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Mono-Blue Deck Fix
by Wally
West
Alright, here
we go, my first deck to tune up. Bonnie Arko sent
me a mono blue deck that uses flying creatures to do
some early damage until its high casting cost creatures
hit the board, and it uses instants and enchant creature
spells to control the tempo to make sure he lasts until
that time. Here is the deck he sent me:
3 Air Elemental
4 Vodalian Serpent
4 Dream Thrush
4 Faerie Squadron
1 Tidings
1 Abduction
1 Control Magic
1 Opportunity
2 Inspiration
3 Counterspell
3 Repulse
2 Opt
1 Ray of Command
2 Brainstorm
4 Unsummon
1 Saprazzan Skerry
1 Svylunite Temple
1 Remote Isle
21 Island
Now, I was told that there are three commonly used decks
in his area. The first is an aggressive black-red
deck based on the power of Rath cycle black creatures
along with some of the more popular red creatures with
haste to a lot of damage very quickly. The second
is a green-white deck based on elves such as priest of
titania to boost mana and then start dropping really big
green creatures, while using enlightened tutor and some
very powerful enchantments and artifacts to make it very
versatile and difficult to beat. The third is a
relatively new deck which utilizes many of the domain
cards in invasion to their fullest potential by playing
multiple land types.
The first thing I want to do with this deck is round out
some of the numbers. There are some cards that
simply beg to be played in most blue decks, and I want
to make sure we have 4 of them in this deck. I
think counterspell and ray of command are these types of
cards when you're facing lots of creatures or high
casting cost spells. Ray of command really shines
in a creature environment, because after you're
attacked, you can ray a creature and block with it, thus
taking care of two of their creatures for just one card.
Another card that begs to be in the deck is fact or
fiction, as well as washout. There is a lot of
deck manipulation, and search cards in the deck, but by
and large, fact or fiction will be the better card,
because: a) its only 4 mana, b) you almost always get
three cards or more from it, and c) it lets you see more
cards for the mana. Also, when you're running
repulse and unsummon, you'll find that washout tends to
do a lot more, and can often change the game in your
favor. Another card I think I'm going to add to
this deck is exclude, since it will just about always be
useful, and it nets you a card to boot. So lets
see what that brings us to: the creatures. I
think I want to keep the vodalian serpent, the air
elemental, and the dream thrush, but I would like to add
rishadan airship as a nice cheap 3 caster that does as
much damage as faerie squadron (its 3/1 flying, only
blocks flyers), and cloud sprite as a nice cheap
1-caster that is 1/1 flying and can't block non flyers.
I chose these creatures because they fit what I call a
"mana curve." This means that their mana
costs are varied so that you can play spells throughout
the game, and it doesn't hurt you if your opponent kills
your land or you don't hit 4 or 5 mana. Also, with
the right draw, you can just about lay a creature every
turn of the game and play your deck aggressively to beat
them rather than controlling the game. So here is
what we've got:
4 Cloud Sprite
4 Dream thrush
4 Rishadan Airship
4 Air Elemental
4 Vodalian Serpent
4 Counterspell
4 Exclude
4 Washout
3 Fact or Fiction
4 Ray of command
I'll have the land look like this:
4 Remote Isle
22 Island
I don't want any of the land to go away unless I tell it
to, but remote isles are useful in that they don't slow
you down much but are good because you can cycle them in
the late game when you don't need any more land.
So, this looks good to me, but if you have any problems
with people killing land or drawing the right amount of
mana or if your spells seem like they cost too much, you
might want to bring your curve down by replacing washout
with undo to help that problem. Well, hope this
helped, and good luck!
-Vishu
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