REVENGE OF THE QUARTER CARDS
By John Ramos
This time we are going to be working on building a Blue quarter card commons deck. Blue has several great abilities. They can counter just about any card cast. They have some of the best & biggest fliers in the game, and blue has the ability to draw cards. This makes blue one of, if not, the most powerful color in Magic.
Blue Ping
Creatures:
4-Thornwind Faeres
4-Stinging Barrier
4-Prodical Sorcerer
4-Horseshoe Crab
2-Oraxid
2-Sea Monsters
Spells:
4-tidal Bore
4-Counterspell
2-Rystic Study
2-Tidal Surge
2-Hermetic Studies
Land:
22-Islands
4-Saprazzan Skerry
This deck has a cousin in Type I called “Machine gun deck”. The deck is fun to play in that you never attack your opponent. If a dangerous creature hits the table, you just ping it to death on your opponents end step.
Blue Fly Boy
Creatures:
4-Weatherseed Faeries
4-Cloud Skate
4-Fog Elemental
4-Cloud of Faeries
4-Thornwind Faries
Spells:
4-Accumulated Knowledge
3-Cloak of Mists
4-Counterspell
3-Rethink
Land:
22-Island
4-Saprazzan Skerry
You will notice that Blue runs very heavy on land. Most of Blues spells are mana intensive. You also want to make sure that after you cast something, you still have mana available to counter a spell your opponent plays. With this deck, you cast a large flier, Cloak of Mists it, and then beat your opponent down.
Blue Counter Thump – Type I
Creatures:
4-Sea Serpent
4-Sea Monster
4-Zephyr Falcon
4-Tornwind Faeries
4-Giant Tortoise
Spells:
4-Counterspell
4-Powersink
4-Arcane Denial
2-Phantasmal Terrain
Land:
4-Saprazzan Skerry
22-Island
This deck works simply by first casting Thornwind Faeries and or Giant Tortoise to hold off the opponent’s original onslaught. You then use counter magic to protect and stop any major threats that hit the table. You then cast your large ground pounders and change one of their lands into an island, so your ground pounders can finish them off.
Blue Pump – Type I
Creatures:
4-Zephyr Falcon
4-Storm Crow
4-Illusionary Forces
4-Bay Falcon
4-Thornwind Faeries
Spells:
4-Unstable Mutation
4-Essance Flare
4-Lat-Nams Legacy
4-Impulse
Land:
24-Island
This deck works by getting a flier out and then pumping it up with Essance Flare or Unstable Mutation. You have a decent selection of draw engines, so getting the card you need when you need it isn’t a real problem. This deck is a very quick deck, the problem with it, is that if you haven’t killed your opponent within the first 8 round, you probably have lost the match.