PDA

View Full Version : Upheaval Blue



Tao
12-26-2008, 11:07 AM
Updated list:

// Lands
3 [TE] Ancient Tomb
17 [P2] Island (3)
2 [TSP] Academy Ruins

6 Dimir/Izzet/Simic/Azorius Signet
4 [UD] Thran Dynamo

// Spells
4 [DS] Trinisphere
3 [TE] Capsize
3 [OD] Upheaval

3 [MR] Thirst for Knowledge
3 [RAV] Compulsive Research
3 [MI] Mystical Tutor
1 [LRW] Cryptic Command
1 [TSP] Spell Burst
1 [U] Braingeyser
1 [AQ] Transmute Artifact

2 [ALA] Tezzeret the Seeker
1 [FD] Vedalken Shackles
1 [SH] Ensnaring Bridge
1 [MR] Mindslaver


// Sideboard
SB: 4 [TE] Propaganda
SB: 1 [US] Sunder
SB: 2 [MOR] Vendilion Clique
SB: 1 [TSB] Tormod's Crypt
SB: 2 [B] Blue Elemental Blast
SB: 3 [LRW] Sower of Temptation
SB: 1 [TSP] Trickbind

While this deck looks a pile of junk it is very competitive. It looks random but has many synergies which I'll try to explain now.

First of all there is a lot of Mana in this deck: 22 Lands (where 3 produce 2 Mana) and ~10 Mana Artifacts (the number may vary since the decklist is not final). We play only 3 Tombs because the lifeloss of having two Tombs in play is usually unbearable. City of Traitors can't be played because we want to keep the mana on the table for card draw and other uses. We play 6 blue Signets (2,2,1,1 of each because of Cabal Therapy). We want to play them on turn 2 (or turn 1 with a Tomb) so we can get the deck going. Thran Dynamo is one sick card. It helps a lot to set up the things that I am going to explain in this Introduction.

What the deck tries to do with that Mana is to a) draw a lot of cards and b) lock the opponent out of the game.

There are 3 main lock pieces. The first lock piece is the deck's name giver, Upheaval. We try to ramp with Artifact mana and then cast an Upheaval with as much floating Mana as possible. With that floating Mana we want to cast the Artifacts again which will result in a dominating Board position.

The second lock piece is Trinisphere. Nearly all our spells are unaffected by it while our opponent's, unless he plays Stax or Chalice Stompy, are massively hindered by it. It is obviously gamebreaking against Combo and Threshold style decks but also nice against other control (see matchup analysis). The best scenario is to play it on turn 2(with Tomb)/3 off Signet and Dynamo.

Furthermore there is a great synergy between Trinisphere and Upheaval. If possible we want to cast a Trinisphere directly after the Upheaval. This will often win the game because our opponent is locked out while we can rebuild much faster with our Artifact mana or floating Mana. An example is to have 3 Mana floating after an Upheaval, then play a land, play Thran Dynamo and tap it for Trinisphere. This will give us enough Mana to go on nearly undisturbed while our opponent can't do anything.

The third main lock piece is Capsize. Capsize is a nice card on its own in a deck with so much Mana. But it also synergies with the other lock pieces. If we can ramp fast enough after the Upheaval we can lock the opponent out of the game with Capsze by bouncing their replayed lands. If we have a Trinisphere out by that time it is a hardlock (except for Ichorids and Spirit Guides). This does happen quite frequently because of the next part of deck, the carddraw and Tutors:

Compulsive Research and Thirst for Knowledge are good Card Draw spells which will usually find something unimportant to pitch.

The first Tutor is Tezzeret, which is also a decent win condition. It can find us Shackles, Trinisphere or Ensnaring Bridge (and sometimes Mana when needed). If we can't win via damage (Ensnaring Bridge in play, opponent has too much removal) then Tezzeret can search for Mindslaver which is also a lock with our Academy Ruins. Tezzeret also synergies with your Mana Artifacts because he can untap them. Especially untapping a Thran Dynamo lets you do crazy things.

