PsychoCid
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« on: April 02, 2003, 01:39:24 am » |
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Mono-Blue was last a true force to fear when, despite a high count of potentially dead cards, it used multiple Fact or Fictions to power its way through its deck and proceeded to own anything and everything it came aacross Even SuiBlack, considered a bane of control, was not going to knock the Big Blue man down.
Since that time of glory, not only have we blue mages lost three of our precious FoFs, but the field has drastically changed, including strange new aggro(-control) decks which pack more punch than things we've seen in the past. Namely, TnT and (Gro-a-)Tog.
We were forced to return to our past, hoping to ride snakes to victory. However, decklists did not go through much change, basically doing not much more than replacing four cards with Ophidians and tossing in a Merchant Scroll. Eventually, we resorted to splashing red, giving us certain selectively efficient removal/counters, and trading in our beloved B2B and some of our search power for a bomb slightly more difficult to deal with and a little direct damage, respectively.
A while ago, as in before the new fetchlands came out, I had been goldfishing old decks I enjoyed on apprentice, and came across TurboXerox. I also happened to have just decided to build very simplistic archetype examples of aggro and control to use in a demonstration for a school project. Lacking the qualities of a moron, I went ahead and build a simplistic Mono-Blue deck which consisted of the very basic capabilities of blue, including countering, drawing/searching, and flying (but not bounce, as, well...it just didn't). Much like TurboXerox, I intended for it to be very redundant so that it would likely always have what it wanted or needed.
For REFERENCE, here is the initial decklist:
Six-to-Eight-of-Everything.dec 4 Counterspell 2 Foil 4 Force of Will 4 Mana Leak 4 Opt 4 Sleight of Hand 2 Thwart 3 Nevinyrral's Disk 3 Powder Keg 2 Mahamoti Djinn 4 Ophidian 2 Thieving Magpie 22 Island
I loved the play-style and feel of the deck and, naturally, attempted porting it over to type 1. Prior to fetchlands coming out, it looked like so:
For REFERENCE:
DullBlue.dec 1 Ancestral Recall 4 Counterspell 1 Fact or Fiction 1 Foil 4 Force of Will 4 Mana Drain 2 Misdirection 1 Merchant Scroll 4 Sleight of Hand 1 Thwart 1 Time Walk 2 Back to Basics 1 Nevinyrral's Disk 3 Powder Keg 3 Morphling 4 Ophidian 1 Black Lotus 1 Mox Sapphire 1 Sol Ring 16 Island 1 Library of Alexandria 1 Strip Mine 2 Wasteland
The deck was mana hungry and did not want to miss a land drop, despite having few mana sources and very limited search. Thusly having a fragile mana base, I was afraid to attempt using a full set of jewelry. Foil and Thwart were necessary evils, because although they did work against your mana production, the deck really needed the 7th and 8th free counters--they did save me in several games where no other counter would have sufficed.
Soon, fetchlands made their debut, and I moved my focus back to Sapphire Oath and, less so, Keeper. Being that DullBlue cherished every land it drew, I saw no reason to bother attempting to incorporate fetches and, thusly, Brainstorms.
As some of you may know, my last round pairing for the TMDOI was against Smmenen and his Mono-Blue deck packing an unusually high permission count and an unusually low mana source count, along with a complete lack of Fact or Fiction and any Merchant Scrolls. Having reviewed the deck, I put it together for testing purposes (with Matt, of course), and took a liking to it having come to an understanding about similarities between the deck and DullBlue (and TurboXerox). Basically, each of those decks works at a fast pace to power through its cadre of cards, plopping down some bomb that it would protect until it won the game, countering whatever it needs to along the way--whereas more traditional Mono-Blue seems to just want to sit there in control with very limited board control and a similarly limited number of counters. Admittedly, our newer build does not contain much more as far as capabilities go, but the addition of Brainstorm to smooth over half of your overall hand and the optimized number of methods to play as many counters as early as possible allows for a more active style of play. Compare TurboXerox to the original CMU Blue to see the difference displayed in a more drastic fashion, but do note that TurboXerox is far from Suicide Fattie featuring counters.
