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Author Topic: Blue Control  (Read 1503 times)
Xenophon
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« on: April 02, 2004, 09:21:55 pm »

This deck is the end result of cumulative building.  My first ever deck was mono-blue control, a cheap, crappy one, and over the years I've modified it to this eventuality without ever actually sitting down and really working on it.  Now I want to do that and would like your suggestions on a way to modify this.  I'm on a budget, so anything above morphling pricewise is out.  In the decklist I have, I haven't deviated too far from the cards I've always been playing in it.  Part of this is because I would like to hear good suggestions before constructing something that's unfamiliar to me.  Here's the decklist as it stands:


Land
16 Island
3 Faerie Conclave

Counters
4 Counterspell
4 Force of Will
4 Mana Leak
4 Dissipate
2 Power Sink
2 Rebound

Draw/Search
4 Brainstorm
1 Windfall
1 Fact or Fiction
2 Merchant Scroll
1 Mystical Tutor

Kill
2 Palinchron
2 Morphling

Other
2 Ivory Tower
2 Powder Keg
2 Nevinyrral's Disk
1 Feldon's Cane

I played around with starting hands to try and generate an optimum number of lands per starting hand, and here I normally get 2 lands per starting hand.  Should I knock off some islands to bring that to one?  Normally, I can make do with one land, as with an Island and Brainstorm in my hand I can almost guarantee getting another Island or two.

Would it be advisable to add a Strip mine and a Wasteland or two?  Any other lands?  For now, although Islands are boring, they work fine.

The conclaves are there as a source of damage.  While waiting for my kill creatures, I can make the job a lot easier with this card.  I think it has a place, although perhaps it should be reduced in numbers.

As I'm running a blue control, counterspells are a no-brainer.  Diddo Force of Will and Mana Leak.  20 Counterspells is a lot, but I've been dissapointed with smaller amounts, as my deck is built around using them, and I have few other means of neutralization.  After the twelve I mentioned above, I chose Dissipate because of its effectiveness against the decks that utilize graveyards.  Power Sink I chose because Rewind had bored me, and Rebound is useful and fun.

Brainstorm needs no explanation.  Windfall I added because I often find myself, think 5+ turns in, with and empty or useless hand, and this would give me a way out of that.  Mystical Tutor and Merchant Scroll are basically like drawing a counter or draw spell.  

Palinchron is in here because it's not bad and I have it on hand.  Also, I'm reluctant to spend for more than 2 Morphlings.  I hope I don't need to justify the morphlings.

Ivory Tower has saved me several times with this deck.  Because this deck doesn't aim to play lots and play it quickly, I often have high numbers of cards in my hand.  Laying Tower on turn 1-2 can give me 5-10 extra life, and that can make a big difference in the casual games I've played, as well as in the local tourneys.

The Keg and the Disk are my back-up mechanisms for counterspells.  If something gets through my counterspell screen, this is how I deal with it.

The cane is helpful for recycling disks, kegs, and just about everything.

---

This deck is strong once it gets set with some lands down, and maybe a couple of artifacts down.  It's problem (I think) lies in its early game.  Sure, I can Force of Will one, or if I'm really lucky, two spells early on, but that won't stop good decks from being at my throat by the time I'd normally be secure.  How can I speed up this deck?

Also, I have some Shivan Reefs and some City of Brass, so I could splash red or black.  Would that be worth it?  What kind of a reconstruction would it entail?

Thanks guys.
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Reprover
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« Reply #1 on: June 10, 2004, 10:49:27 am »

I see that this post is here quite a long time but maybe someone make some use from it.

1.) I think that Palinchron is not a good idea in this deck, I think that Morphling didn't need any help. [+2 free slots]

2.) I can't find no use for cards like Rebound/Power Sink so i would'nt play them [+4 free slots]

3.) One of the most important things in control deck is to balance number of draw and other spells. You have that problem. You play 20 counters and afair only 6 draw spells. I think that you should cut amount of counters (14 should be optimal number) and add some draw, for example Standstill would be very good choice, and try to fit 4 Ophidians.

4.) Run some massive board control like Nevinyral's Disk and Powder Kegs, it will be your answer for all early turn spells.

5.) Playing with Standstill change mana base by adding some Wastelands/Strip Mine and Mishra's Factory. 3 Faerie Conclave are ok.

6.) 22-26 lands will be optimal, hand with only one land is not something you want to see as first draw 7.
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Ephraim
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« Reply #2 on: June 10, 2004, 11:22:39 am »

Depending on just how casual this deck is, certain cards may be better for you than others. I agree that you don't have enough cards that allow you to draw. I disagree with the assessment that Standstill is the right choice - if you're going to draw cards from a Standstill, you have to allow their spell to resolve, which you may not wish to do. If you want to draw cards because of your opponents playing spells, I'd recommend Rhystic Study. You force them to pay extra whether you counter the spell or not and you don't get in the way of your own progress.

I agree that Palinchron is not a good idea, if only because it can take a very long time before you can get it on the table.. If you want to assist the Morphlings, I'd go with another Faerie Conclave, some Metathan Soldiers, or something with Shadow - particularly Thalakos Dreamsower.

Adding Stripmine and some Wastelands is probably always a good idea for a control deck.

I agree with Reprover's assessment of Power Sink and Dissipate. If you absolutely must play with a counterspell of that form, I'd suggest using Fifth Dawn's Condescend. It comes with built in Scry 2, so you can cast it for {U} (ie: {X) = {0}), as long as there's a spell to target, and you'll still get the Scry 2.
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wonkey_donkey
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« Reply #3 on: June 10, 2004, 11:34:18 am »

Quote from: Ephraim
I agree that you don't have enough cards that allow you to draw. I disagree with the assessment that Standstill is the right choice - if you're going to draw cards from a Standstill, you have to allow their spell to resolve, which you may not wish to do. If you want to draw cards because of your opponents playing spells, I'd recommend Rhystic Study. You force them to pay extra whether you counter the spell or not and you don't get in the way of your own progress.

Not entirely accurate - the standstill will work so that you draw 3 cards, regardless of whether the spell resolves. When a spell is cast, the standstill trigger goes on the stack after the spell does. You let the trigger resolve before then choosing whether or not to counter. Standstill is better than Rhystic Study, IMO. Condescend is a handy card though.

Tom
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Ephraim
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LordZakath
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« Reply #4 on: June 10, 2004, 11:38:28 am »

I stand corrected. I'd forgotten about that loophole. I was thinking of the case of being able to Stifle a Standstill's triggered ability, which always ends up not working. Thanks, wonkey_donkey.
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