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BMoor's Magic
The
Gathering Deck Garage
Cryptic Visions
April 21, 2010
Today's deck fix deals with an Extended-legal monoblue
permission deck. I'd like to admit, as a bit of a
disclaimer, that my areas of Magical expertise are neither
the Extended format nor monoblue permission. Why then, am I
being so presumptuous as to offer advice on something I
likely am not qualified for?
Because today's client, Old North State, has a fluency of
writing and a narrative voice that rival that of Mark Twain
or Tennessee Williams, and I simply could not deprive my
audience of the chance to read it. Producing good articles
about Magic, after all, is only 50% Magic knowhow, the other
50% is good writing.
-------
Salutations, Mr. Moor.
Whenever able, I do try to peruse your deck fixes. I find
that often times I discover a combo, new and unusual, or
some fragment of sagacious advice which I may integrate into
my own designs. On this occasion, however, I seek some more
direct aid. Allow me a preamble to explain that I began
playing at about the age of 12. My interest
was
aroused when I spied a box of Magic: The Gathering cards on
the counter of a small toy store in South Carolina. Although
I had heard tell of the game, I was essentially unaware of
what the activity comprised. So, my brother and I, curious,
each purchased one box and one booster; 4th edition and Ice
Age, respectively, if I do properly recall. Anxiously we
studied the rule book, for back then there was a printed
manual; thus we taught ourselves to play. We became
immediately enamored with the concept and subsequently
continued to play casually with (frankly) quite terrible
decks. Yet during high school, I am chagrined to tell, I
sold my entire collection for cigarettes and gas money.
Alas, such are the blunders of youth. By and by I moved away
up to the mountains of Appalachia and was presently
surprised to learn that Magic was very popular in the area.
I got back into the game with fervor. This was right about
when Time Spiral block was coming out; a rather fortuitous
happenstance as I see it, as I was drawn swiftly back into
acquaintance with all the fine mechanics and thematics which
I recollected, (except for banding). This renewed ardor and
appreciation for the game quickly bore me to a more involved
level of play. I began entering constructed tournaments,
making friends and associations with fellow collectors.
Nonetheless I presently find myself beholden to those
constraints which likely lay hold of many a gamer: those of
work and kin, and children, other obligations which
necessarily take precedence, irrespective of the desultory
pangs of yearning for an abandoned hobby.
Therefore I arrive, no matter how circuitously, at my
intended point, which is; I rarely play Magic anymore,
perhaps once or twice every six months. I have saved up a
little extra money, worked a little more over-time, and now
the moment has arrived to construct a deck and unleash its
devastating potential, in a genial sort of way, on all my
friends. I have always favored Blue, especially mono-blue
permission. However I understand that my vestigial
play-group now abide by the Extended format, with which I am
abysmally unconversant.
I don't know if "unconversant" is really a word, but it
means what I want to say. That I am not familiar with the
format as much as I'd like to be, and I am determined to
play mono-blue in a pass-go style. That is the one condition
on which I am insistent. So, without rambling further, my
list is as follows:
LAND
20 x Island
4 x Gargoyle Castle
CREATURES
1
x Venser, Shaper Savant
2 x Guile
ARTIFACTS
3 x Vedalken Shackles
OTHER SPELLS
4 x Rune Snag
4 x Remand
3 x Spell Snare
3 x Pact of Negation
2 x Cryptic Command
4 x Into the Roil
3 x Psionic Blast
3 x Careful Consideration
4 x Ancestral Vision
SIDEBOARD
3 x Threads of Disloyalty
???
As you can rightly ascertain my main problem is with the
sideboard. What do I sideboard when I play so rarely that I
can't reckon on what I may be up against? Please help me by
filling in those 12 empty places. As for the mainboard,
although I have yet to play-test it, the one thing I do like
most is Remand in conjunction with Guile. It is the
combo the deck is built around. Aside from that I think my
primary contentions are two-fold. Firstly, there seems to be
a potential conflict between Ancestral Vision and holding
off for Spell Snare. This is probably minor; something that
I can figure out simply through experience, but if you have
suggestions please voice them. Secondly, I don't especially
like either Psionic Blast or Careful Consideration. Mayhap
there are other cards which suit their purpose better, of
which I am not aware. I have included Psionic Blast because
it appears to fill a certain gap in the tempo, whilest
bridging a divide between preventative measures and more
pro-active elements. Plus it is a back up for damage to the
head. I am still most unsatisfied with this one card slot.
