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BMoor's Magic The Gathering Deck Garage
Mono U 'Untouchable'
February 5, 2007

I play casual both online (via MWS) and offline with no particular format. The name of this deck is 'Untouchable,' and it's goal is twofold, beatdown with unblockable creatures and control with the sages stacking, sigil removing, and counterspells. Yes, I know blue is not a beatdown color. I'm not sure what it lacks, but while it puts up a good fight it usually loses by a small margin and I'm lost as to what to fix or how to fix it. It's currently mono-blue with nothing costing over 3 mana (and even then the swords are a pain to bring out and equip). I'd like to keep the curve low so the deck stays fast and am slightly reluctant to branch out into another color. The budget is 'as cheap as possible without sacrificing purpose.'

// Lands
    20 [MI] Island (1)

// Creatures
    4 [PT] Phantom Warrior
    4 [OD] Escape Artist
    4 [UD] Metathran Soldier
    4 [UD] Metathran Elite
    4 [TSP] Sage of Epityr

// Spells
    4 [UD] Sigil of Sleep
    4 [MM] Diplomatic Immunity
    4 [EX] Curiosity
    4 [PR] Counterspell
    4 [DS] Sword of Fire and Ice
 
Mono-blue aggressive beatdown-- who hasn't at least fantasized with making it work?  The archetype does have a disadvantage to over come-- Blue never gets 2/2's for 1U like the other colors do, but fortunately what it gets for UU is undefined.  That's the trick that allowed Wizards to print the Ravnica Guildmages at 2/2 for two hybrid mana.  In fact, since those guildmages are so useful, I do recommend you use some.  But which ones?
 
Well, there's Dimir, Izzet, Azorius, and Simic.  Assuming you don't tamper with your mana base, each gives you a 2/2 and a different activated ability.  Dimir's ability is to draw cards, which is always useful (I'm surprised you don't have more of that).  Izzet can copy instants of yours that cost 2 or less-- decidedly less useful.  Azorius can counter activated abilities, and Simic can move Auras from one permanent to another.  Given your dependency on Auras, Simic may be the way to go.  But quite frankly, depending on Auras isn't a good idea.
 
When you put an Aura on one of your creatures, and your opponent kills your creature by blocking it or with a kill spell, he just spent one card to kill two of yours.  Diplomatic Immunity sort of gets by this problem.  Sigil of Sleep and Curiosity don't.  And what are you getting for your Auras?  An unblockable Metathran Elite.  Quite frankly, that's not very impressive either.  Metathran Elite is currently on the top of your curve, and you've complained about not being fast enough, so let's drop the Elite and all three Auras, shall we?  You don't really need them, especially since you've already discovered a more preferable alternative-- Equipment.
 
Equipment isn't subject to the drawbacks of Auras-- when the creature dies, the equipment stays on the field, patiently waiting for your next creature to come along, pick them up, and go to town.  And there's plenty of good equipment out there that can do exactly what you need to be done.  In place of Diplomatic Immunity, try Lightning Greaves; just like the Immunity, but with haste for more damage!  And also you can pass the Greaves from creature to creature for free, allowing you to swing an extra time with each creature you play!  Your other Auras don't have Equipment alternatives so cut-and-dry, but try Bonesplitter, Specter's Shroud, Neurok Stealthsuit, or maybe even the dreaded Skullclamp.
 
Speaking of Skullclamp, one of aggro's biggest weak points is that around turn four or five, if you haven't won the game yet, you've probably played all the cards in your hand and are now at the mercy of your topdecks while your opponent is stabilizing and preparing a strategy to neutralize your army.  For that reason, Dimir Guildmage gets the nod as the Elite's replacement.  A 2/2 who can swing in the early game, and if necessary draw you a card or two later.  I also wouldn't complain if you found some room for a few Telling Time, or maybe even Sleight of Hand.
 
One final thing-- by removing Sigil of Sleep, I've removed your creature control capacity.  So let's give it back to you, ironically in the form of an Aura.  I'm talking about Mark of Eviction.  Because the Mark bounces itself along with the creature it's on, you can replay it each turn.  And the inherent flaw of Auras doesn't apply to Auras you play on your opponent's creatures, because if your opponent somehow removes the creature it's on, you're only losing one card while your opponent no longer has their creature-- and that's what the Aura was supposed to do anyway.
 
That ought to cover it.  Until next time, remember the motto of the boys in blue-- don't wait to think about things, strikke hard and fast!
 
~BMoor


 

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