Re: [Deck] Mono-Blue Control (MUC)
I think both are good: meaning both jitte and sofi and I think it comes down to which one you like better. I personally think jitte is better so I would play than sofi.
I kind of like revoker and my buddy and I were talking about it earlier today actually even before I read your post so I find it funny that you just mention him. He seems really good and I am going to try him out.
Kira- it is a bomb with sower but by itself I just do not like it. It also makes your equipment not as good imo. I understand why you have it there but I feel you must have sower to make it good. It may be my play style but I hate paying 3 mana for it when I don't have sower. or it gets stifle or counter.
Spellsutter- I like the fact that 7 of my creatures of flash which can have surprise factor when I have jitte on the board. I think jitte is still by far the best equipment. It does everything that I want it to be. gain life, kill creatures, and pump making it awesome for us. I also like the fact in the late game I can bounce spellsutter with jace and use him a again. i like having that option.
Sword of feast and famine- Never thought of it using it. seems pretty decent
Morphling- yes he cost 5 mana or more to protect him but let me say this. HE IS A BOMB WHEN HE HAS JITTE ON HIM. i played a lot of games today and I would say about 65 percent of the time If I was in a losing side he made me win just because the power of jitte. the ability to untap, protect himself(if you make him so he can't be target of spells or abilites you can still pump him with jitte since it doesn't target) and still pump himself with jitte is bonkers good. It ends the game so quickly and you will win every attrition war. Today I face down 3 gofy and I had morphling with jitte and beat 3 gofys just to show you the sheer power of what it can do. For me I love it and I think it is a bomb and is my trump card. Some people don't like it but I am just explaining why I think so highly of it.
Right now I am using 3 jace since I run spellsutter..clique..and sower since I like bouncing them and the fact that he is a win con. I can see playing 2 though, but for me I think 3 is a good number
Counterspell- this is def a 4 of in this deck. Nothing else said about it.
The only reason why I might run keg is if I see a lot of affinity. I actually hate that card though lol
what do you guys think of terferi I personally do not think he makes the cut but I could be wrong about him.
I think vs merfolk I would rather have llawan and prop vs goblins over sofi personally but that could just be me. I have been very happy with this main deck so far for this deck. I just need a good board, but I will say that there are so many times where I wish i had back to basic main has it would have won me so many games today, but right now I do not want dead cards and vs some decks that card does nothing so it goes to the board. Keep coming up with more ideas guys since I think MUC can now compete and do well again.
Re: [Deck] Mono-Blue Control (MUC)
Are you still running the 2 random sowers?
Did you put in AV, if yes what did you cut?
Re: [Deck] Mono-Blue Control (MUC)
I am running 2 sower and no AV. they are just bad top decks and not sure what to take out. Played a lot of games today beating dreadstill, fish, and junk. seems to be working pretty well. Some times sprite is bad but most of the time he is pretty good. A buddy of mine told me to run a couple of mutavault..don't think I will. What do you guys think?
Re: [Deck] Mono-Blue Control (MUC)
@ C Rayz Walz. nice to see you are enjoying your deck and build.
I feel using creatures in muc is a good way to develope the build
I personally still don't think spellstutter is that good, but I'll give her a try soon
in the meantime I was thinking if it could be interesting to use a little black splash without modifying the gameplan and still being quite immune to opponent denial, adding bitterblossom maindeck and perish sideboard:
4 polluted delta
3 flooded strand
2 underground sea
2 swamp
11 island
4 brainstorm
2 ponder
4 Bitterblossom
3 Sower of Temptation
3 Vendilion Clique
1 Kira, Great Glass-Spinner
1 Sword of Feast and Famine
1 Umezawa's Jitte
2 jace, the mind sculptor
2 vedalken shackles
2 Go for the Throat
4 force of will
4 countespell
3 mental misstep
2 spell snare
sideboard:
3 relic of progenitus
3 perish
3 envelope
...
Bitterblossom is a good card in this deck, it creates chumpblockers each turn, it makes the 2 equipments much stronger and jace much easier to protect. Now I would consider spellstutter sprite even I'm not sure what to cut.
