To some extent. But giving at least a passing nod to the idea of competition keeps it from being boring naval gazing.
This is true. There's a reason I chose to usea my current deck instead of using the one I dreamed up for Grip of Amnesia.
Speaking of which, would you be so kind as to criticize my deck? I bought it for college in the fall because I heard my school as a few players. Since I don't know the meta of where I'm going, I'm assuming everyone uses at least some aggro in their decks.
Do suggest replacements. I bought more than just these cards -- there are two more of Fact or Fiction sitting pretty in my box, and the Lullmage is there more for the experiment than anything. I understand if he should be nixed.
It's at 22 lands because I found that any more flooded my hand in casual when I played MUC ~2 years ago. I wanted Faerie Conclave, but Troll and Toad was out.
This is true. There's a reason I chose to usea my current deck instead of using the one I dreamed up for Grip of Amnesia.
Speaking of which, would you be so kind as to criticize my deck? I bought it for college in the fall because I heard my school as a few players. Since I don't know the meta of where I'm going, I'm assuming everyone uses at least some aggro in their decks.
Do suggest replacements. I bought more than just these cards -- there are two more of Fact or Fiction sitting pretty in my box, and the Lullmage is there more for the experiment than anything. I understand if he should be nixed.
Leading into a new metagame, it's usually smart to go aggro. You don't know what you are going to have to answer, so you force them to react to you. It even works that in the tournament scene, immediately after a rotation aggro archetypes are typically dominant, as control has yet to crystalize.
Lullmage I better in a deck with more merfolk, cards that reward countering tend not to be all that useful. Lullmage is good in a control oriented fish deck, but I don't have a list for that at the moment.
It's at 22 lands because I found that any more flooded my hand in casual when I played MUC ~2 years ago. I wanted Faerie Conclave, but Troll and Toad was out.
Use tcgplayer, it buys from several stores for you, as in it searches other other shops and places orders with those shops on your behalf, letting you get the cheapest deal. It also has a cart optimizer, which finds the cheapest combination of stores for your order, including shipping .
Leading into a new metagame, it's usually smart to go aggro. You don't know what you are going to have to answer, so you force them to react to you. It even works that in the tournament scene, immediately after a rotation aggro archetypes are typically dominant, as control has yet to crystalize.
Lullmage I better in a deck with more merfolk, cards that reward countering tend not to be all that useful. Lullmage is good in a control oriented fish deck, but I don't have a list for that at the moment.
Use tcgplayer, it buys from several stores for you, as in it searches other other shops and places orders with those shops on your behalf, letting you get the cheapest deal. It also has a cart optimizer, which finds the cheapest combination of stores for your order, including shipping .
Dig the suggestions. I'll try out a few different builds with those cards in mind and see what I like best, then I'll do the same again when I get to school. I'll probably use white weenie for the first few matches, control or aggro-control for the rest.
I've never used Lonely Sandbar before, but I love the idea of it. Land when you need it, cycling when it's clogging your hand.
I've never used Lonely Sandbar before, but I love the idea of it. Land when you need it, cycling when it's clogging your hand.
Yeah, any time I build a mono colored deck the relevant member of that cycle is at least on the table. I bought a bunch of them a few years ago, but keep needing more of them since half my decks would be running them if I had enough. They can also be used a part of the mana fixing for a splash. Say you are playing a deck that is mostly blue with splash of red, and you aren't going to need red every turn. If play forgotten cave and you draw one and don't have red, it's a red source, but if you already have red you can flush it, though I warn you to be very careful if you choose that method, also remember it only works in a splash, if the colors are close to even you are better served by basics since they come into play untapped. I tried it in my Ug control deck, and it worked, but the deck has been edited several times since then, so they've found their way out. If you are interested it plays very much like monoblue, it has a slightly reduced chance of planA working out for a much better planB
It plays very much like normal mono blue control, only it's more proactive, and can force an opponent on the defensive earlier than a true MUC deck, though the plan of counter anything threatening is a bit shakier, a worthwhile tradeoff most of the time.
The deck seems to have pretty good legs, but I a bit worried about how it will perform in certain matchups. Shackles are good against "big finisher" control decks and midrange, but many aggro decks, and ultra-low to zero creature decks will have your "finisher" fall flat. Planing on taking from your opponent is risky business. I would up the aetherling count, or find a different big finisher. At the very least put something in the board so you can grab it game two. You really don't want to spend the whole game digging for a singleton. The counter suite seems okay, but I am a little leary of it, you have the requisite 8x 2 mana counters, but 16 total seems a touch low. I am unsure of what extra counters you should run precisely, but a conditional counter or judge's familiar would work nicely. Your "wishboard" is a nice concept, but unless you are only playing 1 game you will miss the ability to sideboard meaningfully. Some toolbox singletons are fine, but you need afew solid swapouts for key matchups, and remember that cunning wish does suck up mana, which when combined with casting the board grab is way slower than it would seem (though you can grab things EOT). Your card draw seems adequate if clunky, there is a cheap card quality card (brainstorm), and a big draw (fof), but without shuffles brainstorm is only a short term gain, and fof is not always going to put you that far ahead. My natural preferences would be think twice and deep analysis, but deep analysis is a very debatable pick. Academy ruins wants more artifacts, and other than nevinyrral's disk you don't have enought self destructive artifacts to make it worth it, especially with only two disks. I have disk repeater decks work, but there would be more to it than what you have, you don't have tutors/enough draw, and it's much easier to just go for slaverlock at that point.
Aetherling - The new gold-standard for traditional MUC finishers. Evasion, pump, self protecting.
Curse of the Swine - This card is kind of a trap. You need a way to deal with the swinishness it leaves behind reliably, elese you just trade one clock for a slightly more beneficial one. You either needs Echoing Truths or enough (to have one on the field) speed-bumps to take out the tokens. The card's two true upsides are that it exiles and that it is one sided. The flexible mana cost can be bad or good when compared to other mass removal. However it's creatures only and sorcery speed.
Cyclonic Rift - In case you do not like accidental draw from Into the Roil, and the chance that Echoing Truth hits more than one permanent are low, you now have a third option. Downside is that you can't bounce your own permanents - and yes, that matters. But usually if you overload cast Rift, it's a game winning move. Dissolve - Just listing this out of spite. Cancel.
Omenspeaker - If you considered this: In casual we have better options, namely Augur of Bolas.
Thassa, God of the Sea - I just want to say that it's quite unlikely to get her to be a 5/5 in MUC, due to the decks low board presence.