The next Tutor is Mystical Tutor:
- We tutor for Compulsive Research or Thirst for Knowledge (tutor for whatever you can discard) if we lack Mana or spells in the first turns. It won't create card advantage but we will get decent card quality out of it.
- Upheval or Capsize: It can find 2 of the main lock pieces and is obviously often used for that.
- Braingeyser: Usually tutored for against nonblue Controldecks / Discard decks or when we know they can't Counter; it is really broken then but also a great topdeck in the lategame
- Transmute Artifact: Tutor for Tutor but definetely worth it. He can find all the Tezzeret targets and put them directly into play, especially Mindslaver.
- Spell Burst: good with a ton of Mana
- Cryptic Command: Not really a Tutor target, I once played two and then reduced it to one.

Matchups:

Aggro: Not so good, but winnable. Overall under 50%. Depends on the draw and what they do. If they swarm us we will lose. Elves is the worst thinkable matchup and Goblins who start with Lackey is horrible, too while Goblins that start with Vial and do Ringleader tricks is winnable because we don't care if they draw cards. Upheaval will reset it anyway as long as they let us live until then. Usually there is not much interaction. Sometimes you will just get beaten and the next game they have an unimportant one drop and you get a quick Trinisphere and win from then on. Try to Upheaval/ Trinisphere asap. Tezzeret into Ensnaring Bridge can help a lot. Siding in Propganda helps but they will also bring in very annoying cards so the matchup doesn't change too much postboard.

Aggro Control:
The Threshold / Team America matchups are slightly positive. They have to use their few hardcounters for Trinisphere and playing around Daze is possible. Team America's Mana Denial will usually not work if you can resolve one Artifact. They are often not fast enough to kill you before you can lock them out. But you get problems when they have a fast draw with much Disruption backup.
The matchup against other Chalice Stompy is brilliant. We can crush them because we don't care much for their Chalices, Mooons and Trinispheres. FS FoW is the only disruption piece we care about. We can ramp and draw unhindered and they are not fast enough to kill us and except for Trinisphere all of our cards are disturbing them massively: A tutored Bridge ends the game, Capsizing their few big Critters buys a lot of time and Upheaval ends it.
Sower of Temptation from the board will come in.

Control:
The best matchup. If you play against Counter Control you have to play smart: You don't have that many spells that kill them so you have to find ways to sneak them through. Unless they deal much damage to you somehow you can play it slow. If you have ramped some Mana you have to try to overwhelm them: Play Trinisphere: they will either have to counter it or get problems to play more than 1 Counterspells in one turn (especially FoW). Throw Capsizes at their lands which they have to counter, too, and because of your Mana advantage you can eventually usually force something important through. A resolved Upheaval will usually end the game.

Nonblue Control is usually a very good matchup. Deed is not as bad as you might think. If you see Bayous and not much pressure just don't empty your hand. Two Artifacts should be enough and if you resolve an Upheaval they are usually dead. Same against Quinn the Eskimo: Scepter can be bounced. They will usually chant you in response so don't float yourself dead. Chant in response won't be a big problem then. You can still recover much faster then them because you get the first land drop and should have your best Artifacts, a Trinisphere and an Ancient Tomb waiting to overwhelm them. Remeber that with a Trinisphere in play using Scepter costs 5 Mana.

Side in Vendilion Clique and the Sunder against other Control decks.

The matchup against other Stax list is also great. They play a lot more dead cards (Magus Tabernacle, 3-Sphere, Crucible Chalice etc) than us and we have a much higher mana count. Furthermore we play card draw.

Combo: not good; you have Trinisphere which is great but if you expect Combo you have to adjust your SB

- If possible don't play a land before casting Upheaval so you don't miss your first land drop.

