best deck period.
All but forgotten, it took until Eric McGraw piloted a traditional MUC deck to 21st place at the StarCityGames Duel for Duals tournament on July 9th, 2006 for the deck to get any attention. Here is the list he played that day:
Maindeck:
Artifacts
3 Powder Keg
2 Vedalken Shackles
Creatures
2 Morphling
4 Ophidian
Enchantments
2 Back To Basics
Instants
3 Brainstorm
4 Counterspell
3 Fact Or Fiction
4 Force Of Will
3 Impulse
4 Mana Leak
2 Misdirection
Basic Lands
11 Island
Lands
3 Flooded Strand
3 Polluted Delta
3 Quicksand
4 Wasteland
Sideboard:
4 Chalice Of The Void
2 Pithing Needle
2 Vedalken Shackles
1 Back To Basics
1 Blue Elemental Blast
4 Hydroblast
1 Misdirection
Perhaps the most important thing to note with McGraw’s deck is the inclusion of maindeck Back to Basics, a card that wrecks a good portion of decks in Legacy and puts a lot of pressure on others. Still, even with this moderately high placing in a major tournament, MUC remained almost entirely unnoticed. It took a top 8 finish from a new pilot, Glenn Anderson (Maximus04), and another solid finish from Eric McGraw to put MUC truly back on the map.
Monoblue Control
A Legacy deck, by Glenn Anderson
5th place at a StarCityGames Duel for Duals tournament in Roanoke, Virginia, United States on 2006-10-08
Maindeck:
Artifacts
2 Powder Keg
2 Vedalken Shackles
Creatures
2 Morphling
4 Ophidian
Enchantments
2 Back To Basics
Instants
4 Brainstorm
4 Counterspell
3 Fact Or Fiction
4 Force Of Will
3 Force Spike
3 Impulse
4 Mana Leak
Lands
15 Island
4 Polluted Delta
4 Quicksand
Sideboard:
3 Chalice Of The Void
2 Pithing Needle
2 Tormod's Crypt
1 Vedalken Shackles
2 Blue Elemental Blast
3 Hydroblast
2 Repeal
And here is McGraw’s 32nd place finishing deck:
Maindeck:
Artifacts
2 Powder Keg
2 Vedalken Shackles
Creatures
2 Morphling
4 Ophidian
Enchantments
2 Back To Basics
Instants
4 Brainstorm
4 Counterspell
3 Fact Or Fiction
4 Force Of Will
3 Force Spike
3 Impulse
4 Mana Leak
Basic Lands
16 Island
Lands
4 Flooded Strand
3 Quicksand
Sideboard:
3 Chalice Of The Void
2 Pithing Needle
2 Tormod's Crypt
1 Vedalken Shackles
1 Blue Elemental Blast
4 Hydroblast
2 Repeal
Both decks are almost identical, with the only Maindeck differences being the Fetchlands used and the number of Quicksands, and the only Sideboard differences being the number of Hydroblasts versus the number of Blue Elemental Blasts. Even despite the relative success of this version of MUC, there remains much debate over what the correct decklist is. Having tested MUC for several months, this is my own take on the archetype:
Maindeck:
Artifacts:
2 Vedalken Shackles
3 Powder Keg
3 Chrome Mox
Creatures:
3 Morphling
Enchantments:
3 Back to Basics
Instants:
4 Fact or Fiction
4 Impulse
4 Force of Will
4 Counterspell
4 Rune Snag
2 Mana Leak
2 Misdirection
Lands:
3 Flooded Strand
3 Polluted Delta
16 Island
Sideboard:
1 Vedalken Shackles
3 Chalice of the Void
2 Pithing Needle
2 Repeal
3 Tormod’s Crypt
4 Blue Elemental Blast
Matchup Analysis:
In general when playing MUC perhaps the most important thing to do is make your land drops. Making your first 4 or 5 land drops ensures you’ll have mana open to counter threats, draw cards, and eventually drop your finisher for the win. Fact or Fiction is perhaps the most important card to resolve for you, as it almost always nets at least a 3 for 1 and can easily fuel a game win if the card advantage you gain off of it is maintained. Obviously this plan has to be customized and adapted to each game, especially depending on what deck your opponent is playing.
Vs. Goblins, Unfavorable (35-65 to 40-60 preboard depending on the build, anywhere between 45-55 and 60-40 postboard depending on what’s in your board and how many REBs and Pyrostatic Pillars the goblins player can bring in).
First rule, and yes it is an obvious one, you MUST stop Goblin Lackey. It doesn’t matter whether you counter it, bounce it, block it, steal it, whatever, you absolutely cannot let it hit you. If you do, you will set yourself much too far behind in the race and have no chance to catch up. Another must counter, remove, bounce, whatever, is Aether Vial, which if allowed to become active will almost inevitably result in an uncounterable Ringleader giving the goblins player far too much card advantage for you to come back from.