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Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
Hi guys, it's been a while since I've posted here, but I just revised my MUC deck and I'm looking for some feedback before I purchase anything. Two quick notes: I'm a little OCD about my card frames, so I'd like to keep everything in a modern-style frame for this deck. Aside from that restriction, everything is fair game. Secondly, I understand that hard removal/board wipes are ideal, but I'm trying to keep this deck as "pure" blue as possible. After all, this is simply a casual deck for kitchen table games. Anyway, here's what I've got so far:
My usual game plan is to land an isochron scepter with echoing truth on it as soon as possible, but scepters with memory lapse or accumulated knowledge are great as well, in addition to the obvious scepter/counterspell. As the deck stands right now I've got 16 counters, 8 bounce spells, 12 draw spells, and 4 wincons. Since I don't have any hard removal, I don't want to go below 8 bounce spells. Having 16 counters also seems to be the right number, but are those the right ones? Part of me thinks I'd be better off with force spike as one of my four counters, but I hate to dedicate four slots to something only really effective in the first couple turns. I used to include daze, but ended up removing it in favor of a more reliable counter. devastation tide also seems interesting, but I'm hesitant to run it without any library manipulation. So there it is. Any thoughts/comments/observations?
I can't really see a "primer" on the first page. Can people give me some help with my list? I think I have a decent "shell", but it is built as casual delver. I can control the game quite well. They struggle to deal with my Delver's. Obviously this list is more Blueggro. But I think the shell is there for a more controlling game. Any suggestions? I don't really know if running 4 ponder + 4 BS is desirable. If I have the number/balance of counters, card quality, card draw, cantrips correct.
I am a little concerned running Ponder/Brainstorm/FoF/Gitaxian all together. Too much CA/CQ and not enough control?
So...I was just thinking about picking up a playset of True-Name Nemesis for myself. I have a dedicated Rogue deck and I have a dedicated Merfolk deck...but then I thought about putting him HERE too. (:sweat:)
Is there a story to why the first page of this thread seems to be in the middle of a conversation, and is not in fact a primer? I have wondered this since I started here, thought I would ask.
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Pauper: UB Wight Phantasm RB Burn UR Faerie Rites of Initiation
No Jester's Cap or Jester's Mask? Peregrine Drake is a two turn faster, half power Palinchron; I got lucky once and top decked all four Drakes on my opening hand, then had the further luck of running into Empyrial Armor and Spirit Link by turn five (I splashed white in my draw-go back then for Empyrial Link and Circles), the game was over by seven. All of the Thalakos shadow creatures are fairly cheap mana wise, basically unblockable, and a couple have filthy (and free!) secondary effects that make them perfect for mono blue control.
EDIT: How has Spell Syphon not been mentioned within the context of mono blue control?
The card draw I have right now is 4x Fact or Fiction and 2x Ancestral Vision. Do you guys think that's sufficient? I also have plenty of cantrips in Remand and Cryptic Command. If I add more, what should I add? I only have the two of Visions, and I'm not trying to buy more. But I do have playsets of Ponder, Accumulated Knowledge, and Brainstorm sitting around. I've thought of putting in the Accumulated Knowledges, but I'd have to take out the Visions to make that worth it.
I would advice against the Accumulated Knowledge. It is not a powerful as the other draw. AK works best with strategies that involve dumping them in the graveyard. And Intuition.
Let's see what Battle For Zendikar added to draw-go;
Clutch of Currents
Sorcery, U (1)
Return target creature to its owner's hand.
Awaken 3—{4}{U} (If you cast this spell for {4}{U}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
A bounce spell that makes your land a 3/3. Could work, but certainly not a staple.
/
Guardian of Tazeem
Creature — Sphinx 4/5, 3UU (5)
Flying
Landfall — Whenever a land enters the battlefield under your control, tap target creature an opponent controls. If that land is an Island, that creature doesn't untap during its controller's next untap step.
It is a decent option as a finisher, but not the best.
/
Horribly Awry
Instant, 1U (2)
Devoid (This card has no color.)
Counter target creature spell with converted mana cost 4 or less. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Would be playable if it wasn't limited to creatures only.
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Scatter to the winds
Instant, 1UU (3)
Counter target spell.
Awaken 3—{4}{U}{U} (If you cast this spell for {4}{U}{U}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
It is a hard counter for IUU. Certainly useful.
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Spell Shrivel
Instant, 2U (3)
Devoid (This card has no color.)
Counter target spell unless its controller pays {4}. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Too weak for three mana. Draw-go prefers Dissipate here.
/
Windrider Patrol
Creature — Merfolk Wizard 4/3, 3UU (5)
Flying
Whenever Windrider Patrol deals combat damage to a player, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Budget option for a flying finisher. But not a tier one card.
I agree with your writeup above. I think these two deserve a few words as well:
Skyline Cascade
Land
Skyline Cascade enters the battlefield tapped.
When Skyline Cascade enters the battlefield, target creature an opponent controls doesn't untap during its controller's next untap step.
{T}: Add {U} to your mana pool.
This feels like a card designed mostly for Limited and that is where you will see the most benefit from running it. MUC wants its untapped U far more often than it wants to bounce a guy and a lot of our best finishers already have flying or unblockable by other means. Finally, this also seems like a really bad topdeck when you need something to help when you're behind. Ehh..thanks, no thanks.
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Blighted Cataract
Land
{T}: Add {1} to your mana pool.
{5}{U}, {T}, Sacrifice Blighted Cataract: Draw two cards.
This card is honestly quite good and I've already enjoyed playing with it. Not coming into play tapped is a big deal (see above) and, run sparingly, you can not get too badlyburned on the colorless mana. The card draw option is very real in mid or late game and definitely helps you catch up in a situation where you're behind. I feel weird calling this card 'staple' because it's not one but I will say that most MUC decks I've played probably would have improved around the margins by having access to this card; like every single one of them. However, this card also seems to have tremendous diminishing returns as you up the quantity in your deck. I'm personally running it as a 1x (and I could see 2x..) but never more than this.
Small look what Oath of the Gatewatch brought for MUC.
A lot of good things, I would say.
Comparative Analysis
Instant, 3U (4)
Surge {2}{U} (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)
Target player draws two cards.
Abstruse Interference
Instant, 2U (3)
Devoid (This card has no color.)
Counter target spell unless its controller pays {1}.
You put a 1/1 colorless Eldrazi Scion creature token onto the battlefield.
It has "Sacrifice this creature: Add {C} to your mana pool." ({C} represents colorless mana.)
Force Spike barely sees play. This is not good enough, as the counter is too soft.
