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Mono-Blue @
Regionals?
Since tournament level Magic has become popular, one
of the withstanding deck
types in most every environment has been mono blue
control. It provides
simple answers to your opponent's threats with
countermagic, plus cards that
can control permanents, then, a big creature that will
finish the game. Mono
blue control can always be considered a viable archtype,
because cards will
continually be printed that can support it. In the
current Type 2
environment, there aren't any real popular mono blue
decks, aside from skies,
that have emerged, however, it can possibly be a very
good choice for
Regionals.
The first thing that it must
contain is countermagic, the very life of
the deck. With Coutnerspell, Thwart, Foil, and
Memory Lapse being pretty much the only choices for
effective counters, they will all have to make the
cut. Due to the holes in effective coutnermagic in
the card pool, alot of
card drawing is recquired to ensure that you will always
have an answer to a
spell. Accumulated Knowledge, Opt, and Fact or
Fiction are all good choices
for this. Some kind of way to deal with permanents
that have slipped through
your countermagic is also needed, and what better way
than good old fashioned
Boomerang? It can return River Boas that were cast
on turn 2, then counter
them when cast again, it can return Saproling Bursts if
you cast an Air
Elemental and can't cast a Counterspell that turn, and
many other things.
Finally, you need a card to kill your opponent once you
have gained control
of the game, and what better canidate than Air
Elemental? So, here's a rough
draft of what a good mono blue control might look like:
4 Counterspell
4 Thwart
4 Foil
4 Memory Lapse
4 Accumulated Knowledge
4 Opt
4 Fact or Fiction
4 Boomerang
4 Air Elemental
1 Misdirection
23 Island
Due to the high amount of card
drawing, excessive land isn't needed.
With 23, you can use early card drawing spells to get
the land when you need
it while thinning your deck, so your draws in the late
game won't have too
much land in them. Memory Lapse, often considered
a weak choice for a
counter, is perfect in this deck. Memory Lapsing a
spell not only holds them
back one turn, but gives you one more turn to draw
an answer for it, which
in this deck is pretty much anything but land, as your
card drawing spells
will probably find a counter.
This deck can take on pretty
much anything in the field, with Glacial
Walls in the sideboard, it can easily beat Fires,
with Wash Out in the
sideboard, Rebels is winnable game 2 and 3, and vs.
Turbo Haups Thwarting an
Obliterate can set you up to recover faster than they
can and find an answer
to Spirit or Idol. Against everything else, it can
just find answers to
anything they cast, then gain control of the game,
whichis why mono blue will
never die. Hopefully if you take this to
regionals, you do well. See you at
Nats!
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