I cut to 5 the number of situational counters because I hate drawing them in the wrong order and they are the worst cards to topdeck of the list.
6 cantrip because we want to find bitter as soon as possible and we have some starters (4 brainstorm 2 ponder + 9 turn1 counters )
Perish in legacy is just huge.
Re: [Deck] Mono-Blue Control (MUC)
That is U/B faeries...but not MUC.
Has Curfew been considered? It's a one mana bounce for creatures. The deal is that it bounces two creatures (for one mana!) with Shackles. That's a fine tempo-play.
Besides what do you think of Cryptic Command. In a sense CC serves the same function as FoF; the difference is that FoF finds the Shackles, whereas CC is rather good if you have that Shackles already in play. CC enables Shackles: for instance your opponent has three creatures, you have Shackles controlling a creature, you attack, he doesn't block thinking he can kill you next turn, you cast CC tapping his creatures, and attack again next turn + M. Factory and he is dead. CC = FoF + bounce - just better.
Re: [Deck] Mono-Blue Control (MUC)
Have been playing around with a similar pile for a few days now, MUC has always been one of my favorite decks in legacy and with the print of Mental Misstep I think that the deck is going to see more play in near future. It provides 4 additional options to cope with with problematic cards like Aether Vial, Sensei's Divining Top, Lackey, nacatl, Mongoose yet in turn 0. Im not sure if you still need to run 4 counterspells with this new card as counterspell's targets are mainly the mentioned cards and I've always felt it being too slow on the draw anyway..
// Lands
11 [ON] Island (1)
2 [B] Volcanic Island
2 [B] Tundra
1 [ON] Plains (4)
4 [ON] Flooded Strand
3 [ON] Polluted Delta
// Creatures
1 [ZEN] Sphinx of Jwar Isle
// Spells
2 [FD] Engineered Explosives
3 [WWK] Jace, the Mind Sculptor
2 [FNM] Counterspell
4 [NPH] Mental Misstep
4 [AL] Force of Will
4 [DIS] Spell Snare
4 [FNM] Brainstorm
2 [CHK] Sensei's Divining Top
3 [FD] Vedalken Shackles
4 [FNM] Swords to Plowshares
2 [LRW] Cryptic Command
2 [TSP] Think Twice
// Sideboard
SB: 1 [FD] Engineered Explosives
SB: 4 [FNM] Tormod's Crypt
SB: 3 [SHM] Firespout
SB: 4 [ALA] Ethersworn Canonist
SB: 3 [CFX] Path to Exile
Re: [Deck] Mono-Blue Control (MUC)
@ serendib- spellsutter sprite has been more on the good side then bad for me. I like the fact that it does something when it comes into play and I can play it on your turn so on my turn I can attach jitte to it. I like the whole flash idea with equipment and I feel that he is the best slot for what I want to do. I tested sword of feast and famine and it was okay. Not sure if I am going to run it, but I can see why you like it. I might sb but unsure if I should run it.
@ erdvermamfa- although I personally am not a fan of the splash why not run Tarn over delta and run a mountain? I don't like cryptic command and think twice. I think they cost to much for what they actually do. I would DEFINITELY play a couple of fof, and I would even run up the counter of e.e.
Re: [Deck] Mono-Blue Control (MUC)
Let me preface that this deck is a blast.
// 24
6 Fetchland
14 Island
4 Mishra's Factory
// 8
4 Brainstorm
4 Fact or Fiction
// 16
4 Force of Will
4 Counterspell
4 Mental Misstep
4 Spell Snare
// 6
4 Vedalken Shackles
2 Meloku the Clouded Mirror
// 6
3 Cryptic Command
3 Ratchet Bomb
// SB: 15
4 Submerge
4 Blue Elemental Blast
4 Vendilion Clique
3 Stifle
Cryptic Command is the blue Wrath of God (of course as a weapon against creature decks Vedalken Shackles is the blue Wrath of God), Mental Misstep is the blue Swords to Plowshares, and Ratchet Bomb is what you take if can't take Engineered Explosives.
