Re: [Deck] Mono-Blue Control (MUC)
I'm not using B2B in my MUC version, since most decks nowdays are using Fetchlands in order to splash a second color, so as soon as they realise I play MUC they will always be fetching all their basic lands first.
And to be honest, I believe the deck is doing better without them. I pack some heavy board control, including 4 Powder Keg and 4 Sowers of Temptation, with 18 counterspells, making sure nothing gets through.
Re: [Deck] Mono-Blue Control (MUC)
Has anyone tested Dream Halls in this deck yet?
Re: [Deck] Mono-Blue Control (MUC)
No need to test Dream Halls because it's obviously terrible. By the time you reach 5 mana in MUC you can more or less cast everything in your deck, why give you opponent a chance to drop his whole hand when you rely on counters?
Also I think Sphinx of Jwar Isle deserves more respect. Let's face it, Morphling is a ghost of what it once was. No longer can I attack for 5, untap him to block, pump him to kill a 3-4-5 toughness creature, then swell his toughness back up to live through the fight. Creatures are getting bigger and Morphling is getting worse every set, especially with new combat rules. It's unlikely Morphling is going to win cleanly blocking the biggest threats in Legacy today, he eats mana in a deck that thrives on being able to cast instants, and he's no longer 1 of 2 viable options for MUC. Sphinx does everything Morphling does except untap, and grow past 5 toughness, but he let's you look at the top card of your library (More relevant than I would like to admit for MUC) and he never requires a mana investment past casting. They might as well be the same casting cost and with the amount of FoF/Counters/Shackles instant effects I'm leaning towards a Skybreaker/Sphinx/Meloku package.
Re: [Deck] Mono-Blue Control (MUC)
I have been thinking about taking MUC for a spin on a big tourney in january. How does this deck perform againt the decks to beat? Do I have a chance of making top 8?
Re: [Deck] Mono-Blue Control (MUC)
Quote:
Originally Posted by
Gunseng
I have been thinking about taking MUC for a spin on a big tourney in january. How does this deck perform againt the decks to beat? Do I have a chance of making top 8?
If you don't know about the format, then you should probably try an aggressive deck instead. You have to know how the matchups go if you play MUC.
Re: [Deck] Mono-Blue Control (MUC)
There is also a new bounce in Zendikar: Into the Roil. It seems like a better Repeal. What do you think? It’s as mana-efficient as Echoing Truth, however it can’t deal with Decree tokens.
Re: [Deck] Mono-Blue Control (MUC)
It's CC 2, so very vulnerable to Counterbalance, but really has the advantage of bouncing annoying things like Humility (if one has resolved) and does not create CDA when you have enough mana. But as all the other bounce, this will be not the first choice when it comes down to board control choices.
Re: [Deck] Mono-Blue Control (MUC)
This deck has no tool to deal with Planeswalkers and pithing needle is tough, too. So 2-3 bounce seems worth running.
Re: [Deck] Mono-Blue Control (MUC)
Isn't cryptic command just better? I guess it does give us another out to turn 2 dreadnaught, but for most every other situation, cryptic command functions as a bounce and/or something else useful.
Re: [Deck] Mono-Blue Control (MUC)
I personally think that it’s better than Cryptic Command. Bounce + Draw is also a quite common play of Cryptic Command.
But the primary question may be whether a bounce is actually desired?
A Bounce gives us an out to Planeswalkers, pithing needle, and Humility; it’s another card for the earlygame; and you can save your own cards with it.
Re: [Deck] Mono-Blue Control (MUC)
Into the Roil is admittedly an interesting middle of the road option between the raw tempo possibilities of Echoing truth and the swiss-army knife, no-CA-loss Cryptic Command which sports a hardcounter.
I appreciate that Into the Roil is a 2cc Bounce, which hits the sweetspot for the cost of a tempo card for MUC. The option to draw makes it a substantially better top deck than most bounce spells.
I think the card is better than the other bounce options if:
a.) You aren't using it to bounce Counterbalance.
b.) You will use it as a 2cc Bounce card w/out Kicker half the time you use the card.
c.) You anticipate rarely ever facing tokens/multiples.
Repeal and Cryptic Command are both better against CB, and if you intend to kick it almost everytime, then Cryptic Command is head and shoulders better. I do play bounce, and I do prefer low-CC, but I think Echoing still edges this card out due to tokens/multiples concerns.
peace,
4eak
Re: [Deck] Mono-Blue Control (MUC)
Isn't the CMC on the stack 4 when you kick it? Not sure, but then it would be an awesome bounce against CB because aside from 6+ four is CB biggest weakness.