Roman Candle
12-26-2008, 11:18 AM
I had been screwing around with a similar deck for several months (it ended up turning into a Land Equilibrium/Sunder/Upheaval deck in case you were wondering).

Anyways, Oona needs a slot in here. You're a blue deck that makes a lot of mana... Oona is a blue creature that likes a lot of mana.

Also, Compulsive Research seems pretty bad compared to something like Stroke of Genius.

GreenOne
12-26-2008, 11:36 AM
Against Combo you have 4 Trinisphere. That's it. You lose without it and probably lose even with it (they combo faster or the have time to wish/mystical into a solution)

Against Aggro their curve is so low that theu're probably taking advantage of Upheaval without a trinisphere out. Against goblins Vial and Lackey spells doom for you.

Against AggroControl they need a single counterspell to win the game. Also, they'll usually have a 2-3 lands in play and 1 or 2 creatures or counterbalance. It's not that deal to put everything into play again. Unless you have a trinisphere out.

Against Control they just need to keep you out of Upheaval. Trinisphere doesn't do much and as long as they have 3 untapped mana+ counterspell in your turn you can't win.

Upheaval can't probably be abused. I love the card, but that's it, the format is too fast and the curve is too lowto take advantage of it unless you have something like 5-6 mana open. You're also open to counterspells anyway.
Tinisphere seems the good card in the deck, not upheaval.

Tao
12-26-2008, 12:52 PM
Sure, Trinisphere is one of the best cards in the deck. That's why it is a 4-off. But that does not mean that Upheaval gets weaker.

I know the list is not perfect yet, but the deck is not bad as you might fear without having tested.

Against Control we have big mana advantage which is a huge factor in a control mirror. If they just concentrate on the Upheaval and let our draw and mana resolve then they will get problems with Capsize or Tezzeret/ Call the Skybreaker. In testing the control mirror was a good matchup.

Against Goblins it is true that a turn one lackey is a horrible problem. Vial is not that bad, we can temporarily handle it via Capsize w/o buyback or just ramp into a quick Upheaval. Aggro is not the best matchup, but winnable.

The mu vs. Aggrocontrol is at least even, rather a bit positive. We can usually play around Daze and with Trinisphere we can often keep them from being able to FoW or the Trini will draw the FoW out of their hand. TempoThresh and Team America will also usually fail when they try to attack our manabase.

The Combo MU is bad in G1 but for G2 we get Chalice and Vendilion Clique. If you expect more Combo just increase the number of Chalices and add Stifle or something to the SB.

klaus
12-26-2008, 03:17 PM
You NEED the 4th Propaganda in your SB, it's the best addition to your deck.
Don't forget Grip and REBs will eat at least 1 Propaganda G2/3 against decks with respective colors.

Some more "randomized" thoughts:

Mox Diamond and Compulsive Research AND Call the Skybreaker are dissynergistic for obvious reasons.
I'd definitely cut those 2 Moxen and squeeze in 4 Chalices in the MD, improving 88% of your MUs.

imo:
-2 Mox
-1 Compulsive Research
-1 Capsize

+4 Chalice of the Void

SB:
-3 Chalice
-2 Vendillion Clique (not neccessary with 4 Chalice main)
+1 Propaganda
+1 Tormod's Crypt
+2 Sower of Temptation (the nutz G2, when your opp's creature removal got boarded out)
+1 Meta slot

Tao
12-26-2008, 05:24 PM
Mox Diamond and Compulsive Research AND Call the Skybreaker are dissynergistic for obvious reasons.
I'd definitely cut those 2 Moxen and squeeze in 4 Chalices in the MD, improving 88% of your MUs.


Yeah, ok, I see that. Chalice belongs main deck. But taking out is not easy. I think at least 11 Mana Artifacts (I'd rather have 12 or 13) are needed. Taking out Capsize would be wrong, we need Capsize for the lock. Furthermore multiple Capsizes are not bad because they always buy time (either early game on Vial or Critter or later firing 2 Capsizes for 9).