Ratchet Bomb: It doesn't have speed that EE has (but it's cheaper and mana is very valuable in this deck). Cryptic Command can stall for a turn giving you the time needed to put a counter on Ratchet bomb. With Vedalken Shackles more often than not Ratchet Bomb kills two creatures, as Vedalken Shackles forces your opponent to overextend (he needs three creatures to overcome Shackles).
Mental Misstep: Against creature decks its worse than StP, but as a counter it's the contrary of dead against combo and control. Secondly, as a counter (hard counter) it makes Meloku a real blast.
Cryptic Command: Again, as a counterspell, it's the contrary of dead against combo and control. Wrath of God generates CA against creature decks, CC not (except you're ahead). However, the duty of CA against creature decks is shifted to another card: Vedalken Shackles.
Also, CC and Shackles is great in conjunction (see my post above).
4 Vedalken Shackles, 2 Meloku: This is my bomb squad. I don't have Jace TMS; but if I were to run him I would cut: -1 Meloku,-1 Cryptic Command for + 2 Jace TMS.
Mishra's Factory: Cryptic Command improves if your deck is able to change roles effectively. Also, I need more than two non Shackles win-cons. And, of course, Mishra's Factory gives me clock against combo (I know it's not a fast clock).
What I don't run:
Think Twice, Akkumulated Knowledge, Impulse, Thirst for Knowledge, Ancestral Vision, etc. - in short: something that generates CA or digs for something that generats CA.
There is also the possibility of upping the „bomb“ count. This is what I have done: 4 Vedalken Shackles + 2 Meloku (or Jace TMS). And to beat control you don't need additional sources of CA, if you run a total amount of 19!!! counters. Counters beats control hands down.
Nevinyrral's Disk (or Oblivion Stone): Much more powerful than Ratchet Bomb. However, three reasons why I decided on Ratchet Bomb: 1. Cryptic Command: CC is excatly what Ratchet bomb is not and vice versa. Ratchet bomb is cheap but clunky and CC is expensive but handy.
CC and Ratchet Bomb complement each other.
2. Once more Ratchet bomb is clunky. But Mental Misstep and Force of Will costing zero mana make up for Ratchet bomb's unhandiness thus improving Ratchet bomb in the early game.
3. Vedalken Shackles forces my opponent to overextend, so that Ratchet bomb kills two creatures more often than not.
I hope you like it!
Re: [Deck] Mono-Blue Control (MUC)
Wait, what? Blue Wrath = Cryptic Command & Shackles? Cryptic Command is much more similar to say the ice side of Fire/Ice if you're using it that way and Shackles is more similar to saying Shackles is blue's Custody Battle.
Rachet Bomb = Powder Keg ++
and MM is most similar to Mana Tithe if you're looking at white.
For starters, I'd say that Bomb doesn't really go well with shackles. I'd recommend being less early-game oriented with all of your spells as mm and snare quickly lose relevance against control or midrange. Counters don't "beats control hands down" because your counters are too situational and Control != Belcher.
I fail to see how Shackles forces your opponent to "over-extend". It just steals their biggest dude, and forces them to waste CA removing it or Shackles. Have you been playing Zoo way too much?
Re: [Deck] Mono-Blue Control (MUC)
You steal a dude with Shackles, you're opponent has 3 possible courses of action if he want's to get more damage in:
1. Kill the stolen dude.
2. Kill shackles.
3. Play more creatures to overrun shackles, aka overextend.
If they kill their own dude, shackles just got you card advantage. If they kill shackles, well, it's bad, but pre board the only widely played artifact hate is Qasali Pridemage, which means you just "killed" one of their guys (sac effect). If they do neither of these things (and lets assume, for the sake of argument, that your opponent isn't braindead and won't allow you to sit there, gaining card advantage, while he gives you "the stare"), they can only overextend in an effort to bring the game to a closing, which is when, ideally, you'll get them.
