Re: [Deck] Mono-Blue Control (MUC)
Jason, I should have been clearer as to why I'm running a full playset of Godhead of Awe.
Quote:
Originally Posted by
Clark Kant
I've been working on a new deck for a day or so designed specifically to test out the viability of Godhead of Awe in legacy.
I honestly don't think 4 Godhead is the correct number. Sorry if I gave you the impression that I did. All I am saying is that I found Godhead to be pretty useful, and certainly useful enough to atleast warrant more testing.
Re: [Deck] Mono-Blue Control (MUC)
Quote:
Originally Posted by
Illissius
This is not a bad idea; you'd have to cut Shackles, but you can also cut Propaganda and play Moat. It's a shame these are all :w::w:, but that's life. What else do you use for creature control though? Swords is (unfortunately) out because of Chalice, Propaganda and Prison are redundant with Moat, so... Keg? Halo? Wrath? Control Magic? Having all your critter control cost 4 is probably not great.
If you are going this route then what about Serendib Efreet and/or Sea Drake and just go for a beatdown kind of routine. And if you can hit :w: :w: then Runed Halo is a really powerful card but I think it could maybe work keeping it monoblue with something like the following (tweaking your list from before):
3 Serendib Efreet
4 Sea Drake
1 Morphling
1 Meloku
3 Ancestral Vision
4 Fact or Fiction
4 Chalice of the Void
4 Force of Will
3 Counterspell / Foil / Mana Leak
3 Propaganda
3 Powder Keg
3 Vedalken Shackles
4 City of Traitors
4 Ancient Tomb
16 Island
And I wouldn't play Counterspell because you need :u: :u: which you may not have until turn three, so Foil may be a better option (but then again that eats up your hand...) or you could run Mana Leak. I'm not sure though...I am horrible at deck building. Mana Leak would probably be my choice though.
Re: [Deck] Mono-Blue Control (MUC)
Then again with Sea Drake, you would probably want to run Chrome Mox for it to be really good...I'm not sure how it would play out.
Re: [Deck] Mono-Blue Control (MUC)
Yeah, I don't know of any deck which plays Ancient Tomb, City of Traitors, Chrome Mox, Serendib Efreet, and Sea Drake. That might be an interesting idea for someone to try out.
Re: [Deck] Mono-Blue Control (MUC)
Quote:
Originally Posted by
Illissius
Yeah, I don't know of any deck which plays Ancient Tomb, City of Traitors, Chrome Mox, Serendib Efreet, and Sea Drake. That might be an interesting idea for someone to try out.
The amusing part is, that's pretty much how it went when I first figured I'd want to build Faerie Stompy.
Re: [Deck] Mono-Blue Control (MUC)
What do you guys think is the best option Spell Snare or Force Spike? im having a hard time deciding.
Not sure if it has already been discussed but would counterbalance/top be good in this deck?
Just a thought but I think it would be cool to sideboard in the painter servant combo after game 1 they wont be expecting it. but this takes up most of the sideboard.
Re: [Deck] Mono-Blue Control (MUC)
Quote:
Originally Posted by
gobblor
What do you guys think is the best option Spell Snare or Force Spike? im having a hard time deciding.
Not sure if it has already been discussed but would counterbalance/top be good in this deck?
Just a thought but I think it would be cool to sideboard in the painter servant combo after game 1 they wont be expecting it. but this takes up most of the sideboard.
Transform-Sideboards dont work very well, especially on a tournament. After 1-2 games people will talk about the transform SB-Dude. ;>
Spell Snare should be better, because second turn drops hurt you to much.
Re: [Deck] Mono-Blue Control (MUC)
Quote:
Originally Posted by
gobblor
Not sure if it has already been discussed but would counterbalance/top be good in this deck?
Read the opening post. Counterbalance/Top is discussed there.
Re: [Deck] Mono-Blue Control (MUC)
Quote:
Originally Posted by
gobblor
What do you guys think is the best option Spell Snare or Force Spike? im having a hard time deciding.
Spell Snare, imho. I had a list with Force Spike, but it was obviously awful in the lategame, and was always boarded out. Spell Snare counters (for the most part) the cards you would counter with Force Spike anyway, such as Dark Confidant, Burning Wish, Counterbalance, Goyf, Survival, Hymn, Shade, etc. It's also infinitely better against the mirror and other control decks, such as landstill. Being able to Force Spike a Nimble Mongoose was awesome, but it doesn't happen often enough to warrant its inclusion.
Re: [Deck] Mono-Blue Control (MUC)
Has no one taken into acount the new fuckin merfolk of Eventide, Wake Trasher ? I think he fits perfectly in Muc, where he can finish the game very quickly if protected and is not so slow as morphling. Having A 10/10 every turn is not so shitty...
Re: [Deck] Mono-Blue Control (MUC)
Wait, so now Morphling is slow because it kills in 4 turns...? Seriously, it begins to seem like people don't appreciate 'Pling enough. Reasons to run it:
-It's immune to all relevant spot removal.
-It's evasive.