How about

-2 Mox
-3 Fact or Fiction (it was surprisingly often bad because there were just one broken card in it and 4 Mana / already lying disruption, so I got many 3/2 splits with a useless card and a high number of correct 4/1 splits)
-1 Call the Skybreaker
+1 Compulsive Research
+4 Chalice of the Void
+1 Worn Powerstone

This would make 11 Mana Artifacts, 8 Card Draw spells and 8 strong disruptive spells. Sower in the SB is a great idea, especially against Chalice Stompy I want to side out many cards, but also against Goyf/ Stalker decks it is pretty good.

kicks_422
12-26-2008, 07:29 PM
You need some sort of buffer for the early creature rushes. I think at least those 4 Propagandas are needed in the MD.

Brushwagg
12-26-2008, 11:26 PM
What no Tog? Not even one for a beatdown win ala INV/OD type 2?

kicks_422
12-27-2008, 07:04 AM
I remember those days. Float 9 mana, cast Upheaval, cast Psychatog, play an Island to keep Circular Logic up.

Tezzeret looks powerful, but can you really ramp up the artifact count fast enough before the opponent can recover, taking into account that you have no control elements besides Chalice/3Sphere?

Tao
12-28-2008, 05:49 PM
I edited the opening post and explained more detailed what the heck the deck is supposed to do, wrote a matchup analysis and how to play the deck. I also updated the list massively.

The deck is quite good now I think.

Nessaja
12-28-2008, 06:22 PM
This deck reminds me a lot of Wildfire, it seems to work about the same. Difference would be that red has much more spells (Burning of Xinye and Devastation next to Wildfire) that can reset, meaning that a single counterspell doesn't hurt you quite as much.

I'd seriously consider Evacuation if you're afraid of Aggro, I'd much rather have it then Capsize in that matchup.

Have you tested it in the full stax shell with 4 City and 4 Tomb? I know you prefer not to drop a city but.. it makes the deck really fast, and improves your chances on a turn 1 Chalice, which is one of the strongest plays in the format.

Tao
12-28-2008, 06:38 PM
Red may have more Reset spells but except for Devastation they all suck against Goyf and Stalker. Red also does not have any card draw so it will not be able to revover from Countermagic except for savage topdecking.

This is not a Chalice deck. It runs Mystical Tutor which is very important. And to make Chalice good you would have to run Mox Diamond (not enough U for Chrome Mox) and City of Traitors. But having to discard and sacrifice lands would really disturb the overall game plan.

A singleton Evacuation is possible but if we tutor for it we could also tutor for Upheaval.

Silverdragon
12-28-2008, 07:15 PM
Did you think about the different Mirrodin Talismans(sp?) ?
How about going down to a single Trinisphere (as a tutortarget) and playing some Forces? You do have enough blue cards to easily support them and against many matchups they'll help you far more in general than third turn Trinisphere.
I'd also cut down on the number of Mystical Tutors and replace them with additional defensive measures (like Shackles or even simply Unsummon). I think that at the point when you can or more importantly want to play Upheaval you should have drawn it already with Thirst or Research.
If you stock up to 24 lands by cutting your less important tutortargets (imho Braingeyser and Transmute Artifact are just a bit too weak) you can also run some Mox Diamonds although if you do this I'd play only 2 Compulsive Research and 4 Thirst for Knowledge.
Finally Mindslaverlock (and maybe any lock with Academy Ruins) strikes me as a bit unnecessary with Capsize and Spellburst already in the deck. You might be able to either move it to the sideboard or replace it completely with something less easy to disrupt (for example Titan) or you could even put in Back to Basics.