I really hate powde keg, I run MUC with 3 colours, 2 non-U basics, maybe 2 duals, and 3 EE. Nevertheless, all the lists found in the last pages look interesting and I shall give them a try if I can find the time.
Re: [Deck] Mono-Blue Control (MUC)
I know that you might think, "oh overextending is a course of action that's better than letting them have your creature". The only cases in which this is true are in zoo (you'll find pridemage/finish the game soon anyways), or tribal. Even burn is fine letting you have their creature. Control will be forced to kill their own creature or kill shackles as it would be dumb to play a creature that could compete with the one you've got shackled since shackles always takes the best creature. Combo doesn't give a damn about shackles anyway.
Of course, you've also got decks that play big creatures that are hard to shackle. Guess what? Chances are if you've gotten one of their creatures, you're gonna win anyway.
When I used to run MUC, I did play shackles, but ended up dropping my kegs. The reason being that nuking the board with keg < nuking the board with Plague Boiler or Disk. Then again, I also made some weird decisions (for back then that is) like md'ing predict, and using scrying sheets.
Re: [Deck] Mono-Blue Control (MUC)
@ iron Buddha- Right now I play the same counter package as you and I am loving it. I don't really like your factories in this deck at all. It hurts shackles and a lot of times you want double blue on turn 2 for counterspell. I personally do not like melkou as I hate returning lands to my hand. Just doesn't fit my play style I guess. I also do not like command at all. I would cut those for jace since I feel that command doesn't do enough. Tapping down a team or countering a spell and drawing a card for 4 mana isn't that great imo. If you get lucky and counter and bounce something that can be huge but I feel that doesn't happen enough or sometimes isn't even good enough to warrant it. You need to get jace in the deck as he really is that good. Also, right now I love clique in the main deck as I feel that card does a lot for us.
Bowvamp- both snare and MM are vital for this deck. Even in the control mirror countering someones CB with snare late game is very good. I feel they will always have good targets and never really be that situational in the long run. Also, bomb/keg work well with shackles, but I actually hate both keg and bomb and feel that they are not needed. I just hate the speed of of keg effects as they are to slow, but some people feel that you need them and they do clean up somethings. These are just my opinions though and might not be right just stating how I see things
Re: [Deck] Mono-Blue Control (MUC)
Quote:
Wait, what? Blue Wrath = Cryptic Command & Shackles? Cryptic Command is much more similar to say the ice side of Fire/Ice if you're using it that way and Shackles is more similar to saying Shackles is blue's Custody Battle.
Quote:
and MM is most similar to Mana Tithe if you're looking at white.
But not in terms of powerlevel and importance for the deck.
Before Mental Misstep I've played Force Spike. But the fact the MM counters on the draw and the fact that it counters Vial (Vial = no counters) is extraordinarily important (MM protects Meloku, too btw). MM is a huge gain for MUC.
Quote:
I know that you might think, "oh overextending is a course of action that's better than letting them have your creature". The only cases in which this is true are in zoo (you'll find pridemage/finish the game soon anyways), or tribal. Even burn is fine letting you have their creature. Control will be forced to kill their own creature or kill shackles as it would be dumb to play a creature that could compete with the one you've got shackled since shackles always takes the best creature. Combo doesn't give a damn about shackles anyway.
Of course, you've also got decks that play big creatures that are hard to shackle. Guess what? Chances are if you've gotten one of their creatures, you're gonna win anyway.
Quote:
For starters, I'd say that Bomb doesn't really go well with shackles.
Ratchet Bomb (Powder Keg): I know that it is slow, but....
1. this is why Crpytic Command is so important: CC gives you an immediate answer (against everything, even a swarm), if you don't have the time to set up Ratchet bomb.
2. The fact that it's slow (for you have to set it up) doesn't change the fact that it only cost two mana. It's slow, but mana-efficient. And it's a threat for control decks, for it kills Jace TMS.
Ratchet bomb, Cryptic Command and Vedalken Shackles is a nice trio, for they complement each other every well.