Post board the match gets either much easier for you, if they don’t have much in the SB for you, or slightly better if the majority of their sideboard can come in and hurt you. Either way, you should be bringing in all of your BEBs/Hydroblasts as well as any other anti-creature tools you may have (Vedalken Shackles, Propaganda, whatever). If you’re going first in game 2 bringing in Chalice’s might be a good idea, as they can shut down all of the dangerous one drops in the Goblin player’s deck. If you can grab the advantage early by countering threats as well as dropping Shackles you should be able to pull it out.
Tips:
-If your hand does not have an answer to a turn 1 Lackey, it’s probably one to throw back unless you can accelerate into an early threat and don’t think your opponent has a dangerous hand.
-Forcing Goblins into the late game makes them much easier to handle, just keep their major threats off the board with countermagic, Shackles, Keg, and whatever else you may have, and make sure that no Goblin Ringleaders resolve. How you get to the late game depends on your hand, and your opponents plays.
Vs. Solidarity (Probably 20-80 preboard, maybe 35-65 at best postboard).
Solidarity is tailor made to beat the crap out of you, and there’s very little you can do about it, especially game one. Game two if you can resolve an early chalice for one and manage to resolve a Morphling you might have a chance, but beyond that your only chance is to pray your opponent either has a pathetic hand or sucks horribly at playing Solidarity. And we’re seeing less and less of the latter types of players, so that’s probably a forlorn hope.
Tips:
-Pray. Seriously, there’s no way in hell you’re going to win this match against a competent opponent with a remotely decent hand.
Vs. UGw, UGr, and UGrw Threshold (45-55 to 50-50 preboard depending on which version of Thresh, and anywhere from 45-55 to 55-45 postboard)
This match is essentially a coinflip that relies almost entirely on the playskill of the players involved and draws they get. If the Mono-Blue player can force through even one Fact or Fiction and make good use of it’s Powder Kegs he’ll likely pull out the win. If the Threshold player can avoid MUC’s limited removal and keep FoF from resolving he’ll likely win. There are a boatload of little things that can easily decide this game as well, such as whether or not Back to Basics resolves and whether or not the Threshold player can chain his or her cantrips together and keep the threats coming.
Postboard Chalice of the Void adds another bomb to the MUC player’s arsenal, and Pithing Needle is an excellent weapon for the Thresh player, but the basic dynamic remains the same.
Tips:
-Back to Basics is possibly your best weapon against Thresh game 1, as it often shuts down a large portion of their mana base and makes it much harder for them to play cantrips and continue to lay down threats.
-Blowing an early Powder Keg at one to clear away Mongeese is often the right play, you can force through a Shackles and steal anything else. Especially if you know they’ve boarded in Worship.
-Sometimes, depending on your hand, countering Thresh’s cantrips can be a good play, as it can often put them in topdeck mode and keep their threats light. Still, this can be risky depending on your own gas, and the makeup of your opponent’s hand. A high risk, high reward strategy.
Vs. IGGy-Pop (60-40 preboard, 65-35 to 70-30 postboard depending on what’s in the Iggy player’s sideboard)
You’re Mono-Blue. They’re non-instant speed storm combo. This matchup plays out like the combo vs. control matches of old with a few small nuances to keep in mind. If they start with Leyline in play you MUST counter Ill-Gotten Gains. Yes that’s obvious, but if by some chance you make a misplay and they resolve it in that situation you are almost guaranteed to lose the game. Still, even with that threat you have 16 counters for their combo pieces, and the card advantage tools to bury them once you’ve laid the proverbial trap.
Postboard you gain Tormod’s Crypt, which makes Ill-Gotten Gains much less effective in most cases, and Chalice of the Void, which if set early at one is an absolute bomb in this matchup. Conserve your counterspells for Ill-Gotten Gains, Intuition, and Infernal Tutor (with priority going from IGG forward) and this match should be pretty easy.
Tips:
-Don’t fall into the trap of countering the tutor if there’s a Leyline out and even a remote chance they might have IGG in hand. It WILL wreck you.
-If they start getting high in storm do not be afraid to counter their tutors, as a Tendrils would wreck you.
Some questions to get the ball rolling on discussion:
Chrome Mox? Hot or not?
Is Ophidian worth a slot in today’s metagame?
What’s the optimal draw suite? 4 Brainstorm, 3 Impulse, 3 Fact or Fiction? 4 Impulse 4 Fact or Fiction?
Morphling or Meloku? Should whatever the finisher is be a three of or a two of?