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BMoor's Magic The Gathering Deck Garage
Blue Black Fish
January 5, 2007

Hey bmoor,

im building this type 2 blue black fish deck and was wondering what i could change. it has trouble against straight control decks, and there is a firemane angel deck that i play that kills it every time.

the basic idea is to flood the field with wizards to generate overwhelming card advantage and counterspells, then either win the game with them or draw into a beefy flier. the deck itself usual does what i want in casual, but i took it to a Friday night tournament and it got killed by a boros deck. i want it to be tournament worthy but
i dont know where to start. help please. -kyle

instants 16:
4x remand
4x runesnag
4x sudden death
4x repeal

sorceries 3:
2x compulsive research
1x ancestral vision

creatures 21:
4x shadowmage infiltrator
4x sage of epityr
4x voidmage prodigy
2x circu dimir lobotomist
2x dark confidant
2x moroii
3x drifter il-dal

land 20:
2x watery grave
1x underground river
3x terramorphic expanse
5x swamp
9x island

--
Goodbye, thanks for everything.
-Mr. Kyle Boardman

Wizard decks haven't been all that popular since Odyssey Block, but it's good to see a resurgence in them thanks to the return of Voidmage Prodigy.  Now, a blue/black "fish" deck needs to be able to play the weenie beatdown strategy as well as the U/B control strategy, by either flooding the board with creatures and plowing away, or merely having so many creatures out that you can block just about anything to your advantage.  Your version also uses Wizards to have plenty of tricks on the board-- Wizards are typically good at drawing cards, messing with opponent's spells, and other useful abilities.  And you seem to have some good ones.
 
At one mana, you've got Drifter il-Dal, who is essentially like casting Shock every turn, and Sage of Epityr, who doesn't really do much, but is useful in a deck with a Prodigy.  This is probably as useful as Wizards get at the one-mana slot, but there is also Shadow Guildmage (not that great unless you feel the need to return your own guys to your hand a lot), Thoughtpicker Witch (please don't play this one) and most notably Martyr of Bones, who would make a great solution to that Firemane Angel deck you seem to have problems with.
 
Then at two mana, you've got Dark Confidant, the most painful card draw engine there is, and Voidmage Prodigy himself.  The prodigy is the only "tribal" Wizard in Standard right now, and also the crux of your deck, so definitely leave him in.  Dark Confidant, another Wizard created by an Invitational tournament winner, is a great way to draw cards in a deck with such a low mana curve, though I am glad you have a way to sacrifice him should the need arise.  Although you've made a few grave omissions here-- in a U/B Wizard-heavy weenie deck, there's no excuse for not having Dimir Guildmage.  A 2/2 for UU, or BB, or UB, the Guildmage will make an excellent creature for this deck.  Other two-mana Wizards worth a second look are Pit Keeper for graveyard recursion, Willbender for throwing that game-winning Fireball back where it came from, and maybe Rimewind Taskmage if you're willing to use snow lands.
 
Shadowmage Infiltrator, brainchild of Jon Finkel, is the only three-mana card Wizard you've got.  A wise choice, too, as this card is almost better than Bob Maher's Confidant at getting you extra cards, and is much less detrimental.  Of all the 3-mana Wizards in Standard, none really match your game plan like Finkel here does, though Prodigal Sorceror comes close.
 
Then at the top of your curve, you have Circu and Moroii as four-drop finishers.  Moroii works beautifully here, even if it isn't a Wizard.  Circu I have doubts about.  His ability doesn't really do anything unless you play a lot of spells, and he's only a 2/3 for four mana.  As one of the most expensive cards in your deck, he needs to do a lot more if he's going to be the top of your curve and hit you for 4 life when Bob flips him over.  I suggest dropping him for either Crookclaw Transmuter (a 3/1 flyer and a combat trick), one of the better Wizards I mentioned at the lower costs, or more Ancestral Visions.  I know the Visions are expensive, but they work very well, especially in a deck with Dark Confidant since they have no mana cost.
 
Speaking of your noncreature spells, let's take a look at those now.  Four each of Remand and Rune Snag is a fine set of counterspells, plus the Prodigy and you should have no trouble thwarting your opponent's attempts at spells.  Sudden Death makes a great kill spell, but Repeal doesn't really do enough to be maindeck quality.  Sideboarded in against aggressive decks, maybe, but in the main deck, I'd prefer a removal spell more permanent or less expensive.  If it's Boros decks you have trouble with, then maybe some sort of mass -X/-X spell is in order, or maybe Consult the Necrosages or Clutch of the Undercity.  Goodness knows Consult can stand up there with Compulsive Research, and Clutch is very versatile with its "permanent" bounce, life loss, and Transmute ability.  Although Moroii is all you've got to transmute for, it's always helpful to know you can if you need to.
 
Finally, let's look at your lands.  They look fine.  A few more of those dual lands wouldn't hurt, but I understand that they're hard to get.  And Terramorphic Expanse makes a great "multi" land anyway, so you hardly need any work here.
 
That's about all I can do here, Kyle.  Good luck to you next Friday!
 
~BMoor


 

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