Quote:
The reason being that nuking the board with keg < nuking the board with Plague Boiler or Disk.
My reasoning is that Cryptic Command and Vedalken Shackles make up for that, so you can afford to run a cheaper and faster solution.
Quote:
Counters don't "beats control hands down" because your counters are too situational
Actually, this is not true...
Quote:
I don't really like your factories in this deck at all. It hurts shackles and a lot of times you want double blue on turn 2 for counterspell.
Mishra's Factory: double blue for counterspell on turn two is not a problem with 20 blue sources.
M. Factory being wasteland fodder I understand, and it's not an Island. Nevertheless it merits testing I think. While it's not an island, it's quite good with Shackles, because you can change roles more effectively.
Quote:
I personally do not like meloku as I hate returning lands to my hand. Just doesn't fit my play style I guess.
Meloku: I don't think that returning lands to your hand is much of an issue: If you stick Meloku (let's say with 7-8 lands in play) you are likely to win anyway. Also MM (and Spell Snare and your other counters, too) protects Meloku.
Quote:
Also, right now I love clique in the main deck as I feel that card does a lot for us.
I decided to run Meloku over Vendilion Clique MB, because Meloku is better against aggro (my biggest concern) and Meloku is better as a one of or two of than Vendilion Clique. Vendilion Clique is not so good against aggro.
Quote:
I also do not like command at all. I would cut those for jace since I feel that command doesn't do enough. Tapping down a team or countering a spell and drawing a card for 4 mana isn't that great imo. If you get lucky and counter and bounce something that can be huge but I feel that doesn't happen enough or sometimes isn't even good enough to warrant it.
I think you undervalue Cryptic Command. It's good, because it fits well into the deck, that is, it can do things other cards can't do:
1. it's an immediate answer against threats (unlike Ratchet bomb)
2. under pressure (swarm or they destroy your shackles and you have no defense up) it gives Shackles and Ratchet bomb time to consolidate (unlike Jace TMS)
3. it's a counterspell (= good against combo) (unlike Jace TMS)
Again, Ratchet bomb, Cryptic Command and Vedalken Shackles is a nice trio, for they complement each other every well.
Quote:
You need to get jace in the deck as he really is that good.
I would cut one Meloku and one Cryptic Command for two Jace: -1 Meloku, -1 CC, + 2 Jace TMS.
(I want at least one win-con that is not a Jace and not Vedalken Shackles)
Re: [Deck] Mono-Blue Control (MUC)
The problem that I have with CC is that it is 4 mana. I hate walking into a daze or a pierce when I feel that card doesn't change the board that match. I understand what you are saying by tapping their creatures and having your keg do a lot of work while combing shackles in the mixture, but I feel that it is only good when you have those 2 already out which doesn't seem like that will always happen. I have played with the card in MUC and I was never thrilled to have it. Most of the time it was a dismiss and it was never want I needed it to be. Why do you run bomb over keg? because of counter balance? I know a lot of people who still think keg is better because it kills man lands. just curious to why you play bomb over keg. Melkou definitely is not bad by any means, I personally just do not like returning lands to my hand with control decks and I like my creature to be able to protect himself. I think it just comes down to play style when it comes down to creatures, and I wasn't suggesting running clique as one of your win cons since I don't really consider it a win con. I just saying how great of a card I think it is and you should revisit and try to get it into the main since I feel it is so strong for our style of deck. To me my mana base is very important and I hate walking in to wasteland or stifle when I want to play cards like jace and fof. I want to hit every land drop and not have anything go wrong so that is why I do not like factory in this deck. To me it is not worth the extra body of offense or defense if it cost me a turn and hinders me from playing bombs like jace and fof. Your sb interest me as well. How do you fight merfolk or goblins? why stifle? is submerge really that good for us? I feel with out propaganda or llawan we have no way of beating folk or gobs. Right now my sb has a lot of hate cards for those decks since they are played a lot in my meta.
Re: [Deck] Mono-Blue Control (MUC)
I think you suggest running Vendilion Clique in place of Cryptic Command.
