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Author Topic: Blue Speed/Direct Damage  (Read 3607 times)
boatofcar
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« on: June 07, 2005, 10:58:52 pm »

First, a little introduction. I'm getting back into Magic after being out of it since 1997, and after watching my friends play at the SCG tournament in Richmond I thought about putting together my own Type 1 deck. This is by no means a good deck, but I would like some suggestions on keeping the theme while making the deck better. Here we go, don't be too harsh Smile

The theme is mono-blue speed burn.

4 Psionic Blast
4 Mind Bomb
4 Flying Men
4 Unstable Mutation
4 Counterspell
4 Force of Will
4 Temporal Adept
4 Brainstorm
1 Ancestral Recall
1 Time Walk

4 Chalice of the Void
1 Zuran Orb
1 Mox Sapphire
12 Island
4 Flooded Strand
4 Mishra's Factory

Any ideas? I thought about adding Curiosity for more speed, or spalshing red with Volcanic Islands and Lightning Bolts.
« Last Edit: June 09, 2005, 09:14:29 am by boatofcar » Logged
Disburden
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« Reply #1 on: June 07, 2005, 11:12:20 pm »

Where's the lands/mana base that isn't moxen?

If anything I say you need less aggro/direct damage and more control...
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boatofcar
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« Reply #2 on: June 07, 2005, 11:22:40 pm »

Like what?

Oh, are there any more DD blue cards besides Mind Bomb and Psi Blast? Like I said, I've been out of this awhile  :-\
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Disburden
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« Reply #3 on: June 07, 2005, 11:41:49 pm »

I missed your land count last time I looked the list over, and I apologize for making assumptions too quickly without looking at the list longer. I Do see now though that you're not running fetchlands, which is bad.

With all due respect, I just think the game plain of the deck is weak and you're probably better off just playing Mono U control if you want to play Mono U.

You can find a list of Mono U anywhere on here or Star City Games.
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boatofcar
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« Reply #4 on: June 07, 2005, 11:54:01 pm »

Why would you run fetchlands in a mono color deck?
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Tash
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« Reply #5 on: June 08, 2005, 12:31:19 am »

Why would you run fetchlands in a mono color deck?

...makes your draws more consistant when you thin lands out of your deck using fetchlands.

And fetchlands work VERY well with brainstorm. You brainstorm. Put jank back, and then fetchland. suddenly the next 2 draws that were going to be crap, are suddenly potentially better.
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« Reply #6 on: June 08, 2005, 12:48:44 am »

Cut the direct damage and add more control elements. The "free counterspells", Daze and Force of Will, work well in the deck because you want to be able to drop a threat without losing the opportunity to stop whatever your opponent is up to. Also, try some more control-based creatures, ones that will both beat down your opponent and prevent him from winning, Rootwater Thief and Spiketail Hatchling are two good examples. If you want even more aggro, add 4 Faerie Conclave.
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boatofcar
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« Reply #7 on: June 08, 2005, 08:06:46 am »

I guess the reason I wanted the Psi Blasts in there is that no one expects thespanishinquisiton direct damage when playing mono blue, using it for its surprise factor. I understand about the fetchlands thing, thanks for the tip!
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Jacob Orlove
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« Reply #8 on: June 08, 2005, 08:27:17 am »

Welcome to TMD! Please read the site rules here: http://www.themanadrain.com/forums/index.php?topic=18027.0

edit: moved to casual.
« Last Edit: June 08, 2005, 12:40:51 pm by Jacob Orlove » Logged

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oldbsturgeon
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« Reply #9 on: June 09, 2005, 08:00:13 am »

hey john, im glad to see that you posted your deck on here, as this really is the place that you can get the help that you need. im guessing the inclusion of the fetches are a direct result of Tash's comments. right on. well you have seen my suggestions already, but maybe someone else might have suggestions too.
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Meanee
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« Reply #10 on: June 09, 2005, 09:34:40 am »

I have an almost similar deck (but GU and much more budget).
During my tiny bit of testing it occurred to me that bonesplitter is actually better than unstable mutation, and I also found curiosity to be better than brainstorm, but I guess that's up to the individual.
I also play with 3 Umesawa's Jitte - those are quite awesome if you want to hear my oppinion. In general I play a lot more creatures than you do, and I think it is necessary for you to include at least 4 serendib efreets and maybe even more creatures... Blue simply hasn't got enough burn spells to rely on as a kill, and flying men are simply too week...

You can pm me for my UG aggro list... It does not look very much like your list and that is why I won't post it here.

- meanee
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boatofcar
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« Reply #11 on: June 09, 2005, 10:15:11 am »

Flying Men + Unstable Mutation = 4/4 flyer for UU on turn 2. There just isn't anything comparable in blue. Sure the counters start to take effect the next turn, but by then you're ready for psi blasts.

Ideally, the deck works like this.

Turn one: Island Flying Men
Turn two: Island Unstable Mutation swing for 4
Turn three: Island Psi Blast (opponent at 12)
Turn four: Flooded Strand-Brainstorm-Fetch, Swing for 3
Turn five: Island Mind Bomb or Psi Blast, swing for 2, re-enchant flying men or cast another flying men
Turn six: swing again, game over

Defense comes in the way of counterspells and fow's. Other aggro comes from the factories. I'm trying to decide whether to use Mana Leaks or Counterspells.
« Last Edit: June 09, 2005, 10:24:20 am by boatofcar » Logged
Reverend
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« Reply #12 on: August 02, 2005, 01:03:14 pm »

Get with your friends, print out the top and mostly played decks and just keep play testing Smile
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