Dimensional Infiltrator
Creature — Eldrazi 2/1, 1U (2)
Devoid (This card has no color.)
Flash
Flying
{1}{C}: Target opponent exiles the top card of his or her library.
If it's a land card, you may return Dimensional Infiltrator to its owner's hand. ({C} represents colorless mana.)
I like this card a lot. 2/1 flying yells aggro, but it works very well with the two mana kept open for countering.
Maybe for an aggressive MUC build?
Crush of Tentacles
Sorcery, 4UU (6)
Surge {3}{U}{U} (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)
Return all nonland permanents to their owners' hands. If Crush of Tentacles's surge cost was paid, put an 8/8 blue Octopus creature token onto the battlefield.
Certainly playable. People play upheaval and wash out, so why not this?
I'll test this for sure.
Void Shatter
Instant, 1UU (3)
Devoid (This card has no color.)
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Functional copy of dissipate, but no love for misdirection, force of will...
Upgrade over cancel in a lot of decks. This is really an addition to the card base of MUC.
Sweep Away
Instant, 2U (3)
Return target creature to its owner's hand. If that creature is attacking, you may put it on top of its owner's library instead.
Situated somewhere between repel, voyage's end and griptide.
This card can be powerful, but does it beat the versatility of good old boomerang?
Overwhelming Denial
Instant, 2UU (4)
Surge {U}{U} (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)
Overwhelming Denial can't be countered by spells or abilities.
Counter target spell
A really hard counter, but not better than dismiss or thwart for a 4cc counter.
Very nice card for team-play oriented MUC builds.
Grip of the Roil
Instant, 2U (3)
Surge {1}{U} (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)
Tap target creature. It doesn't untap during its controller's next untap step.
Draw a card.
This card has potential, but the tapping doesn't work very well with the control aspect of MUC. Tapping is done before the attack phase, and one wants to have a counter ready for the 2nd main phase.
Warping Wail
Instant, 1C (2)
({C} represents colorless mana.)
Choose one —
• Exile target creature with power or toughness 1 or less.
• Counter target sorcery spell.
• Put a 1/1 colorless Eldrazi Scion creature token onto the battlefield. It has "Sacrifice this creature: Add {C} to your mana pool."
Very versatile. Could work in the right build.
Spatial Contortion
Instant, 1C (2)
({C} represents colorless mana.)
Target creature gets +3/-3 until end of turn.
Instant speed removal when there is access to colorless mana. This card helps blue and green the most.
Seer's Lantern
Artifact, 3 (3)
{T}: Add {C} to your mana pool. ({C} represents colorless mana.)
{2}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
This card has a lot of synergy with MUC. Will fit certain builds.
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These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
My insight on what Shadows over Innistrad brings for MUC:
Just the Wind
Instant, 1U
Return target creature to its owner's hand.
Madness {U}
It is nice if you can use the madness and get a small advantage, but is it really worth the versatility of bouncing non-creatures?
I'm afraid it is not.
Magnifying Glass
Artifact, 3
{T}: Add {C} to your mana pool.
{4}, {T}: Investigate. (Put a colorless Clue artifact token onto the battlefield with "{2}, Sacrifice this artifact: Draw a card.")
and Corrupted Grafstone
Artifact, 2
Corrupted Grafstone enters the battlefield tapped.
{T}: Choose a color of a card in your graveyard. Add one mana of that color to your mana pool.
First one too expensive, second one too limited, I'm afraid. Seems worse than Mind Stone, Fellwar Stone...
Rise from the Tides
Sorcery, 5U
Put a 2/2 black Zombie creature token onto the battlefield tapped for each instant and sorcery card in your graveyard.
Well. I like this as a finisher. You need counter-backup against mass removal, but with half your deck being instants/sorceries, and a little help filling the graveyard (fact or fiction, intuition...)
Trail of Evidence
Enchantment, 2U
Whenever you cast an instant or sorcery spell, investigate. (Put a colorless Clue artifact token onto the battlefield with "{2}, Sacrifice this artifact: Draw a card.")
Too mana intensive to get a real advantage out of it.
//
Invasive Surgery
Instant, U
Counter target sorcery spell.
Delirium — If there are four or more card types among cards in your graveyard, search the graveyard, hand, and library of that spell's controller for any number of cards with the same name as that spell, exile those cards, then that player shuffles his or her library.
Looks valuable in constructed, sanctioned formats, certainly as a sideboard card. I'm not sure it is as usable in a casual setup, with more variety among the decks one faces.
Jace, Unraveler of Secrets
Planeswalker — Jace (Loyalty: 5), 3UU
+1: Scry 1, then draw a card.
−2: Return target creature to its owner's hand.
−8: You get an emblem with "Whenever an opponent casts his or her first spell each turn, counter that spell.
A valid finisher. Does not die that quickly. +1 and -2 are playable.
Ultimate ability should be game and is a thematic match... What more can you want? More money, I suppose.
Geralf's Masterpiece
Creature — Zombie Horror 7/7, 3UU
Flying
Geralf's Masterpiece gets -1/-1 for each card in your hand.
{3}{U}, Discard three cards: Return Geralf's Masterpiece from your graveyard to the battlefield tapped.
At first I did not see it, but now I realize that you should play it from the graveyard, at the end of your opponent's turn.
This will rock in a discard/madness oriented MUC build.
Epiphany at the Drownyard
Instant, XU
Reveal the top X plus one cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
I totally don't see it.
U: Get nothing in return.
1U: Inverse scry. You get the worst card.
2U: Behaves like an impulse. Or brainstorm/ponder with a cantrip, where your opponent sees what you get.
3U: Worse than fact or fiction.
4U: Still worse than fact or fiction.
Deny Existence
Instant, 2U (3)
Counter target creature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Bad counter, printed for limited.
Engulf the Shore
Instant, 3U
Return to their owners' hands all creatures with toughness less than or equal to the number of Islands you control.
I like that it is an instant, I like that it's liked to the number of Islands. But inflation of power/toughness is a real thing, and this card might be just a little too slow to have a real impact.
I don't see this card kicking Nevinyrral's Disk out of my MUC-build.
Compelling Deterrence
Instant, 1U
Return target nonland permanent to its owner's hand. Then that player discards a card if you control a Zombie.
Playable without zombies. Boomerang is ok, so why not?
And thumbs up for the artwork/flavour.
Confirm Suspicions
Instant, 3UU
Counter target spell.
Investigate three times. (To investigate, put a colorless Clue artifact token onto the battlefield with "{2}, Sacrifice this artifact: Draw a card.")