Re: [Deck] Mono-Blue Control (MUC)
It will still be 2cc on the stack, even when kicked.
peace,
4eak
Re: [Deck] Mono-Blue Control (MUC)
Has anyone tested the new Morph? It's cheaper ($$) and almost the same.
Re: [Deck] Mono-Blue Control (MUC)
Quote:
Originally Posted by
reale
Has anyone tested the new Morph? It's cheaper ($$) and almost the same.
What?
Re: [Deck] Mono-Blue Control (MUC)
Quote:
Originally Posted by
pingveno
Fresh off the Zendikar Spoiler:
Sphinx of Jwar Isle
4UU
Flying, Shroud
You may look at the top card of your library at anytime.
5/5
May be worth testing? I mean the ability probably isn't too relevant but a decent bodied flyer with shroud seems pretty strong. Thoughts?
Quote:
Originally Posted by
reale
That's almost the same... since i usually play him only with 6 mana to shroud. Maybe it is even better, for the "always 5/5 flyer" (not 5/1 or 1/5 AND paying mana).
So Morph has untap ability........ we should consider that in some situations. For me, the great advantage is to have another type of creature... been immune to some removals. Split 1/2 or 2/2 (for those that runs 4) finishers maybe it's a good idea. BTW, its the first Zen's blue card I wanna make a comment.
(...)
See ya!
Re: [Deck] Mono-Blue Control (MUC)
I think she hasn’t been brought up yet: Spellstutter Sprite.
Could you comment on her? I have seen her quite in a lot of decks lately. What I like about her is that she is also a chump-blocker for some more the early-game defence.
Do I need more faeries than just 4 Spellstutter Sprite in order to make her worthwile?
Re: [Deck] Mono-Blue Control (MUC)
Quote:
Originally Posted by
Tea
Do I need more faeries than just 4 Spellstutter Sprite in order to make her worthwile?
The question is what 1cc spells do you fear that are not handled by Powder Keg. I can only think Sensei's Divining Top and to a lesser degree perhaps Vial. And they will come into play (sorry, enter the battlefield) before Spellstutter can handle them.
I'm playing with three Vendilion Clique right now. But I can't think of what to cut in MUC for the Spellstutter without turning it into a Faerie deck. I'm even against Mutavault, because I don't want to enable enemy Wastelands. And of course because of Back to Basics.
Re: [Deck] Mono-Blue Control (MUC)
Had anyone ever tried 1-4 Vesuva in MUC ?
(Land. You may have Vesuva enter the battlefield tapped as a copy of any land on the battlefield.)
It can enter as an tapped Island (that is immune to Back to Basics) or you may choose to copy a Wasteland or a Rishadan Port or a fetchland or I don't know...
You might want to copy a Wasteland to destroy a land immune to B2B, like a land with a annoying static ability...
If you copy a fetchland (that can fetch an Island if you know your opponent isn't playing Stifle or any other kind of counterability), your opponent will sacrifice it, and I don't know what will happen to Vesuva... any ideas ? there is no "target"... I would guess you choose on resolution. I don't even know if something (from Vesuva) goes to the stack...
Whereas the opponent could use and sacrifice his or her Wasteland, his or her only available target would be his or her own land because you don't play nonbasics land, so the question would be pointless here.
At worse, it is a basic island that is immune to B2B and enters tapped, not too bad, right ?
At best, well, that's my question...hm...
What could Vesuva be at best in MUC and against which build/deck ?
Re: [Deck] Mono-Blue Control (MUC)
Quote:
Originally Posted by
Kagehisa
Had anyone ever tried 1-4 Vesuva in MUC ?
It's good to see that there are still some MUC-players out there!
Quote:
Originally Posted by
Kagehisa
If you copy a fetchland (that can fetch an Island if you know your opponent isn't playing Stifle or any other kind of counterability), your opponent will sacrifice it, and I don't know what will happen to Vesuva... any ideas ? there is no "target"... I would guess you choose on resolution. I don't even know if something (from Vesuva) goes to the stack...
Whereas the opponent could use and sacrifice his or her Wasteland, his or her only available target would be his or her own land because you don't play nonbasics land, so the question would be pointless here.
Playing a land is a special action (rule 114.2a) that does not use the stack, so nobody can respond it and it will never resolve. Because of this you say which land you copy while taking the special action.
Quote:
Originally Posted by
Kagehisa
What could Vesuva be at best in MUC and against which build/deck ?
The only use I can see is to nuke opposing Volrath's Stronghold (Legendary) if you can't find / can't resolve B2B, and to annoy landstill. But I don't think this is worth it because you have better solutions.
And I prefer my islands enter play untapped, because to survive the first rounds you need every mana you can get.