Careful Consideration fulfills its intended purpose just
fine, but at four mana it disrupts what benefits in tempo I
enjoy from Psi Blast. Nevertheless I feel the cycling aspect
is essential, as I shall surely amass an agglomeration of
land in excessive clots and mid-game Ancestral Visions ought
be pitched. It just hurts my curve too much. I would run
Thirst for Knowledge and Seat of Synod, but that I cannot
find any Seat of Synod, and I am wary that they may create a
new discordance with the Shackles. Is there some other way
to achieve this effect? some alternative? I am totally
perplexed.
Thank you for your time and courtesy,
~Old North State
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Well, let's get right down to business, shall we? The issue
with Thirst for Knowledge is the one I want to attack first.
My first impulse is to recommend Compulsive Research
instead, since it basically does the same thing without the
dependence on artifacts. However, Compulsive Research is a
sorcery, which is a problem for a permission deck. Decks of
those nature want to do everything either in response to
their opponents' spells, or at their opponents' end steps.
What to run instead?
Further sifting through the sands of the Magic databases
reveals two forgotten gems from Kamigawa block: Sift Through
Sands and Peer Through Depths. One is a simple "draw two and
discard" affair, and the other lets you cherry pick an
instant or sorcery out of your top five cards. I personally
would lean heavily towards Peer Through Depths. After all is
said and done, both cards give you the same net amount of
cards, but Peer
Through
Depths lets you peer deeper into your deck to get the card
you want, and for less mana. The only real downside is that
you have to show it to all players, eliminating much of the
surprise factor if you choose a counterspell. It also can't
draw you a land or one of your three creatures, and will in
fact shunt them to the bottom of the deck if revealed. But
your deck has such a high density of instants and sorceries
that it shouldn't matter much. Go ahead and replace Careful
Consideration with Peer Through Depths.
Next to replace is Psionic Blast. And if it's tempo
you're after, my solution is deceptively simple: Signets.
Ravnica Signets. Or Mind Stone, or Everflowing Chalice, or
what else have you. Simic Signet is my personal favorite,
but really any of the blue Signets are just as good-- I just
like the artwork of the Simic soap.
If the power and genius of the Signet isn't immediately
clear, imagine the following scenario.
Turn One: Island. Maybe suspending an Ancestral Visions,
but it's not necessary.
Turn Two: Island, pass turn. That's right, not playing
the Signet yet.
(During their Turn Two, you counter a spell.)
Turn Three: Island, Simic Signet. If you had played the
Signet
last turn, you wouldn't have been able to tap it for mana
because your lands were tapped out. But now, you have two
tapped lands, one untapped land, and a Signet. Next turn
you'll make a land drop and have five mana up on turn four,
and at no point in this scenario (past turn one) did you
ever not have mana up for a Remand if necessary.
Mind Stone works just as well. The main advantage of the
Signets is blue mana, while Mind Stone can be "cashed in"
later for an extra card once its extra mana becomes
superfluous... or at least less important than getting a
card to spend it on. Many a Mind Stone has been cracked in
response to a potentially game winning spell, in a vain hope
to draw into a counterspell when one wasn't handy.
Speaking of relying on the providence of topdecks in
order to counter spells, I would be remiss not to mention
one of the top spell-countering combos in Extended: Sensei's
Divining Top and Counterbalance. Here's how it works.
Counterbalance triggers whenever your opponent casts a
spell, reveals the top card of your library, and counters
the spell if the card you revealed had the same converted
mana cost. In response to this ability, you can pay (1) and
use the Divining Top to rearrange the top three cards of
your library, to put a card of appropriate CMC on top. This
basically allows you a good chance to counter just about any
spell your opponent plays, without spending a
card in hand, for one mana. Not only is this incredibly
cheap, it's almost impossible to combat because even if your
opponent has counterspells, the revealing of the top card
with Counterbalance and the rearrangement with Divining Top
are both abilities, not spells, and can not be countered by
anything that counters spells. The best part is that the two
combo pieces are an artifact and an enchantment, and most
players don't maindeck Naturalize-type cards. Further icing
on the cake is that they're both uncommon cards.
Now to fill your sideboard. This is the part I usually
skip, since a sideboard is your opportunity to adapt your
strategy to that of your opponent, and I can't build you a
goo done if I don't know what kinds of decks your opponents
will throw at you. But there are a few simple things you can
do. Flashfreeze is a good color hoser and a strong
counterspell when it finds a good target. Annul is about as
useful to a blue mage as Naturalize is to a green one, which
is to say, very. And if you find yourself needing more win
conditions, then Memnarch is worth a shot, as is Oona, Queen
of the Fae.
Good luck!
~BMoor
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