I've been wanting to make a mono blue multiplayer deck for my group. My group plays as follows:
The Power 9 is banned
Cards restricted in Vintage are still restricted
Cards banned in Vintage are banned
Anti cards are banned Kokusho, the Evening Star has recently been banned
Unlimited Number of Proxies are Allowed
There are usually six people present, sometimes five sometimes seven
Basically the only way I think it can be done is through a stealing creatures concept, if you think different please post your ideas and or lists are awesomely appreciated.
P.S: I think that the counter / top concept might work but I am really really gonna try to stay away from that so please don't suggest it.
Most successfull should be either combo or control - the former yields better results in faster metas, where as control is (obv.) better suited for those really long multiplayer games. -> One factor is group preference.
Midrange is also possible, but smaller blue critters aren't exactly fast lethal, less so if you have to deal more than 20 damage.
Control:
Shackles usually is more than enough 'control magic', add 1-2 Acedamy Ruins and you're golden in that department. Maybe if big stuff like f.e. Emrakul runs around, Bribery could also get a spot or two. Disks are also a must, it's simply the best sweeper. Happens to be an artifact, but you don't have to lock people out with it.
Counters become less important (assuming a meta like EDH), but board presence with efficient permanents that generate CA (real, virtual or whatever) , or have other utility applications (tempo, life, recurrsion etc.).
- I can second Study as good draw.
- JTMS. If you can hide him behind an active Shackles... ouch.
- If you add a Tezz, add a copy of Time Vault.
- Wurmcoil Engine. Recurrable lifegain that's hard to kill. Screw Jwarjwar, it'll die to the first mass removal, while this needs more resources to be dealt with.
- Steel Hellkite also provides massive CA.
- Phyrexian Juggernaught. I play him in EDH, no CA, no utility, no choice over attacks, but 5 power infect is huge (ok, in EDH it's ~= 20 power 'life', but still).
I've found that Deep-Sea Kraken is a great politics/control card when playing mono-blue multiplayer since no one wants that huge body to hit the table, so it will force more frugal spell use from everyone and just in general serves as a pretty potent heavy hitter.
Thanks all for responses. Noodle definitely gonna try a Shard deck also so thanks.
Overall though for this particular deck I want it to be mono blue control, should have been more specific on that any more thoughts on cards to add other than the ones mentioned and the ones in my original post. Should Cryptic Command be in it probably as the only counter because it is so versatile or no counters? Would the blue version of Rule of Law, the name escapes me right now, be a good idea?
Here is what I have off the top of my head and off of suggestions:
Should Cryptic Command be in it probably as the only counter because it is so versatile or no counters
i know some poeple think that counters have no place in multi but i like a couple just to protect key cards or stopping game ending spells. rather than countering everything its about picking your battles.
so in answer to your question, yes.
the only thing that turns me off CC is the fact that it costs 4. i've always liked arcane denial in multis for its cantrip like ability but that's a personally choice.
How do people feel about Arcane Laboratory being added into this deck, this is the deck I'm gonna bring as of now (we don't play till Monday so please still leave criticism would love to keep making the deck better till than).
Should Cryptic Command be in it probably as the only counter because it is so versatile or no counters?
Hard to go wrong with Cryptic Command, so yeah, I wouldn't hesitate to include that counterspell. Another option, since you are mono-U is Deflection, which is a more expensive version of Swerve, but still fun. Personally, I prefer counters that yield CA in MP (Mana Drain might be one of the few exceptions, but that has it's own drawbacks...see below :)).
Academy Ruins seems like a solid inclusion, and I'd also consider Nevinyrral's Disk, which could also be great both by itself as a sweeper, as well as a way to get artifacts/enchantments.
With the creature steal theme, something like Phyrexian Vault is fun
Be careful with Mana Drain. While it is clearly one of the best counterspells in existence, if not the best, it not only raises eyebrows, it also can make you a target when you power out something quickly...don't ask me how I know... And you often don't get CA with it like you do with, say, Cryptic Command.
I believe the removal of Guard Gomazoa and/or Fog Bank would be a big mistake. These are two of the best early game creatures I believe one can play in MP. The idea that either doesn't stop Trample and dies to everything (huh?? ), and, as a result, such creatures aren't very good, is a very strange comment, if not patently incorrect. My buddies far more often than not have to spend creature removal spells to deal with them because they can cause so many headaches to get around. Both are as good as advertised, probably moreso.
The Power 9 is banned
Cards restricted in Vintage are still restricted
Cards banned in Vintage are banned
Anti cards are banned
Kokusho, the Evening Star has recently been banned
Unlimited Number of Proxies are Allowed
There are usually six people present, sometimes five sometimes seven
Here is what I am thinking for a mono blue contol multiplayer deck:
4 Vedalken Shackles
X Bribery
X Blatant Thievery
X Treachery
1 Sol Ring
1 Library of Alexandria (yeah amazingly this isn't banned)
4 Wasteland (too kill off other Library's)
Creatures (if any):
X Keiga, the Tide Star
X Sphinx of Jwar Isle
X Fog Bank
X Guard Gomazoa
Basically the only way I think it can be done is through a stealing creatures concept, if you think different please post your ideas and or lists are awesomely appreciated.
P.S: I think that the counter / top concept might work but I am really really gonna try to stay away from that so please don't suggest it.
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"STAY CLEAR OF WHITE POWDER"
311 "Who's Got the Herb"
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Edit: Also Cultural Exchange
Reach out and torch someone . . .
- blue CiP creatures backed wih crystal shard.
- morph (pickles)
- guile + dovescape combo
- blue artifacts (tinker / master transmuter)
- blue painter
- even merfolk can be viable
on a side note evacuation has to be my favorite multiplayer blue card. instant speed board wipe.
