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BeJoSe's Deck Garage
Mono Blue Control
March 24, 2009

Deck Garage - Mono Blue Control
 
Hi. I just started playing a few days ago, and I'm having a blast.
I've played a few other card games before, so I'm doing ok.
But,  there's just so many cards and deck types with a game
that's been out  this long and it's a little crazy trying to get a grip
on everything. Anyway, I'd like to build a mono-blue control deck.
I've been told  control decks aren't what they used to be, but I
generally enjoy the play style a lot. I also was planning on mono blue because
I was trying to minimize how many cards I had to look though. lol.
Hard enough learning all the blue options without tossing in white,
etc.
 
So... here's my deck. My biggest problems are that
it's been really inconsistent. Sometimes I'm loaded with counters and
can't get a creature. Other times I don't get any islands. Other
times nothing but islands... when it disburses itself nicely I tend to do
well. Don't always win, but the games are close enough to be enjoyable
which is basically all I'm going for (particularly since I'm
playing what I'm told isn't going to be a very competitive deck). Any
ideas of what I can do? (Ideally with commons or uncommons, although if
you tell me a certain rare will REALLY make a difference I'm happy to
splurge a little. I do have a fair number in there already.)
Thanks!
 
DECK:
Creatures:

2 Arcanis the Omnipotent
1 Denizen of the Deep

2 Teferi, Mage of Zhalfir
4 Sage Owl
3 Mulldrifter (sort of... I've never used them for
anything but card
drawing)
1 Spire Golem
3 Guile
3 Sower of Temptation
2 Serra Sphinx
 
Instants:
4 Ęther Burst
4 Counterspell
3 Spell Syphon
2 Dehydration
4 Rune Snag
 
(Forget what these are called):
2 Whispersilk Cloak
 
Land:
19 Island
1 Minamo, School at Water's Edge

For someone who just started playing you've actually got a pretty good deck going on here, good mix of creatures and spells and fair land count.

First thing I want to do is to fix your mana base, control deck as a rule need to be able to access a lot of mana, to play creatures while still having the ability to react to the opponent, otherwise you being falling behind. In light of that I'm going to say pull the 4 Sage Owls for either 4 Desert, 4 Quicksand or a combination of the two. Both have their pros and cons but I'm going to recommend Desert. While it can't take out X/2 creatures it can repeatedly take out 1 toughness creatures and can also keep supplying mana after using its effect (obviously not in the same turn) and thats very important in control decks.

In general you mght want to also consider some more card drawing effect (think twice etc)

Now in terms of certain rares that will make a difference

  • Cryptic Command, in mono blue decks this is a very. very powerful card. I realize that it is an expensive card but nonetheless it is worthwhile if you want to spend the money on it. The reason for its power is that provides card advantage, i.e. two effect in one card. For example; your opponent has a creature on the board, is playing another and you dont have the mana to deal with both. Cryptic Command lets you deal with both creatures while also saving that second card you would have had to use to deal witht he second creature. (NOTE: I figured I might get a playset, the current price on ebay is 124$AU [around 85$US], so in light of that I don't think I'll be buying any and can understand if others don't either, however its still an awosome card, hence its cost)
  • Meloku, The Clouded Mirror (a much cheaper, but still useful card). It flies, stays out of most burn range, and creates chump blockers or more attackers.
     

You've got some good cards in your deck that I think you definatly get 4-ofs.

  • Spire Golem, letting you drop a creature from free is always nice and especially important in a control deck when you need mana open to counter your opponents spells
  • Sower Of Temptation, the main weakness this suffers from is that creature kill is pretty common, so you might want to swap it for Control Magic. Regardless I'd recommend 4 of either in the deck.

 
What to replace

  • Spell Syphon isn't that great, I'd replace it with a better counter spell, mana leak for example.
  • Dehydration, much better to spell the creature with Sower/Control Magic
  • Arcanis, while he can draw you alot of cards and protect himself, he cant attack while doing so, not only that but he lacks evasion as such isnt that great as a finisher.
  • Serra Sphinx, again you've simply got better options in terms of finishers

 
Good luck controlling the game!

  • Overal I'd ay you have a few to many high cost creatures in your deck which may leave you vunerable in the early turns


 

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