I don't know what to think about this one. 3UU seems really expensive for a counterspell. But three clue tokens? That is really generous.
Broken Concentration
Instant, 1UU (3)
Counter target spell.
Madness {3}{U} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
It is a cancel that can be played through madness. Fair enough.
Thing in the Ice
Creature — Horror 0/4, 1U
Defender
Thing in the Ice enters the battlefield with four ice counters on it.
Whenever you cast an instant or sorcery spell, remove an ice counter from Thing in the Ice. Then if it has no ice counters on it, transform it.
Did I mention that it transforms into a 7/8 Kraken Horror with "When this creature transforms into Awoken Horror, return all non-Horror creatures to their owners' hands."
This is a strong card, and an excellent fit for MUC.
Explosive Apparatus
Artifact, 1
{3}, {T}, Sacrifice Explosive Apparatus: Explosive Apparatus deals 2 damage to target creature or player.
Drownyard Temple
Land
{T}: Add {C} to your mana pool.
{3}: Return Drownyard Temple from your graveyard to the battlefield tapped.
Nice land for decks that fill the graveyard. Or for when you are forced to sac a permanent...
Aberrant Researcher
Creature — Human Insect 3/2, 3U
Flying
At the beginning of your upkeep, put the top card of your library into your graveyard. If it's an instant or sorcery card, transform Aberrant Researcher.
Not too bad a finisher. But MUC has few slots for finishers, so you might want to consider something that doesn't die to Grasp of Darkness and the likes...
Let me wrap it up with pointing out the great synergy between skulk and supersize.
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These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
At the beginning of your upkeep, put a time counter on As Foretold.
Once each turn, you may pay 0 rather than pay the mana
cost for a spell you cast with converted mana cost X or less,
where X is the number of time counters on As Foretold.
An aether vial that costs 2U. You can activate twice. Maybe in a deck where all other spells are 2cc or 3cc? Interesting to use sorcery-speed draw during your turn and keep a counter up. But is it worth losing the critical turn 3|4?
Flying
Whenever Glyph Keeper becomes the target of a spell or ability for the first time each turn, counter that spell or ability.
Embalm 5UU (5UU, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Sphinx with no mana cost. Embalm only as a sorcery.)
Valid finisher. 5UU is reachable for blue control. The abundance of finishers makes it more a flavour and metagame choice now?
Flying, indestructible
Kefnet the Mindful can't attack or block unless you have seven or more cards in hand.
3U: Draw a card, then you may return a land you control to its owner's hand.
This looks very tempting, but I'm afraid that keeping up seven cards is a little too hard for MUC. Who knows? Will Ghost Town finally see some serious play?
You may have Vizier of Many Faces enter the battlefield as a copy of any creature on the battlefield, except if Vizier of Many Faces was embalmed, the token has no mana cost, it's white, and it's a Zombie in addition to its other types.
Embalm 3UU
Put target spell or nonland permanent into it's owner's library second from the top.
Memory 4UU
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Each player shuffles his or her hand and graveyard into his or her library, then draws seven cards.
Commit is valid and relevant removal. Optional draw seven never bad.
T: Add C to your mana pool.
3, T, Sacrifice Cradle of the Accursed: Create a 2/2 black Zombie creature token. Activate this ability only any time you could cast a sorcery.
T: Add C to your mana pool.
1, T, Sacrifice Grasping Dunes: Put a -1/-1 counter target creature. Activate this ability only any time you could cast a sorcery.
1, t: Target creature can't attack this turn. Put a brick counter on Edifice of Authority.
1, t: Until your next turn, target creature can't attack or block and its activated abilities can't be activated. Activate this ability only if there are three or more brick counters on Edifice of Authority.
2 , T : Exile the top card of your library. Until end of turn, you may play that card. Put a brick counter on Oracle's Vault.
T : Exile the top card of your library. Until end of turn, you may play that card without paying its mana cost. Activate this ability only if there are three or more brick counters on Oracle's Vault.
Not worth it and too slow, I'm afraid. Goes a little against the gameplan of MUC. Nice with Brainstorm, scry.
2, t: Add one mana of any color to your mana pool. Put a brick counter on Pyramid of the Pantheon.
t: Add three mana of any one color to your mana pool. Activate this ability only if there are three or more brick counters on Pyramid of the Pantheon.
The net cost is four mana, which is one cheaper than the actual Gilded Lotus. I see great potential for this card, as it does not demand tapping out. In some aspects, this might be better than Gilded Lotus.
Chart a Course
1U Sorcery
Draw two cards. Then discard a card unless you attacked with a creature this turn.
I've said it before, and I'll say it again; I don't like sorceries in the 2 mana slot.
This card is intended for fast flyery decks, like with Ninjas, Fairies and Pirates.. Refill your hand and kill your opponent over the skies.
XUU Entrancing Melody
Sorcery
Gain control of target creature with converted mana cost X.
Dominate became one mana cheaper. I don't think this will see much play, but it is great tech against nasty tokens.
2U Lookout's Dispersal
Instant
Lookout's Dispersal costs 1 less to cast if you control a Pirate.
Counter target spell unless its controller pays 4.
This card will get abused, but probably not in mono-blue control. To me, it looks more like combo material.
1U Perilous Voyage
Instant
Return target nonland permanent you don't control to its owner's hand. If its converted mana cost was 2 or less, scry 2.
Love this one. You lose the ability to return your own stuff, but you gain the potential of scrying. Not as good as Cyclonic Rift, but a very solid card.
4UU River's Rebuke
Sorcery
Return all nonland permanents target player controls to their owner's hand.
This is a dollar rare. Takes a spot between Wash out, Upheaval and Devastation Tide. To me, this is a pretty valid sweeper. Is six mana two expensive? Would love to hear others opinions on this spell.
3U Run Aground
Instant
Put target artifact or creature on top of it's owner's library
Not really better than Commit/Memory. It is a common so maybe for pauper?
U Siren Stormtamer
Creature - Siren Pirate Wizard
Flying
U, Sacrifice Siren Stormtamer: Counter target spell or ability that targets you or a creature you control.
It is a tempo card, but has relevant creature types and can put pressure on planeswalkers. Might have a spot in Wizard-themed control builds.
3UU Spell Swindle
Instant
Counter target spell. Create X colorless Treasure artifact tokens, where X is that spell's converted mana cost. They have "T, Sacrifice this artifact: Add one mana of any color to your mana pool."