Without giving much argument, I would say that CC > V. Clique against creature decks, whereas V. Clique > CC against combo. Against control it doesn't matter.
Quote:
I feel that it [Cryptic Command] is only good when you have those 2 [Shackles, Bomb] already out which doesn't seem like that will always happen
Well, the deck is a Vedalken Shackles deck. 4x Vedalken Shackles + 4x FoF + 4x BS ensure that I have Vedalken Shackles online at every stage of the game (except the early-game, obviously)
This is why 4x FoF is so important – it does what Cryptic Command doesn't do: finding the Shackles.
Quote:
it was never want I needed it to be
Hm, but CC is good in every stage of game, except the early-game (but the mana-curve couldn't be much lower), and if you don't have a Shackles online (but see my point above...the deck is desgined to have shackles online)
Quote:
Why do you run bomb over keg?
Regarding Keg vs Bomb it comes down to Manlands vs Counterbalance + PW. With 4x Shackles and running Manlands myself Ratchet bomb is - no surprise - better. Without Mishra's Factory, I don't know.
Quote:
Melkou definitely is not bad by any means, I personally just do not like returning lands to my hand with control decks and I like my creature to be able to protect himself. I think it just comes down to play style when it comes down to creatures
Sphinx of Jwar Isle is much worse than Meloku IMO, for Sphinx of Jwar Isle only trades one for one against Tarmogoyf, Tombstalker, etc. with the difference that it costs 6!! mana and tarmogoyf costs two mana. As for self-protection, a single Call the Skybreaker is what I would choose. But I think that my counters (Mental Misstep) offer enough protection + Jace TMS as an alternative win-con, so I rather take the creature that is individually better.
However, with 3x Vendilion a finisher outside of Shackles and Jace TMS might be unnecessary?
Against Goblins I have 4x Blue Elemental Blast.
I've added 4x Submerge because I feel that Tarmogoyf and Qasali Pridemage will be huge threats with Mental Misstep protection. Submerge gets around everyhing: MM, Spell Snare, Daze, Spell Pierce. And it's not CDA.
Against Merfolk, my plan is to overpower them. Merfolk is not the deck that has Qasali Pridemage and Krosan Grip, so 4x Vedalken Shackles (+ the rest of the deck: 4 FoF, Jace,...) just overwhelms them.
Stfile is supposed to deal with Qasali Pridemage.
Re: [Deck] Mono-Blue Control (MUC)
CC is terrible in the early stage of the game. I would never want to open up with that card in my opening hand. I would even say that it is bad mid game. when I get to 4 mana I don't want to tap their creatures and draw a card for 4 mana. It never works out. Also, I wouldn't even say CC is better vs creature decks. Clique can at least trade with things and it comes down earlier.
I get what you mean about sphinx trading with gofy and tombstalker but using your own logic you should have shackles on the board thus stealing their gofy or stalker making your sphinx able to attack and having them not being able to kill it. Also, jace bouncing them also works. I personally still like Morphling the best because I like the fact that he can be offense and defense at the same time. Able to block gofy and stalker, while still protecting itself. Sure it is more mana intensive then sphinx but I personally like the way it plays better. I don't think the creature matters which one you use though. I think it comes down to what you like best. I also have a silly little combo with jitte and morphling making me win pretty much every attrition war and making my clock a lot faster. ( More importantly I find it extremely fun to pull that off which is important to me since I like to play to have fun as well and it does win games when it happens. It is also awesome to see the people's faces when it happens to them too lol)
My deck is also a lot different then yours. I am using a more creature base running a fae build using clique, spellsutter, sower, and morphling as my creature base and using jitte has more board control in conjunction with 4 shackles. I like the creatures with flash so I can end of step them and attach jitte on my turn. It has been working out very well for me since I been finding the keg, b2b version being less good although I still think b2b has a place in the deck some where.
I really don't think 4 beb is good enough to beat goblins. They are way to fast and their card engine is insane. I can't see any MUC list holding them down with out propaganda. With those cards I think the match up is very easy if you are running beb and prop other wise I think it is very very hard.
