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Mono-blue Arcbound deck
11.22.04
Hey all! This week’s deck garage is centered around a
mono-blue Arcbound deck. Here’s the e-mail I received…
Heya Paul, i've been havin a bit
of difficulty in making a good Blue Arcbound deck. So
here's my deck:
Creatures (26):
1x Arcbound Ravager
1x Arcbound Overseer
2x Arcbound Reclaimer
1x Arcbound Fiend
1x Arcbound Hybrid
2x Arcbound Crusher
4x Arcbound Worker
3x Arcbound Stinger
2xArcbound Bruiser
1x Spin Crusher
2x Spire Golem
3x Frogmite
3x Vedalken Engineer
Spells (17):
3x Thoughtcast
3x Unsummon
1x Remove Soul
2x Boomerang
2x Flash Counter
2x Reshape
1x Fabricate
1x Pulse of the Grid
1x Psychic Overload
1x Chamber of Manipulation
Artifacts (7):
3x Skullclamps
3x Welding Jar
1x Dragon Blood
Lands (20):
16x Island
4x Seat of the Synod
I don't really have much of a strategy, i'm kinda new,
and i have a really slim budget. If you have any
pointers help me out please.
The first major thing I would like to do to the deck is
to drop it from the 70 cards it’s at right now to a more
reasonable 60 cards. This will help the deck’s owner
draw the cards that he wants when he wants more
consistently.
Browsing through, I think we can reasonable get rid of
Arcbound Overseer, as he is just too expensive. Dragon
Blood is a cute addition to the deck, but I think its
activation might cost too much. Both Flash Counter and
Remove Soul seem like (at best) sideboard cards to me,
so they go out as well. I’ve never been a huge fan of
Spin Crusher (it just doesn’t do enough!), so it can go.
Psychic Overload and Chamber of Manipulation don’t
really fit the theme of this deck (hit opponent & abuse
modular), so they can both take a trip. Finally, since
Unsummon is already in the deck, I would imagine that
Boomerang can be removed.
-1 Arcbound Overseer
-2 Boomerang
-1 Chamber of Manipulation
-1 Dragon Blood
-2 Flash Counter
-1 Psychic Overload
-1 Remove Soul
-1 Spin Crusher
I’m normally going to be against running a flat twenty
land in a deck, and this deck is no exception. Even with
Vedalken Engineer (whom I am upping to four), I think
this deck needs to run at least 22.
+2 Island
+1 Vedalken Engineer
I’m not such the big fan of Arcbound Hybrid or Arcbound
Reclaimer. I think the Reclaimer is a decent enough
card, but it doesn’t quite do enough here. This deck
wants to make big dudes with modular and run over
opponents, which makes Reclaimer the weak link. The
Hybrid, on the other hand, is just too expensive for
what it does.
-1 Arcbound Hybrid
-2 Arcbound Reclaimer
Pulse of the Grid seems a little out of place in this
deck. I would much rather see a fourth Thoughtcast.
Likewise, I think Fabricate is a worse option here than
Reshape, as Reshape lets the pilot abuse modular that
much more.
-1 Fabricate
-1 Pulse of the Grid
+1 Reshape
+1 Thoughtcast
The star player in this deck (aside from Ravager, who we
can’t add more of due to budget constraints [see above])
is Arcbound Crusher. It has the ability to get massive
fast, and it is fairly inexpensive. If the pilot abuses
Skullclamp, then he / she can continue to draw
artifacts, which in turn makes Crusher bigger and
bigger. Thus, I think Arcbound Fiend needs to become
another copy of Arcbound Crusher.
-1 Arcbound Fiend
+1 Arcbound Crusher
I debated for a while on whether I wanted to up the
count on Arcbound Bruiser or not, but I finally decided
to leave it as two. Spire Golem bothers me, though, as
it can very easily get stuck in the pilots hand early on
in the game. I think it should become one more Frogmite
and a fourth Skullclamp, which is never a bad card to
have.
-2 Spire Golem
+1 Frogmite
+1 Skullclamp
That about wraps up work on the deck. Let’s see how it
turned out…
Creatures (21):
2 Arcbound Bruiser
3 Arcbound Crusher
1 Arcbound Ravager
3 Arcbound Stinger
4 Arcbound Worker
4 Frogmite
4 Vedalken Engineer
Spells (10):
3 Reshape
4 Thoughtcast
3 Unsummon
Artifacts (7):
4 Skullclamps
3 Welding Jar
Lands (22):
18 Island
4 Seat of the Synod
Hope that helps, anonymous deck contributor, and good
luck!
I’ll see y’all next week.
-Paul Hagan
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