We finally know how overpowered Mana Drain was: 3-mana-difference-overpowered. For reference: Ancestral Recall was four-mana-difference overpowered (Jace's Ingenuity).
It is a five mana spell but sets you up for a finisher with counter-backup. Like Pact of Negation. I think I would rather play pact.
1U Search for Azcanta
Legendary Enchantment
At the beginning of your upkeep, look at the top card of your library. You may put it into your graveyard. Then if you have seven or more cards in your graveyard, you may transform Search for Azcanta. (into Azcanta, The Sunken Ruin)
4 Primal Amulet
Artifact
Instant and sorcery spells you cast cost 1 less to cast.
Whenever you cast an instant or sorcery spell, put a charge counter on Primal Amulet. Then if there are four or more charge counters on it, you may remove those counters and transform it. (into Primal Wellspring).
4 mana is a lot, you are basically putting your shields down for a whole turn. But the transformed ability is very strong. Almost like getting an emblem from your planeswalker.
2 Thaumatic Compass
Artifact
3, t: Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
At the beginning of your end step, if you control seven or more lands, transform Thaumatic Compass. (into Spires of Orazca)
I think I would totally play this. Getting land drops is essential in MUC and a nonlegendary Maze of Ith that produces mana: excellent.
1 Treasure Map
Artifact
1, t: Scry1. Put a landmark counter on Treasure Map. Then if there are three or more landmark counters on it, remove those counters, transform Treasure Map and create three colorless Treasure artifact tokens with "t, Sacrifice this artifact: Add one mana of any color to your mana pool." It transforms into Treasure Cove
I find this a little 'meh'. Cannot image it to be a viable strategy for MUC. There is a potential for card advantage, but the reward comes very late and your strategy is very transparant. I'm not convinced.
Private Mod Note
():
Rollback Post to RevisionRollBack
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
To some extent. But giving at least a passing nod to the idea of competition keeps it from being boring naval gazing.
This is true. There's a reason I chose to usea my current deck instead of using the one I dreamed up for Grip of Amnesia.
Speaking of which, would you be so kind as to criticize my deck? I bought it for college in the fall because I heard my school as a few players. Since I don't know the meta of where I'm going, I'm assuming everyone uses at least some aggro in their decks.
Do suggest replacements. I bought more than just these cards -- there are two more of Fact or Fiction sitting pretty in my box, and the Lullmage is there more for the experiment than anything. I understand if he should be nixed.
It's at 22 lands because I found that any more flooded my hand in casual when I played MUC ~2 years ago. I wanted Faerie Conclave, but Troll and Toad was out.
3 Power Sink
3 Condescend
3 Mana Leak
3 Psychic Barrier
2 Fact or Fiction
2 Rhystic Study
2 Devastation Tide
2 Propaganda
2 Plumeveil
1 Lullmage Mentor
1 Cryptoplasm
4 Sphinx of Jwar Isle
18 Island
Leading into a new metagame, it's usually smart to go aggro. You don't know what you are going to have to answer, so you force them to react to you. It even works that in the tournament scene, immediately after a rotation aggro archetypes are typically dominant, as control has yet to crystalize.
Lullmage I better in a deck with more merfolk, cards that reward countering tend not to be all that useful. Lullmage is good in a control oriented fish deck, but I don't have a list for that at the moment.
Use tcgplayer, it buys from several stores for you, as in it searches other other shops and places orders with those shops on your behalf, letting you get the cheapest deal. It also has a cart optimizer, which finds the cheapest combination of stores for your order, including shipping .
My recommendation
4 Condescend
4 Rune Snag
2 Psychic Barrier
4 force spike
3 Fact or Fiction
2 Devastation Tide
3 Propaganda
2 Plumeveil
4 Sphinx of Jwar Isle
4 lonely sandbar
18 Island
Dig the suggestions. I'll try out a few different builds with those cards in mind and see what I like best, then I'll do the same again when I get to school. I'll probably use white weenie for the first few matches, control or aggro-control for the rest.
I've never used Lonely Sandbar before, but I love the idea of it. Land when you need it, cycling when it's clogging your hand.
Yeah, any time I build a mono colored deck the relevant member of that cycle is at least on the table. I bought a bunch of them a few years ago, but keep needing more of them since half my decks would be running them if I had enough. They can also be used a part of the mana fixing for a splash. Say you are playing a deck that is mostly blue with splash of red, and you aren't going to need red every turn. If play forgotten cave and you draw one and don't have red, it's a red source, but if you already have red you can flush it, though I warn you to be very careful if you choose that method, also remember it only works in a splash, if the colors are close to even you are better served by basics since they come into play untapped. I tried it in my Ug control deck, and it worked, but the deck has been edited several times since then, so they've found their way out. If you are interested it plays very much like monoblue, it has a slightly reduced chance of planA working out for a much better planB
4 looter il-kor
4 spiketail drakeling
4 mystic snake
4 judge's familiar
2 draining whelk
2 trygon predator
4 hinder
4 think twice
4 psionic blast
4 terramorphic expanse
4 forest
16 island
4 void slime
4 unsummon
3 pithing needle
It plays very much like normal mono blue control, only it's more proactive, and can force an opponent on the defensive earlier than a true MUC deck, though the plan of counter anything threatening is a bit shakier, a worthwhile tradeoff most of the time.
1 Academy Ruins
2 Reliquary Tower
2 Faerie Conclave
18 Island
Counters (14):
4 Force of Will
3 Counterspell
4 Rune Snag
3 Cryptic Command
Win Cons (3):
2 Vedalken Shackles
1 Aetherling
3 Fact or Fiction
4 Brainstorm
Utility/Speed Bumps (13):
1 Elixir of Immortality
2 Energy Field
2 Nevinyrral's Disk
4 Propaganda
4 Cunning Wish
Wishboard (In Progress):
1 Capsize
1 Pact of Negation
1 Mindgames
1 Counterspell
1 Mindbreak trap
1 Opportunity
1 Echoing Truth
1 Noxious Revival
1 Dismember
1 Fact or Fiction
1 Evacuation
1 Mana Short
1 Blue Elemental Balst
1 Hydroblast
1 Hurkyl's Recall
The deck seems to have pretty good legs, but I a bit worried about how it will perform in certain matchups. Shackles are good against "big finisher" control decks and midrange, but many aggro decks, and ultra-low to zero creature decks will have your "finisher" fall flat. Planing on taking from your opponent is risky business. I would up the aetherling count, or find a different big finisher. At the very least put something in the board so you can grab it game two. You really don't want to spend the whole game digging for a singleton. The counter suite seems okay, but I am a little leary of it, you have the requisite 8x 2 mana counters, but 16 total seems a touch low. I am unsure of what extra counters you should run precisely, but a conditional counter or judge's familiar would work nicely. Your "wishboard" is a nice concept, but unless you are only playing 1 game you will miss the ability to sideboard meaningfully. Some toolbox singletons are fine, but you need afew solid swapouts for key matchups, and remember that cunning wish does suck up mana, which when combined with casting the board grab is way slower than it would seem (though you can grab things EOT). Your card draw seems adequate if clunky, there is a cheap card quality card (brainstorm), and a big draw (fof), but without shuffles brainstorm is only a short term gain, and fof is not always going to put you that far ahead. My natural preferences would be think twice and deep analysis, but deep analysis is a very debatable pick. Academy ruins wants more artifacts, and other than nevinyrral's disk you don't have enought self destructive artifacts to make it worth it, especially with only two disks. I have disk repeater decks work, but there would be more to it than what you have, you don't have tutors/enough draw, and it's much easier to just go for slaverlock at that point.