Same thing with merfolk. their creature base is very soild and combing with free counters I don't think shackles and bomb are enough to hold them at bay, and now even most of them are running Kira which makes shackles less good. I feel that I need llawan in the board to help fight them. if you are using llawan and needle I think after board the match up is fine, but with out some help from the board I think it is very tough.
Now my game one vs fish for my deck I actually think is pretty good. I have 2 sower, 4 shackles and 2 jitte to help combat, and I can try to race them even though most of the time I will need jitte to make that happen. Goblins game one is almost an auto lost since I do not run prop main anymore, but that is what sbs are for.
Re: [Deck] Mono-Blue Control (MUC)
Cryptic Command once was priced 25$. It is considered the best card in the Extended faeris deck.
That's not a real argument, but at least that makes me thinking...the thing is that it's not just a dismiss that can bounce a Planeswalker.
Looking over your list (and assuming that „fof“ is FoW and not FoF) you don't run FoF. That changes a lot. Hell, you don't even run any card-draw aside from Jace TMS..., not even Brainstorm or Impulse. In fact, your deck is a lot more similar to Merfolk than to my list, but with a faerie creature shell + Vedalken Shackles and mb Jitte and a counter-package that acts defensively and not offensively.
Actually I don't quite understand Morphling in that list. As I see it, Morphling's greatest advantage is that he is immune to creature removal. However, by running other creatures that are not immune to creature removal you undermine that strategy.
My game against goblins is actually very solid if I can counter Lackey and Aether Vial.
Re: [Deck] Mono-Blue Control (MUC)
I actually meant to change that. Thanks for reminding me. The repeal replace for fof and the Fof were suppose to be fow. That is my bad. so it should look like - 2 repeal for plus 2 fact or fiction and the4 FOF are 4 Fow.
I don't really get your comment about CC being 25 dollars and being the best card in ext fae. That has nothing to do with anything. If you like play it as you should play cards that you like and think are good. I personally do not like that card for this deck. Plain and simple.
I don't really see what is so hard to understand about morphling being in the deck. I use him as a win con. I don't care if they kill my other creatures as they do things. Either countering something, or allowing me to see their hand, or stealing a creature. they gain me value and I find those effects to be better then impulse. I like the idea of having flash creatures so I don't need to tap out as often as other decks do.
I know you dont have a good game vs goblins. This style just struggles with that kind of deck, and 4 bebs are not good enough to swing it in your favor. they have crazy card advantage and unless you can stop a lot of goblins from attacking you over and over again, I can't see you having a good game vs it( as I don't unless I have the right board cards for the match up)
Yea our decks are different, but I do feel that we are both MUC just trying to do different things, but at the same time still doing the same thing, which is controlling the game. This deck is nothing like merfolk at all.
Re: [Deck] Mono-Blue Control (MUC)
So Propaganda is the answer to goblins?
I think that stopping Vial and Lackey is much more important. If you stop the enablers they aren't explosive.
4 BS, 4 FoF compared to 2 FoF; I'd say that makes our decks act completely differently.
Re: [Deck] Mono-Blue Control (MUC)
yea, stopping their turn one play helps a lot but with out some way to hinder them from attacking you with a lot of creatures you can't win. I don't think you understand how hard that match up is. You need a good bit of hate to beat that deck on a regular basis. I am done talking about this because we both of different opinions and I think it is pointless going back and forth since we aren't doing anything constructive.
In the end we still have the same goal and that is to have control of the game and win. If you think our decks act differently..okay that is fine. There is no point going on with this. Good luck with your deck ( no sarcasm) and hope you enjoy playing your deck as I really enjoy my deck.
Anyone else think Spellsutter is good? I am still unsure about him since sometimes he is insane and other times he is just okay. Not sure what I would replace him with since he wears jitte pretty well and does something when he enters. It also is pretty good with jace allowing me to bounce him and have a counterspell again. Thoughts on SSS?