-he's too slow
-he's prone to pte/stp and the like
-he's prone to "control target permanent" spells or abilities of your opponent
just my two cents for WCE
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Agreed in all points. When you made it to turn 6 the way that you could tap yourself out safely for the WCE you should have won the game anyway:wink:.
The 4th Shackles and the Masticore are fine and most of the times enough to deal with a lot of Aggro-Decks, especially with 3 Propaganda in addition.
I made some changes to my W-splashed MUC in order to rend it lighter and a little more " universal "
In the specific I add 3 trinket mage + 3 trinket targets (+ 3 E.E. also) to encrease also the card atvantage (14 cards say "draw")
2 Jace, the Mind Sculptor
2 Morphling
3 Trinket Mage
4 Brainstorm
3 Fact or Fiction
4 Force of Will
4 Counterspell
2 Path to Exile
4 Swords to Plowshares
3 Vedalken Shackles
3 Engineered Explosives
1 Pithing Needle (qasali and vial anyone?)
1 Relic of Progenitus
1 Sensei's Divining Top
1 Academy Ruins
4 Flooded Strand
9 Island
2 Marsh Flats
2 Plains
2 Polluted Delta
1 Scrubland
1 Tundra
1 Underground Sea
SIDEBOARD
4 Meddling Mage
2 Peacekeeper (show and tell, merfolk, dredge)
1 Ray of Distortion (balance & humility)
2 Perish (zoo, bant, maverik, progenitus in general)
2 Back to Basics
3 Propaganda (goblins, dredge)
1 Chalice of the Void
Obviously is still a deck ment to defeat aggro and aggro control decks.
I think it has quite good chance against other control decks even with 8 counters only (side 4 meddling + 2 b2b +1 ray of distorsion for 7 anti-creatures cards)
It has quite bad combo match up. (side + 4 meddling + 2 b2b + 1 CotV - 2 path - 2 StP - 3 shackles)
I might try 3 jace 2 FoF split.
here you can have a visual view/statistics/sample hands (I hope the link will work)
http://magictutor.org/stat/3028
I appreciate any sort critics or ideas about it.
For the control match up/combo match up you could try extirpate.
Why a Scrubalnd in there? Woudln't another blue dual be better?
For other extirpate, you could try a Sphinx/Morphling split.
+1 to the 3 Jace/2 FoF split.
extirpate vs combo is not that strong. some times you do not even have chance to play it vs ant because it is a istant, so in the area of duress & orim's chant. While meddling calling for example "infernal" or "tendrill" is better because he also makes damage. Extirpate does very little.
extirpate is good vs control of course. but very often opponents take out some creatures' remouvals because our morphling is not targettable. So meddling mage is much stronger here than in any other deck. He is also awesome vs enchantress.
I would espect advices about 4 spell pierce for 4 meddling instead.
I want 2 lands giving me black. If I put a further underground sea instead of scrubland I would have less access to white, which I need maximum on turn 3.
Trinket Mage is underwhelming in my opinion. For card-advantage you are better off with straight 4 FoF or Jace TMS. Also, Decree of Justice is just stronger than Morphling in every way, isn't it?
I appreciate the good early-game package with 6 sword-effects, but I think you can push it even further by adding Spell Snare/Force Spike/Mana Leak.
Word!
Hi to all... My name is Claudio and I´from Uruguay..so English is not my native lenguage, so sorry about it.
well..Looking info abour MUC, I find this thread....bah..not this bur the earlier, I start to read it but it was too long .. (46 pages that thread and 82 this) and I really learn a lot..but in this time I want to be a little more expecific...
This is my deck (legacy Type)
4- Mutavault
2- Polluted Delta
2-Flooded Strand
14- Island
4-Force of Will
4-Counterspell
4-Rune Snag
4-Spell Snare or Force Spike
3-Propaganda
2-Capsize
3-Ratchet Bomb or Powder Keg
4-Ancestral Recall (I dont' like it too much)
4-Accumulated Knowledge
3-Vedalken Shackles
2-Morphling
1-Meloku the Clouded Mirror
I know that is a little out of time ..so I'm here to ask for your help..I want to update it!!
I want a REALLY control deck and of course MONO BLUE..no splashes
what is you opinion???