Aetherling - The new gold-standard for traditional MUC finishers. Evasion, pump, self protecting.
Curse of the Swine - This card is kind of a trap. You need a way to deal with the swinishness it leaves behind reliably, elese you just trade one clock for a slightly more beneficial one. You either needs Echoing Truths or enough (to have one on the field) speed-bumps to take out the tokens. The card's two true upsides are that it exiles and that it is one sided. The flexible mana cost can be bad or good when compared to other mass removal. However it's creatures only and sorcery speed.
Cyclonic Rift - In case you do not like accidental draw from Into the Roil, and the chance that Echoing Truth hits more than one permanent are low, you now have a third option. Downside is that you can't bounce your own permanents - and yes, that matters. But usually if you overload cast Rift, it's a game winning move.
Dissolve - Just listing this out of spite. Cancel.
Omenspeaker - If you considered this: In casual we have better options, namely Augur of Bolas.
Thassa, God of the Sea - I just want to say that it's quite unlikely to get her to be a 5/5 in MUC, due to the decks low board presence.
22 island
2 faerie conclave
Counters/Bounce:
4 memory lapse
4 rune snag
4 counterspell
4 cryptic command
4 echoing truth
4 accumulated knowledge
4 fact or fiction
Utility:
4 isochron scepter
Wincon:
2 vedalken shackles
2 guile
My usual game plan is to land an isochron scepter with echoing truth on it as soon as possible, but scepters with memory lapse or accumulated knowledge are great as well, in addition to the obvious scepter/counterspell. As the deck stands right now I've got 16 counters, 8 bounce spells, 12 draw spells, and 4 wincons. Since I don't have any hard removal, I don't want to go below 8 bounce spells. Having 16 counters also seems to be the right number, but are those the right ones? Part of me thinks I'd be better off with force spike as one of my four counters, but I hate to dedicate four slots to something only really effective in the first couple turns. I used to include daze, but ended up removing it in favor of a more reliable counter. devastation tide also seems interesting, but I'm hesitant to run it without any library manipulation. So there it is. Any thoughts/comments/observations?
I am a little concerned running Ponder/Brainstorm/FoF/Gitaxian all together. Too much CA/CQ and not enough control?
18 Island
1 Evolving Wilds (all I have, shuffle effect)
4 Counterspell
4 Mana Leak
4 Negate
4 Ponder
4 Brainstorm
4 Gitaxian Probe
3 Fact or Fiction
4 Snap
1 Repeal
4 Delver of Secrets
4 Augur of Bolas
1 Wurmcoil Engine
Anyone trying him as a wincon in MUC?
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
Cubing in Indianapolis...send me a PM!!
4x Counterspell
4x Mana Leak
4x Rune Snag
3x Force Spike
3x Memory Lapse
4x Unsummon
4x Voyage's End
Draw
4x Brainstorm
4x Ponder
4x Aetherling
Land
18x Island
4x Lonely Sandbar
UB Wight Phantasm
RB Burn
UR Faerie Rites of Initiation
Legacy:
R Burn
CG-Post
I still see the starting page, but the editing is gone and some links are corrupted.
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
EDIT: How has Spell Syphon not been mentioned within the context of mono blue control?
12 Island
4 Celestial Colonnade
4 Wasteland
2 Academy Ruins
2 Nykthos, Shrine to Nyx
Creatures (4):
2 Thalakos Deceiver
2 Thalakos Dreamsower
2 Second Chance
2 Propaganda
2 Leyline of Anticipation
Artifacts (6):
2 Jester's Cap
2 Jester's Mask
2 Isochron Scepter
4 Drain Power
Instants (20):
4 Brainstorm
4 Mana Leak
4 Spell Syphon
4 Counterspell
4 Daze
Yes, I know that's 64 cards, but the ability to have on demand mana via Drain Power is worth it.
3x Fact Or Fiction / 3x Ancestral Vision might work better with your mana base. One can always play Brainstorm in draw-go, imho.
//
Let's see what Battle For Zendikar added to draw-go;
Clutch of Currents
Sorcery, U (1)
Return target creature to its owner's hand.
Awaken 3—{4}{U} (If you cast this spell for {4}{U}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
A bounce spell that makes your land a 3/3. Could work, but certainly not a staple.
/
Guardian of Tazeem
Creature — Sphinx 4/5, 3UU (5)
Flying
Landfall — Whenever a land enters the battlefield under your control, tap target creature an opponent controls. If that land is an Island, that creature doesn't untap during its controller's next untap step.
It is a decent option as a finisher, but not the best.
/
Horribly Awry
Instant, 1U (2)
Devoid (This card has no color.)
Counter target creature spell with converted mana cost 4 or less. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Would be playable if it wasn't limited to creatures only.
/
Scatter to the winds
Instant, 1UU (3)
Counter target spell.
Awaken 3—{4}{U}{U} (If you cast this spell for {4}{U}{U}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
It is a hard counter for IUU. Certainly useful.
/
Spell Shrivel
Instant, 2U (3)
Devoid (This card has no color.)
Counter target spell unless its controller pays {4}. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Too weak for three mana. Draw-go prefers Dissipate here.
/
Windrider Patrol
Creature — Merfolk Wizard 4/3, 3UU (5)
Flying
Whenever Windrider Patrol deals combat damage to a player, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Budget option for a flying finisher. But not a tier one card.
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
Skyline Cascade
Land
Skyline Cascade enters the battlefield tapped.
When Skyline Cascade enters the battlefield, target creature an opponent controls doesn't untap during its controller's next untap step.