I wish it wouldn't be so hard to play the Urzatron in Legacy but well at least we get Ancient Tomb ;)

edit: I was just looking for some playable creatures in blue controldecks and stumbled upon Errant Ephemeron. Suspend creatures in general seem quite good for this kind of deck although they may be too weak and not worth the spot. Anyway Deep-Sea Kraken could be very funny.
Mulldrifter could also potentially shine in this deck.

edit2: What do you do against a resolved Nimble Mongoose other than hope for Upheaval not to be countered? Setting up Ensnaring Bride fast enough seems kinda hard to do all the time.

edit3: more ideas... While testing I just realized that by playing Talismans you can get good use out of Relic of Progenitus and stuff like the Mirrodin Spellbombs. For example first turn Island, Relic into second turn Island, Talisman + activate Relic isn't possible with Signets. The damage shouldn't be a big problem especially if you go down to 2 Tombs.

My current list (thrown together right after reading the first post of the thread):

21 Island
1 Academy Ruins
2 Ancient Tomb
2 Mox Diamond
2 Talisman (Dominance/Progress)
2 Signet (Simic/Izzet)
4 Thran Dynamo
3 Capsize
3 Upheaval
1 Spell Burst
1 Trinisphere
4 Force of Will
4 Thirst for Knowledge
2 Compulsive Research
2 Tezzeret
2 Vedalken Shackles
1 Ensnaring Bridge
3 Unsummon (mainly messing around with this slot right now :smile:)
SB:
2 Relic of Progenitus
1 Tormod's Crypt
4 Back to Basics
4 Propaganda
4 Chalice of the Void

Mordenkaynen
12-29-2008, 12:19 PM
@ Tao
Can you tell a bit more about piloting the deck? For example, would Tidespout Tyrant be a good card or not and why? (I can see some details, but I think YOU will point out the most important things). How exectly do you win with Mindslaver when you can't attack because of removal? When do you usually turn the game to offensive phase?
Have you considered Rhystic Stady? Parallax Tide? Combo-finishes? (donate, painting) I can see some points against (straight draw may be better than Stady, combo-parts do not feet the other parts of the deck), but it's better to see your oppinion since you have tested the deck.

[I'm going to disappear for three days, but I'll return and would appriciate more comments about the deck especially about the gameplan.]

Edit: the bolded word.. oops! Sorry.

Silverdragon
12-29-2008, 05:36 PM
When you've got Mindslaver recursion going you can simply win by decking the opponent (thanks to Academy Ruins putting the Slaver on top of your library every turn) however most decks have enough ways to screw themselves so bad you won't need to deck them. (Threshold for example can Smother/Swords its own Goyfs, Landstill can waste its own lands etc.)

Tidespout Tyrant is unfortunately very fragile for its high cc and isn't anywhere near Upheaval in its impact. You first need the 8 mana to cast it and then you also need to play "lots" of cards after casting it to take advantage of its ability. I'd imagine this deck will have problems finding cards to play after Tyrant hits play.

Btw. I think you need at least 1 Engineered Explosives somewhere in there to have another answer for Mongoose, Lackey and various Zoo critters.

Sims
12-29-2008, 07:11 PM
I've been testing this deck a bit on MWS, and while it is MWS, I gotta get this off my chest.

Seriously. Needs. Moar. Mana.

Every time I draw a Signet, I cringe, because they do nothing without another mana source and it has bit me in the ass to only be able to produce like 5 instead of 6 mana. Worn Powerstone or Coalition Relic should probably be in here.

The lack of win-cons irks me aswell. Tezzie has always wanted to be mana-accel or tutor more than a win condition, Mindslaver lock takes too long and requires a bit of setup with no way to tutor up Ruins...

The deck just seems really underpowered. It wants to follow the path of ramping mana and dropping a bomb like Upheaval, but in reality it doesn't do that reliably enough. There's no real protection for your "bombs" and it seems like a really watered down and "danger of cool" version of ControlSlaver.