I'd run 4 Propaganda.
Midrange is also possible, but smaller blue critters aren't exactly fast lethal, less so if you have to deal more than 20 damage.
Control:
Shackles usually is more than enough 'control magic', add 1-2 Acedamy Ruins and you're golden in that department. Maybe if big stuff like f.e. Emrakul runs around, Bribery could also get a spot or two. Disks are also a must, it's simply the best sweeper. Happens to be an artifact, but you don't have to lock people out with it.
Counters become less important (assuming a meta like EDH), but board presence with efficient permanents that generate CA (real, virtual or whatever) , or have other utility applications (tempo, life, recurrsion etc.).
- I can second Study as good draw.
- JTMS. If you can hide him behind an active Shackles... ouch.
- If you add a Tezz, add a copy of Time Vault.
- Wurmcoil Engine. Recurrable lifegain that's hard to kill. Screw Jwarjwar, it'll die to the first mass removal, while this needs more resources to be dealt with.
- Steel Hellkite also provides massive CA.
- Phyrexian Juggernaught. I play him in EDH, no CA, no utility, no choice over attacks, but 5 power infect is huge (ok, in EDH it's ~= 20 power 'life', but still).
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Overall though for this particular deck I want it to be mono blue control, should have been more specific on that any more thoughts on cards to add other than the ones mentioned and the ones in my original post. Should Cryptic Command be in it probably as the only counter because it is so versatile or no counters? Would the blue version of Rule of Law, the name escapes me right now, be a good idea?
Here is what I have off the top of my head and off of suggestions:
19 Island
4 Wasteland
1 Library of Alexandria
Artifacts: 5
4 Vedalken Shackles
1 Sol Ring
4 Sphinx of Jwar Isle
4 Fog Bank
4 Guard Gomazoa
Enchantments: 6
4 Propaganda
2 Rhystic Study
4 Cryptic Command
2 Jace's Ingenuity
1 Opportunity
Planeswalkers: 2
2 Jace, the Mind Sculptor
Sorcerys: 4
2 Bribery
2 Blatant Thievery
--------------------------------------
"STAY CLEAR OF WHITE POWDER"
311 "Who's Got the Herb"
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i know some poeple think that counters have no place in multi but i like a couple just to protect key cards or stopping game ending spells. rather than countering everything its about picking your battles.
so in answer to your question, yes.
the only thing that turns me off CC is the fact that it costs 4. i've always liked arcane denial in multis for its cantrip like ability but that's a personally choice.
blue suns zenith might be a better choice than opportunity.
Keiga, the Tide Star
Ixidron
Quicksilver Dragon
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REgardless:
4 Thoughtcast
2 Vedalken Archmage (plays nice with Esperzoa, or 2 Thirst for Knowledge)
2 Skullclamp (a)
Affinitizers (12)
4 Ornithopter (a, or Silver Myr/Sky Diamond)
4 Aether Spellbomb (a)
4 Arcbound Worker (a)
4 Frogmite (a)
4 Esperzoa (a)
4 Somber Hoverguard
2 Myr Enforcer
2 Quomolox
3 Broodstar
3 Unstable Mutation
4 Seat of the Synod (a)
4 Artifact Land (a)
12 Island
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass
Aereas: Didn't even think of Mana Drain, definitely gotta play it cause it could lead to a earlier Blatant Thievery or Sphinx of Jwar Isle or a lot of cool stuff happening.
How do people feel about Arcane Laboratory being added into this deck, this is the deck I'm gonna bring as of now (we don't play till Monday so please still leave criticism would love to keep making the deck better till than).
So taking out Guard Gomazoa for Mana Drain and Opportunity for Blue Sun's Zenith.
Here is updated decklist:
19 Island
4 Wasteland
1 Library of Alexandria
Artifacts: 5
4 Vedalken Shackles
1 Sol Ring
4 Sphinx of Jwar Isle
4 Fog Bank
Enchantments: 6
4 Propaganda
2 Rhystic Study
Instants: 11
4 Cryptic Command
4 Mana Drain
2 Jace's Ingenuity
1 Blue Sun's Zenith
2 Jace, the Mind Sculptor
Sorcerys: 4
2 Bribery
2 Blatant Thievery
--------------------------------------
"STAY CLEAR OF WHITE POWDER"
311 "Who's Got the Herb"
--------------------------------------
Hard to go wrong with Cryptic Command, so yeah, I wouldn't hesitate to include that counterspell. Another option, since you are mono-U is Deflection, which is a more expensive version of Swerve, but still fun. Personally, I prefer counters that yield CA in MP (Mana Drain might be one of the few exceptions, but that has it's own drawbacks...see below :)).
Academy Ruins seems like a solid inclusion, and I'd also consider Nevinyrral's Disk, which could also be great both by itself as a sweeper, as well as a way to get artifacts/enchantments.
With the creature steal theme, something like Phyrexian Vault is fun
Be careful with Mana Drain. While it is clearly one of the best counterspells in existence, if not the best, it not only raises eyebrows, it also can make you a target when you power out something quickly...don't ask me how I know... And you often don't get CA with it like you do with, say, Cryptic Command.
I believe the removal of Guard Gomazoa and/or Fog Bank would be a big mistake. These are two of the best early game creatures I believe one can play in MP. The idea that either doesn't stop Trample and dies to everything (huh?? ), and, as a result, such creatures aren't very good, is a very strange comment, if not patently incorrect. My buddies far more often than not have to spend creature removal spells to deal with them because they can cause so many headaches to get around. Both are as good as advertised, probably moreso.
Kokusho, The Evening Star, Exsanguinate and Glen Elendra Archmage have a restriction of 1 per deck.