{T}: Add {U} to your mana pool.
This feels like a card designed mostly for Limited and that is where you will see the most benefit from running it. MUC wants its untapped U far more often than it wants to bounce a guy and a lot of our best finishers already have flying or unblockable by other means. Finally, this also seems like a really bad topdeck when you need something to help when you're behind. Ehh..thanks, no thanks.
/
Blighted Cataract
Land
{T}: Add {1} to your mana pool.
{5}{U}, {T}, Sacrifice Blighted Cataract: Draw two cards.
This card is honestly quite good and I've already enjoyed playing with it. Not coming into play tapped is a big deal (see above) and, run sparingly, you can not get too badly burned on the colorless mana. The card draw option is very real in mid or late game and definitely helps you catch up in a situation where you're behind. I feel weird calling this card 'staple' because it's not one but I will say that most MUC decks I've played probably would have improved around the margins by having access to this card; like every single one of them. However, this card also seems to have tremendous diminishing returns as you up the quantity in your deck. I'm personally running it as a 1x (and I could see 2x..) but never more than this.
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
Cubing in Indianapolis...send me a PM!!
I'll definitely play Blighted Cataract in my Singleton-100 draw-go deck.
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
A lot of good things, I would say.
Comparative Analysis
Instant, 3U (4)
Surge {2}{U} (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)
Target player draws two cards.
It is basically an inspiration, or better.
Abstruse Interference
Instant, 2U (3)
Devoid (This card has no color.)
Counter target spell unless its controller pays {1}.
You put a 1/1 colorless Eldrazi Scion creature token onto the battlefield.
It has "Sacrifice this creature: Add {C} to your mana pool." ({C} represents colorless mana.)
Force Spike barely sees play. This is not good enough, as the counter is too soft.
Dimensional Infiltrator
Creature — Eldrazi 2/1, 1U (2)
Devoid (This card has no color.)
Flash
Flying
{1}{C}: Target opponent exiles the top card of his or her library.
If it's a land card, you may return Dimensional Infiltrator to its owner's hand. ({C} represents colorless mana.)
I like this card a lot. 2/1 flying yells aggro, but it works very well with the two mana kept open for countering.
Maybe for an aggressive MUC build?
Crush of Tentacles
Sorcery, 4UU (6)
Surge {3}{U}{U} (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)
Return all nonland permanents to their owners' hands. If Crush of Tentacles's surge cost was paid, put an 8/8 blue Octopus creature token onto the battlefield.
Certainly playable. People play upheaval and wash out, so why not this?
I'll test this for sure.
Void Shatter
Instant, 1UU (3)
Devoid (This card has no color.)
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Functional copy of dissipate, but no love for misdirection, force of will...
Upgrade over cancel in a lot of decks. This is really an addition to the card base of MUC.
Sweep Away
Instant, 2U (3)
Return target creature to its owner's hand. If that creature is attacking, you may put it on top of its owner's library instead.
Situated somewhere between repel, voyage's end and griptide.
This card can be powerful, but does it beat the versatility of good old boomerang?
Overwhelming Denial
Instant, 2UU (4)
Surge {U}{U} (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)
Overwhelming Denial can't be countered by spells or abilities.
Counter target spell
A really hard counter, but not better than dismiss or thwart for a 4cc counter.
Very nice card for team-play oriented MUC builds.
Grip of the Roil
Instant, 2U (3)
Surge {1}{U} (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)
Tap target creature. It doesn't untap during its controller's next untap step.
Draw a card.
This card has potential, but the tapping doesn't work very well with the control aspect of MUC. Tapping is done before the attack phase, and one wants to have a counter ready for the 2nd main phase.
Warping Wail
Instant, 1C (2)
({C} represents colorless mana.)
Choose one —
• Exile target creature with power or toughness 1 or less.
• Counter target sorcery spell.
• Put a 1/1 colorless Eldrazi Scion creature token onto the battlefield. It has "Sacrifice this creature: Add {C} to your mana pool."
Very versatile. Could work in the right build.
Spatial Contortion
Instant, 1C (2)
({C} represents colorless mana.)
Target creature gets +3/-3 until end of turn.
Instant speed removal when there is access to colorless mana. This card helps blue and green the most.
Seer's Lantern
Artifact, 3 (3)
{T}: Add {C} to your mana pool. ({C} represents colorless mana.)
{2}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
This card has a lot of synergy with MUC. Will fit certain builds.
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
Just the Wind
Instant, 1U
Return target creature to its owner's hand.
Madness {U}
It is nice if you can use the madness and get a small advantage, but is it really worth the versatility of bouncing non-creatures?
I'm afraid it is not.
Magnifying Glass
Artifact, 3
{T}: Add {C} to your mana pool.
{4}, {T}: Investigate. (Put a colorless Clue artifact token onto the battlefield with "{2}, Sacrifice this artifact: Draw a card.")
and
Corrupted Grafstone
Artifact, 2
Corrupted Grafstone enters the battlefield tapped.
{T}: Choose a color of a card in your graveyard. Add one mana of that color to your mana pool.
First one too expensive, second one too limited, I'm afraid. Seems worse than Mind Stone, Fellwar Stone...
Rise from the Tides
Sorcery, 5U
Put a 2/2 black Zombie creature token onto the battlefield tapped for each instant and sorcery card in your graveyard.
Well. I like this as a finisher. You need counter-backup against mass removal, but with half your deck being instants/sorceries, and a little help filling the graveyard (fact or fiction, intuition...)
Trail of Evidence
Enchantment, 2U
Whenever you cast an instant or sorcery spell, investigate. (Put a colorless Clue artifact token onto the battlefield with "{2}, Sacrifice this artifact: Draw a card.")
Too mana intensive to get a real advantage out of it.
//
Invasive Surgery
Instant, U
Counter target sorcery spell.
Delirium — If there are four or more card types among cards in your graveyard, search the graveyard, hand, and library of that spell's controller for any number of cards with the same name as that spell, exile those cards, then that player shuffles his or her library.
Looks valuable in constructed, sanctioned formats, certainly as a sideboard card. I'm not sure it is as usable in a casual setup, with more variety among the decks one faces.
Jace, Unraveler of Secrets
Planeswalker — Jace (Loyalty: 5), 3UU
+1: Scry 1, then draw a card.
−2: Return target creature to its owner's hand.
−8: You get an emblem with "Whenever an opponent casts his or her first spell each turn, counter that spell.
A valid finisher. Does not die that quickly. +1 and -2 are playable.