I like Upheaval, and with some tweaking you can probably build a solid deck around it, I just don't think this is the right direction. Wildfire is more successful because it can run trinis, chalice, wildfires, devastations, decrees, and not have to worry about wasting a turn replaying it's artifact mana. Burning wish is also available and lets you find win-cons and answers... I think Upheaval is better suited to a Tog style deck.

Tao
12-29-2008, 08:07 PM
@Sims:
More Mana? Danger of Kool Thing? Hell Yes! You very well may be right. Thank you a lot for actually testing the deck before leaving a comment. I guess I fell for that trap and I'll try it with an increased Mana count again with Powerstone, Svyllenuite (or whatever you spell it) Temple and City of Traitors.

The lack of Win-Cons: Well, Upheaval with Trinisphere and Capsize is also a Win-Con because it is a hard-lock. Do you have any other ideas?

But I strongly disagree with two points you mentioned though. The first is that you say that the deck lacks potential and that this is the wrong approach to Upheaval. From testing I can say that the deck definetely has potential, it is doing brilliant things quite constantly, but not yet constantly enough to carry it to a tourney. It needs some tweaking.

And the second point I disagree with is that red gives better options. Wildfire / Xinyie suck against Tarmogoyf and against Tombstalker and at resetting the board from Planeswalkers, Enchantments, creatures with high Toughness and lands more than the 4th. And the card draw is also really good, it finds pieces and lets you overwhelm the control opponent. Furthermore Upheaval clears the board much better than any red spell ever could.

@Silverdragon

- I think 4 Trinisphere are a must-play; having two may suck but having non REALLY sucks; Trinisphere is really the one card I always want on the board

- Nimble Mongoose is actually a horrible problem; still working on that

- @your list: I think Sims is right; we rather have to increase the mana count instead if reducing it; that would mean way more 2 mana lands instead of less

Sims
12-29-2008, 09:07 PM
I don't want to get into a Red vs. Blue war in the thread, as this isn't what it's about, but I do want to give quick answers to the problems you posed and would be more than willing to continue discussion in a different thread or in PMs if it is that interesting to you:

-First goyf is typically killed by a Wildfire/Xinye. After that you look for Devastation, playing your own fat (Hellion, Titan, Bosh, or other fattie of choice), or ignore it (Form of the Dragon).
-Burning wish provides answers to many other problems: Firespout for swarms, Rough/Tumble for Stalkers, the 4th devastation for high toughness fatties, Decree of Annihilation for uncounterable geddon, and Hull Breach (or tranquility) for Enchantments. I will agree that some Planeswalkers could pose a problem, however not many are played in this format that truly threaten the deck.
-Lands beyond the 4th: More devastations, Wildfires, Decree, burning wish for any of the above. Also, if you can set them down to 1 land under a trinisphere, the 5th land might not matter.

Now, moving back to Upheaval, and I won't bring it's red cousin back into the thread, I swear. I do agree that it, and this style of deck has potential. I do feel that it is better suited to 'Tog ala old standard, simply because you only need to get 3 mana beyond your upheaval and can hold that land open for a counterspell/cantrip, but this concept is workable aswell. Blue does provide draw (this fact is far from lost upon me, I do wish red had better draw than Browbeat or Goblin Lore), and tutoring (that may or may not be necessary). Upheaval does clear the board far better, but at the same time it can be a pain to reach the mana limit necessary to successfully Upheaval-> Play mana -> start the lock.. Some kind of immediate threat (more than just a stall with Trini) would be awesome here but I just don't know what.

So no, I don't really disagree on the potential of the deck, and I should have worded it better before, but I do feel the deck needs work and maybe a slight direction tweak before it really settles in.