-It's a 4-turn clock.
-It's got the ability to play defense and offense.
-It only costs 5.
Out of those, Wake Thrasher could maybe be a faster turn and costs less. In other ways, it's complete trash; it has no evasion so it runs into chumps, it's 1/1 out-of-turn so it can't defend at all, let alone while playing offense. Also, it dies to [c]Mogg Fanatic[/c]. It definitely isn't immune to spot removal, making Swords to Plowshares et al. relevant cards again. Why you'd ever even consider it over 'Pling I'll never know.
So in other words, Wake Thrasher is a win condition in the sense that it can deal damage to the opponent. It qualifies for none of the prerequisites MUC finisher has.
Re: [Deck] Mono-Blue Control (MUC)
You're also not going to tap out every turn to power it up.
Re: [Deck] Mono-Blue Control (MUC)
Quote:
Originally Posted by
Illissius
You're also not going to tap out every turn to power it up.
Oh yeah. So 1/1 finisher; GL.
Re: [Deck] Mono-Blue Control (MUC)
It seems like Cold-Eyed Selkie would be a better option in MUC than Wake Thrasher because it at least seems like it could strengthen landstill or threshold matchups. And like previously said, you aren't going to necessarily be untapping a lot of permanents to make the Wake Thrasher good, so it seems like Selkie could be the better 1/1 for MUC because it actually does something. But I don't know... I tried Augury Adept in one build and it didn't work for me, so I doubt Selkie will either. Swords to Plowshares makes Ophidian (all types) and Wake Thrasher cry.
Re: [Deck] Mono-Blue Control (MUC)
Ever since Kadaj made me realize that Jace Beleren exists, I've been much less enthusiastic about the various creatures you can attack with to draw cards.
Re: [Deck] Mono-Blue Control (MUC)
Quote:
Originally Posted by
Illissius
Ever since Kadaj made me realize that Jace Beleren exists, I've been much less enthusiastic about the various creatures you can attack with to draw cards.
Good call. Totally forgot Jace exists myself.
Re: [Deck] Mono-Blue Control (MUC)
I tried to combine the stack-oriented build presented bei Doks with the permanent-based MUC created by Kadaj.
// Lands
13 Island
4 Flooded Strand
4 Polluted Delta
1 Plains
1 Swamp
// Creatures
2 Morphling
1 Rainbow Efreet
// Spells
4 Brainstorm
4 Counterspell
4 Back to Basics
4 Propaganda
4 Fact or Fiction
4 Force of Will
3 Engineered Explosives
3 Sensei's Divining Top
2 Spell Snare
// Sideboard
4 Blue Elemental Blast
4 Chill
2 Repeal
2 Spell Snare
2 Jace Beleren
1 Vedalken Shackles
So basically, I wanted to have Sensei's Divining Top in the original Foil slots of Kadaj's list, as they are very good in such a slow deck (no offense intended). To make the top good, fetchlands are obviously needed. If I play them, I can justify to use Brainstorm instead of Ancestral Visions. With Brainstorm in the team, I am able to cut one land and one Explosives, in order to find room for Spell Snares. As I play them in Solidarity, I know how good they are in the current meta.
Re: [Deck] Mono-Blue Control (MUC)
Just throwing this out there, but does the new card from eventide Ward of Bones have any potential? it costs 6 which is quite alot but maybe could be decent in this deck.
Re: [Deck] Mono-Blue Control (MUC)
Quote:
Originally Posted by
gobblor
Just throwing this out there, but does the new card from eventide Ward of Bones have any potential? it costs 6 which is quite alot but maybe could be decent in this deck.
Nope. It's way too expensive and it doesn't offer an answer for permanents that are in play already. You can expect some permanents in play by turn 6.
Re: [Deck] Mono-Blue Control (MUC)
I got few time now, but yesterday i did 4-2 on a 42 people tournament, missing top8 by rating, losing a pair of insane game (no 5th land drop for 7 turns against trinketstill that scoops me with 10 trinket attacks,and a random deck that scoops me with dash hopes :P), the deck seems quite powerful, expecially for Chalice maindecked that gives me good percentual to Dreadstill and comboish. I' ve runned a couple of Godhead of Awe, that's creature is a nice finisher and is completely insane against creature base decks, expecially if combined with Shackles.
// Lands
24 [CS] Snow-Covered Island
// Creatures
1 [US] Morphling
2 [SHM] Godhead of Awe
// Spells
4 [AL] Force of Will
3 [FD] Vedalken Shackles
4 [TE] Propaganda
3 [IN] Fact or Fiction
4 [MM] Counterspell
4 [TSP] Ancestral Vision
2 [US] Back to Basics
3 [LRW] Cryptic Command
2 [UD] Powder Keg
4 [MR] Chalice of the Void
// Sideboard
SB: 1 [US] Back to Basics
SB: 1 [UD] Powder Keg
SB: 4 [TE] Chill
SB: 4 [A] Blue Elemental Blast
SB: 3 [MR] Sun Droplet
SB: 2 [OD] Divert