Thanx
Claudio
Interesting to see people still opting to run Morphling when Sphinx of Jwar Isle is in the format. Personally, I feel that Jar Jar is better than Morphling in almost every way, especially since Morphling combat tricks were greatly neutered post-M10 rules. You'll rarely cast Morphling without having an open blue mana to Shroud him, so for all intents and purposes, he's a 6cc creature, just like Jar Jar. Morphling's maximum power output will always be 5, just like Jar Jar. But Morphling is a high maitenance girlfriend that no longer is as pretty as the lower maitenance newer upgrade. I'd suggest making the switch.
Morphling and Jar Jar are the same creature but:
1) morphling needs lands
2) jar jar do not solve opponent creature problem if you need
3) morphling can be needled
personally I prefere morphling to be able to do both phases.
who does not feel the need of that option is better run sphynxs.
jajjaj...no..my bad...the deck runs 1x Ancestral Recall and 3x Ancestral Vision, just like wolfstorm said.
I must say that my game is totally casual and I dont have any of that cards, so its to simple to me to run a Black Lotus in my decks.....the same for my Magic mates..it´s just for fun and we do.
I will consider the "Jar Jar" change for the Morphling, it looks like more agressive and let me have every mana online for cast any spell.
I need to read opinions about the deck and I really like to view one in action...there´s any video?? I want to know haw "pro's" use it..to know what to do with some spells and other stuff...
Thx
Claudio
Morphling can attack and untap and block which the Sphinx can't. Besides that he CAN come a turn faster which is also relevant against other decks. Thats enough to play him for me. If I would play other creatures as Winning-Options I would play Meloku but not that Sphinx, but thats my oppinion. My first MUC deck included 3 Melokus and 0 Morphlings and it worked out as well.
If I would find the space or find a reason for playing more than 4 win cons (Morphling, Scroll Thief/Ophidian/ Jace 2.0/Shackled creatures from opponent) I would play Meloku, as mentioned above. If anyone is siding in Pithing needle and lays it on Morphling thats totally fine for me to be honest. At the point where you drop Morphling, its over most of the times and that Needle doesnt change anything IMO. Repeal it, Keg' it, bomb' it, whatever you like, besides that things should gone wrong anyway if this is hindering your victory in that scenario.
It's tempting to play the deck again especially in the last time for me, because I havent played it for quite a time and if I do so I'll let you know, still in love with my "old" list.
Meloku affords you a completely different avenue of attack than Morphling and Jar Jar though, so it's entirely fair to run Meloku as a supplemental win-con. Morphling and Jar Jar are competing for the same spot as they both are there to serve as the nearly-unkillable, flying, 4-turn-clock beater role.
Yes, Morphling can do things in combat that Sphinx cannot, but M10 combat rules greatly reduced his effectiveness, and are his now-meager combat tricks really worth the price of his maintenance? 1 blue for Flying, 2 mana for 5/1, 1 blue for untap, N mana for defense (that's 4 total mana even before you pump him on defense). That's a lot of mana that you're tapping during your turn and your opponent's turn, and that's not even counting an additional 1 blue you'll need to leave open for Shroud. Also, in what matchups will you be running out Morphling without an open blue mana to spare? And even if you do run him out without any blue mana to spare, what exactly does he do for you as a 3/3 blue Hill Giant?
And you're discounting the fact that Jar Jar lets you gain information a turn ahead by peeking at the top of your library. When you're deciding if you should Jace +0 or start +2 your opponent out of the game, or cracking a fetchland hoping to draw into business, peeking at that single card may aid you in your decision.
@ Arsenal:
if opponent has 6/7 tarmo you can do banana split with Sphinx.
have you actually tested what you are talking about ?
I have, extensively. In fact, if you read the earlier pages in this thread, you'll see where we've (Kadaj, myself, others when MUC was still a playable deck) already had this discussion and talked about our testing results.
Also, corner case examples don't mean much. You're telling me that your opponent resolved a 6/7 Tarmogoyf and you have absolutely nothing else on your board other than a Morphling? No Shackles, no Jace 2.0, no Meloku to create chumps? Okay buddy.
Well...Morphling and "Jar Jar" is a discution and must be tested.....
What about the rest???? what do you think I mus change for more control in my MUC???
Claudio
"Yousa be tinking yousa betta dan de Gungan?"
Sphinx is totally better than Morphling; Call the Skybreaker is even better than Morphling.