I began discussing Mono-Blue with Smmenen, and he had brought up the possibility of his build being revamped to include several fetches and thus the ability to strongly utilize the power of Brainstorm in the Impulse slot. Soon thereafter, memories of DullBlue were brought up in my mind, and I was inspired to attempt such a feat.
Thus far, I have played a total of roughly 18 games (plus fish tests to check for mana distribution and such), against TnT, Keeper, and Enchantress. I won't bother posting win percentages or the like, being that the deck is still in toddler form, but it was highly satisfactory.
Without further adieu, here is the decklist I am now working with:
BrainStorm Blue -> BSB -> (PCS)-BBS.dec 1 Ancestral Recall 4 Brainstorm 1 Capsize 3 Counterspell 4 Force of Will 4 Mana Drain 4 Mana Leak 2 Misdirection 1 Prohibit 1 Time Walk 1 Black Lotus 5 Moxen 3 Powder Keg 2 Back to Basics 2 Morphling 4 Ophidian 4 Flooded Strand 8 Island 1 Library of Alexandria 3 Polluted Delta 1 Strip Mine 1 Wasteland SIDEBOARD*: 2 Back to Basics 1 Blue Elemental Blast 4 Control Magic 1 Extract 1 Misdirection 1 Powder Keg 2 Psionic Blast 3 Wasteland
*Obviously a sideboard should vary along with metagame--as well as your maindeck counter base and whatnot.
I have played only one game where I had unpleasantness occur involving my manabase and have not felt the need or want to change it. -You'll notice the lack of a Sol Ring, as I am not willing to sacrifice any blue sources, moxen for turn one 1U counters, strips, or business cards for such acceleration. -You'll also notice that the likelihood of having more fetches left than actual Islands to fetch is high. I ran into one game against Keeper where I ended up with four fetches left and zero Islands to grab, but my manabase had been well established and this did not matter. If I do run into problems, my first move would be to trade one fetch for a ninth Island.
Where is the almighty Fact or Fiction? Well, there are several factors that prompt one to avoid including such a card. FoF, although powerful, really only showed prime strength for a deck like Mono-Blue when it could be used in multiples. Being that it has such a high casting cost, it requires the deck it is in to be able to support it by running a high count of mana sources. Repeatedly casting this card to plow through mid or late game dead draws made up for the fact that so many of the natural draws would be dead. However, when the number is limited to one, the sacrifice is no longer worth the gain. Testing, by several people, has shown that a lone early game FoF leaves you desperate to find an answer by causing a window of vulnerability (forcing you to tap out). By the time the late game rolls around, you are either in control or will have another choice bomb to let loose. In the end, simple redundancy and consistency beat out the once god-like, be-all/end-all of card draw and search.
Additionally, you'll also notice the amazing lone Prohibit. -I had started with four Counterspells maindeck, but quickly ran into the problem of having a hand including an Island, an off color Mox, two Counterspells, and no Force of Will. This card, simply, is the strongest of the remaining 1U counters, as Miscalculation has proven to be unsatisfactory several times over.
Many folks argue that Wasteland does not make for a prime sideboard card, as blue can do better than bringing in one-for-ones. The presence of Back to Basics, however, improves upon the usefulness of Wastelands. Additionally, there are cases where Wastelands will be very effective yet Back to Basics will not (namely, multi-color decks with a high basic count and a significant nonbasic count, but not enough to allow Back to Basics to lock them down hard enough--think Sapphire Oath and the like).
Lastly, what I have been considering is finding room to maindeck a pair of Control Magic, as they can be useful in both your toughest match-ups and the field as a whole. Consider than Brainstorm, when facing, say, Keeper, will happily shuffle them away in favor of more useful items. This would also clear two slots in the sideboard.
I believe that about covers the information I have so far. Any question, comments, or suggestions would be highly appreciated!\n\n
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