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Paul Hagan's Magic The Gathering Deck Garage
MDG: Mono-Blue Control- 4.18.05
Hey all, and welcome back
to the deck garage. I think I’ve been straying away from
Type II here recently for one reason or another, so this
week, I’ve plucked a Type II deck out of my e-mail. Here’s
what I received…
1 bribery
4 vex
4 mana leak
4 deflection
4 boomerang
2 confiscate
4 consuming vortex
4 counsel of soratami
4 thirst for knowledge
4 echoing truth
4 shimmering glasskite
21 island
i am looking to improve the design and to have more control
even though the deck does do well. i was thinking about
adding another bribery to the deck. frank
Looking over the deck, the first thing I noticed was that it
had a slight land deficiency. I usually like my control
decks to hang out at around 22 to 25 land. I also noticed
that the deck was a bit light on win-conditions. I think we
can kill two birds with one stone by throwing in four
Blinkmoth Nexus. It gets the nod over Stalking Stones
because of the evasion ability attached to it, but Stalking
Stones are an adequate replacement.
-1 Island
+4 Blinkmoth Nexus
On the topic of win-conditions, I absolutely do not like
Shimmering Glasskite. My main issue with it is that it is a
solid creature on its own, but if Frank’s opponent manages
to get out a large, flying creature, he has to dedicate
every resource to keeping that creature off of the table.
I’m pulling all four copies of it and replacing them with
two copies of Meloku the Clouded Mirror. You don’t want to
have a full set of Meloku because of her legendary status,
but you also want enough copies to be able to draw them over
the course of the game.
-4 Shimmering Glasskite
+2 Meloku the Clouded Mirror
I can’t help but look at Frank’s deck and wonder if Meloku
is enough to pull out a victory. I tend to lean towards too
many creatures than too few, since in the worst-case
scenario, you can always go aggressive. Although not
terribly aggressive, Thieving Magpie has been seeing a lot
of play recently, and for good reason. With relatively few
creatures hanging out in the air, odds are decent that
Thieving Magpie will be able to break through for a small
amount of damage and a free card.
+4 Thieving Magpie
I’m also replacing one of the Islands with a Minamo, School
at Water’s Edge. Now that Frank has a legendary creature in
the deck, this card almost automatically goes in. Other than
its non-basic, legendary status, it operates exactly the
same as the average Island, meaning Frank has nothing to
worry about unless his opponent is packing it too.
-1 Island
+1 Minamo, School at Water’s Edge
While we are on the topic of lands, I think this deck could
probably afford to play Wayfarer’s Bauble. It will help thin
Frank’s deck out, and it can accelerate his mana up to the
point he needs it to be later in the game.
+4 Wayfarer’s Bauble
I’m also not a big fan of all of the bounce in this deck. I
think that Echoing Truth, Consuming Vortex, or Boomerang are
good on their own, but all three might be a bit too much.
Since I rarely feel the need to bounce a land to my
opponent’s hand, and because it returns multiple targets on
occasion, I think Echoing Truth gets the nod.
-4 Boomerang
-4 Consuming Vortex
On the same train of thought as the above, I believe this
deck has slightly too many draw effects. It is nice to be
able to have cards in hand, but you also don’t want to keep
drawing into more card-draw. Thirst for Knowledge and
Counsel of Soratami are both decent spells, but I think
Thirst for Knowledge’s instant-speed places it in the deck
and Counsel of Soratami back into storage.
-4 Counsel of Soratami
The counterspell set-up could use a bit of tweaking. I like
Mana Leak; there are no problems here with that card. Vex,
however, I think we can do without. For 2U, you get to
counter target spell and its controller can draw a card.
However, with Hinder, Frank can counter target spell and put
it on the bottom of his opponent’s library. Not only will he
be able to deny his opponent a card, they don’t get to draw
and it isn’t in the graveyard. Why is that a benefit? Well,
it can’t hurt when cards like Eternal Witness are in the
environment.
-4 Vex
+4 Hinder
Frank might actually be able to afford one additional set of
counters. Looking over what is available, the choice really
comes down to either Condescend or Rewind. Since Hinder and
Mana Leak should effectively cover the early game, I think
that Rewind is probably the better call in Frank’s case. To
make room, I’m going to remove Deflection. Rewind costs the
same, and although it doesn’t come with a neat trick like
redirecting a Fireball or Distress, it has the same general
effect of stopping a spell aimed at you.
-4 Deflection
+4 Rewind
Confiscate is a decent card, but why settle on just stealing
one card? Instead of Confiscate, why don’t we give Frank
Vedalken Shackles? It costs less, Frank can reuse it if his
opponent plays a better creature, and because he is playing
all islands (well, five non-basics, but you get the
picture), it doesn’t really have much of a drawback.
-2 Confiscate
+4 Vedalken Shackles
I agree with Frank’s idea that he could probably use another
Bribery. It is a decent card, and it can’t hurt in an
environment that features a lot of Tooth and Nail.
+1 Bribery
I think that is all of the work we need to do on Frank’s
deck; here is how it turned out…
2 Meloku the Clouded Mirror
4 Thieving Magpie
2 Bribery
4 Echoing Truth
4 Hinder
4 Mana Leak
4 Rewind
4 Thirst for Knowledge
4 Vedalken Shackles
4 Wayfarer’s Bauble
4 Blinkmoth Nexus
19 Island
1 Minamo, School at Water’s Edge
Hope that helps, and good luck!
I’ll see y’all next week.
-Paul Hagan
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