Let's look at a few notable pros and cons:
+ of Morphling
it CAN come down with 5 mana
it can fly
it can have shroud
it can untap
plays great defense
- of Morphling
if it does come down with 5 mana, it dies
you have to pay mana to make it not a Hill Giant
you have to pay a mana to make it fly
you have to pay a mana to give it shroud
you have to pay a mana to untap it
+ of Sphinx
it comes down with 6 mana and you don't have to worry about it anymore
it always flies
it always has shroud
it's always a 5/5
- of Sphinx
it can't attack and block (but is good at doing either)
it trades with Tombstalker (and sometimes loses to Tarmogoyf)
Essentially Morphling is a defensive card. Sphinx is an offensive card. I've had Morphling killed the turn I cast it because I could only activate its shroud ability twice. 3x StP effects got there. With Sphinx, that would never happen. The corner cases where your opponent snuck in a 6/7 Tarmogoyf through your plethora of big-C Counterspell, Spell Snare, and Vedalken Shackles don't come up as frequent as you think. Instead, the more frequent situations feature Morphling eating all your mana so you don't have mana open to counter important things like Jace, the Mind Sculptor, Humility, Wrath of God (or Pernicious Deed killing your Morphling), Natural Order, Goblin Ringleader, Sneak Attack, Show and Tell or just straight-up storm comboing you out of the game.
@sedio:
You should play more Jace TMS. The card is nuts.
If you have Affinity in your area, play Powder Keg over Ratchet Bomb. In either case, if you're playing mono-blue with no splash, I would play 4.
I don't like Ancestral Vision. It's too slow. I prefer the draw engine of 4x Brainstorm (if you play fetchlands), 3x Jace, the Mind Sculptor, 2-3x Fact or Fiction. If you aren't playing fetchlands, I've had success with 4x Impulse, 3x Jace TMS, 2-3x Fact or Fiction. My friend still stands by Think Twice but I usually end up needing the Impulse to find a land because I never hit my fourth land (even with 24).
I would also run at least 23 lands, if not 24 or 25. MUC is mana hungry and needs to hit its first four, if not six, land drops.
I've never tested Capsize. For some reason, I feel Repeal would be better. Repeal helps with the early game, where this deck is weakest. Capsize plays really strong late game, where this deck is the most powerful.
Force Spike is situationally amazing. However, I've had entire tournaments where I just wanted to tear the card in half. I wouldn't recommend running it. Spell Snare is better in nearly all situations.
If aggro decks are popular in your area, I can see Propaganda being main deck; if they're not prevalent, I'd just put it in the sideboard. It's dead (or close to it) in too many match-ups for me. I think I cut it from my 75 altogether.
Those are my suggestions.
morphling can both attack and defend
sphinxs can do only one of them but cheeper
is that difficult ? use whatever you like.
let's please talk about decks.
I'm both testing these two builds:
A) permanet based for aggro metagame
22 islands
3 ponder
3 impulse
3 FoF
3 ssnare
4 counterspell
4 FoW
4 Propaganda
4 Back to basics
4 powder keg
3 shackles
2 morphling
1 rainbow efreet
side:
3 vendilion clique
3 spell pierce
2 energy field
2 relic
2 pithing needle
2 seasinger
1 capsize
B) cunning splashed build for control and counterbalance metagame:
22 lands (12 island 1 scrubland 1 plains 1 swamp 4 flooded 2 polluted 1 marsh flats)
1 morphilng
1 sfinge dell'isola jwar
3 vendilion clique
4 brainstorm
2 cunning wish
4 fact or fiction
4 force of will
4 counterspell
3 spell snare
3 swords to plowshares
3 engineered explosives
3 vedalken shakles
3 back to basics
sideboard:
1 dismantling blow
1 swords to plowshares
1 diabolic edict
1 extirpate
3 jace, the mind sculptor
3 peacekeeper
3 propaganda
2 relic
as for this build, I realized I don't actually feel jace need maindeck. mostly because my metagame is quite full of control decks and planeswalker, and jace looses to any other planeswalker, while morphling/sphinxs eat every one of them.
(and I don't play muc without at least 3X fact or fiction)
But of course I use 3X jace, the mind sculptor in my 75 cards, especially for peacekeeper gameplan and black based decks.
I'm playing cunning wish to face progenitus and emrakul maindeck, and to increase my chance vs other control decks (extirpate is often interesting target and dismantling blow is a real bomb)
talking about jace. I think (because I test) jace is not that strong in monoblue builds, but is awesome if we splash a bit.
I'm not running it maindeck because morphling/sphinx is better maindeck in my metagame (this was last turnament... there were 12 decks running counterspell and jace maindeck ... http://www.thecouncil.es/tcdecks/deck.php?id=5612 )