Now, I will at least give what advice I can from my current level of play with the deck:

-My most successful method of victory was Upheaval -> replaying land and artifact mana and just waiting 1 turn, then starting capsize lock on their 1 land. This was likely due to the nature of the decks I kept getting on MWS tonight, but Upheaval -> Trini or Capsize lock does work.
-Not once did I actually assemble, attempt to assemble, or even want to assemble Slaver lock outside of the desire to do so because it's Slaver. Odds are, you could probably drop the slaver idea entirely and focus more on locking your opponent out of the game with mana denial (capsize lockouts) Post-heaval building back into some kind of fat wincon in Karn/Titan that will overwhelm your opponents minimized board position.
-Mystical Tutor did a whole lot of nothing other than fetching me a Thirst every now and again. Is tutor necessary or would those slots be better spent on redundancy of spells/threats? Not having mystical also allows Chalice to be brought in from board or into the main as an added lock component.
-Transmute Artifact: I LOVE this card. Both in and out of this deck. Getting yourself Dynamo's, trinispheres, or other forms of mana on the cheap rocks... I've typically only used it in decks that seek to abuse it with things like Sundering Titan, but hell, this could work. As a one of though it's rather weak. I'd say needs probably 0 or 3/4... I don't think 1-2 cuts it with this guy.

Most of the other 1-ofs I barely used, if at all, with the exception of Geyser serving as a 3-5 card draw spell some turns for lack of anything else to do.

That all said, this is the list I'm going to be testing later tonight:

// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
4 [TE] Ancient Tomb
10 [10E] Island (3)
3 [MM] Saprazzan Skerry
3 [EX] City of Traitors

// Creatures
3 [ALA] Tezzeret the Seeker
2 [US] Karn, Silver Golem

// Spells
3 [DS] Trinisphere
4 [UD] Thran Dynamo
4 [MR] Thirst for Knowledge
3 [OD] Upheaval
4 [SH] Evacuation
3 [TE] Capsize
3 [RAV] Dimir Signet
4 [MR] Gilded Lotus
3 [US] Worn Powerstone
4 [MR] Chalice of the VoidNOTE: This is purely for testing a variant direction. This is designed to be a bit more focused on resolving a lot of mana, using Evactuation and buying back Capsizes to keep your opponents critters off your face, using chalice and Trini to slow your opponent down until you can move into Upheaval -> Trini/Capsize, and eventually win with either Karn or Tezzeret. I believe this is only one direction an Upheaval deck could go, and it passes up a lot of the extra draw from Compulsive research/geyser, and the tutors, for a more redundant core that still has some dig and has more (what I feel) are threatening cards for your opponent. I will definitely let you know how it goes when I get around to doing it later, as I'm about to go spend some quality time with the girlfriend, but this is the direction my mind started going when I began thinking of what cards could be better options.

If anyone does any testing with this list before I am able to, I'd love to hear the feedback.

Shimster
02-14-2009, 09:33 AM
This is the list I'm tinkering with currently:

// Lands
10 [UNH] Island
4 [MM] Saprazzan Skerry
3 [TE] Ancient Tomb
3 [EX] City of Traitors

// Creatures
4 [ALA] Master of Etherium
2 [US] Karn, Silver Golem

// Board Control
4 [MR] Chalice of the Void
4 [DS] Trinisphere

// Amazing Blue
4 [RAV] Compulsive Research
4 [AL] Force of Will
3 [ALA] Tezzeret the Seeker
3 [OD] Upheaval

// More GAS!
4 [US] Worn Powerstone
4 [UD] Thran Dynamo
4 [MR] Gilded Lotus

// Sideboard
4 [TSB] Tormod's Crypt
4 [TE] Propaganda
3 [ALA] Sower of Temptation
4 OPEN SLOTS

It's one of the most brutal mono blue decks I've ever played (and I've played alot of them!).

Master of Etherium is so amazing in this deck, imo even more than it is in Affinity. With its addition, the deck became sort of prison comboesque: You ramp up mana and lock pieces, until you are able to cast Tezz safely. Afterwards, you simply smash faces. :laugh:

Poron
02-14-2009, 11:27 AM
add CotV for sure and Master of Etherium as a fat Kill Condition