Ultimate ability should be game and is a thematic match... What more can you want? More money, I suppose.
Geralf's Masterpiece
Creature — Zombie Horror 7/7, 3UU
Flying
Geralf's Masterpiece gets -1/-1 for each card in your hand.
{3}{U}, Discard three cards: Return Geralf's Masterpiece from your graveyard to the battlefield tapped.
At first I did not see it, but now I realize that you should play it from the graveyard, at the end of your opponent's turn.
This will rock in a discard/madness oriented MUC build.
Epiphany at the Drownyard
Instant, XU
Reveal the top X plus one cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
I totally don't see it.
U: Get nothing in return.
1U: Inverse scry. You get the worst card.
2U: Behaves like an impulse. Or brainstorm/ponder with a cantrip, where your opponent sees what you get.
3U: Worse than fact or fiction.
4U: Still worse than fact or fiction.
Deny Existence
Instant, 2U (3)
Counter target creature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Bad counter, printed for limited.
Engulf the Shore
Instant, 3U
Return to their owners' hands all creatures with toughness less than or equal to the number of Islands you control.
I like that it is an instant, I like that it's liked to the number of Islands. But inflation of power/toughness is a real thing, and this card might be just a little too slow to have a real impact.
I don't see this card kicking Nevinyrral's Disk out of my MUC-build.
Compelling Deterrence
Instant, 1U
Return target nonland permanent to its owner's hand. Then that player discards a card if you control a Zombie.
Playable without zombies. Boomerang is ok, so why not?
And thumbs up for the artwork/flavour.
Confirm Suspicions
Instant, 3UU
Counter target spell.
Investigate three times. (To investigate, put a colorless Clue artifact token onto the battlefield with "{2}, Sacrifice this artifact: Draw a card.")
I don't know what to think about this one. 3UU seems really expensive for a counterspell. But three clue tokens? That is really generous.
Broken Concentration
Instant, 1UU (3)
Counter target spell.
Madness {3}{U} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
It is a cancel that can be played through madness. Fair enough.
Thing in the Ice
Creature — Horror 0/4, 1U
Defender
Thing in the Ice enters the battlefield with four ice counters on it.
Whenever you cast an instant or sorcery spell, remove an ice counter from Thing in the Ice. Then if it has no ice counters on it, transform it.
Did I mention that it transforms into a 7/8 Kraken Horror with "When this creature transforms into Awoken Horror, return all non-Horror creatures to their owners' hands."
This is a strong card, and an excellent fit for MUC.
Explosive Apparatus
Artifact, 1
{3}, {T}, Sacrifice Explosive Apparatus: Explosive Apparatus deals 2 damage to target creature or player.
Nagging Thoughts, Pieces of the Puzzle, Pore Over the Pages, Gone Missing
All sorceries with limited appeal for the MUC archetype.
Drownyard Temple
Land
{T}: Add {C} to your mana pool.
{3}: Return Drownyard Temple from your graveyard to the battlefield tapped.
Nice land for decks that fill the graveyard. Or for when you are forced to sac a permanent...
Aberrant Researcher
Creature — Human Insect 3/2, 3U
Flying
At the beginning of your upkeep, put the top card of your library into your graveyard. If it's an instant or sorcery card, transform Aberrant Researcher.
Not too bad a finisher. But MUC has few slots for finishers, so you might want to consider something that doesn't die to Grasp of Darkness and the likes...
Let me wrap it up with pointing out the great synergy between skulk and supersize.
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
As Foretold
2U
Enchantment
At the beginning of your upkeep, put a time counter on As Foretold.
Once each turn, you may pay 0 rather than pay the mana
cost for a spell you cast with converted mana cost X or less,
where X is the number of time counters on As Foretold.
An aether vial that costs 2U. You can activate twice. Maybe in a deck where all other spells are 2cc or 3cc? Interesting to use sorcery-speed draw during your turn and keep a counter up. But is it worth losing the critical turn 3|4?
/
Cancel is back.
/
Censor
1U
Instant
Counter target spell unless its controller pays 1.
Cycling U (U, Discard this card: Draw a card.)
Sure, why not? It fits somewhere between Force Spike, Miscalculation and Runeboggle. Two of those are valid cards.
/
Cryptic Serpent
5UU
Creature - Serpent
Cryptic Serpent costs 1 less to cast for each instant and sorcery card in your graveyard.
Uncommon, so not a finisher in pauper.. Lack of evasion makes it a hard sell.
/
Essence Scatter is back too.
/
Decision Paralysis
3U
Instant
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
-The artwork is very Escheresque.
-Not really where you want to be, in a control deck.
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Galestrike
2U
Instant
Return target tapped creature to its owner's hand.
Draw a card.
Worse than Repulse, Drag Under.
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Glyph Keeper
3UU
Creature - Sphinx
Flying
Whenever Glyph Keeper becomes the target of a spell or ability for the first time each turn, counter that spell or ability.
Embalm 5UU (5UU, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Sphinx with no mana cost. Embalm only as a sorcery.)
Valid finisher. 5UU is reachable for blue control. The abundance of finishers makes it more a flavour and metagame choice now?
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Hieroglyphic Illumination
3U
Instant
Draw two cards.
Cycling U (U, Discard this card: Draw a card.)
Value. Relevant in pauper?
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Kefnet the Mindful
2U
Legendary Creature - God
Flying, indestructible
Kefnet the Mindful can't attack or block unless you have seven or more cards in hand.
3U: Draw a card, then you may return a land you control to its owner's hand.
This looks very tempting, but I'm afraid that keeping up seven cards is a little too hard for MUC. Who knows? Will Ghost Town finally see some serious play?
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Lay Claim
5UU
Enchantment - Aura
Enchant permanent
You control enchanted permanent.
Cycling 2 (2, Discard this card: Draw a card.)
Confiscate with a cycling tax.
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Pull From Tomorrow
xUU
Instant
Draw X cards, then discard a card.
I like this. It is a Stroke of Genius without the decking. Cycles for 2UU?
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Vizier of Many Faces
2UU
Creature - Shapeshifter Cleric
You may have Vizier of Many Faces enter the battlefield as a copy of any creature on the battlefield, except if Vizier of Many Faces was embalmed, the token has no mana cost, it's white, and it's a Zombie in addition to its other types.
Embalm 3UU
Looks like we get a clone with every set now.
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Commit
3U
Instant
Put target spell or nonland permanent into it's owner's library second from the top.
Memory 4UU
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Each player shuffles his or her hand and graveyard into his or her library, then draws seven cards.
Commit is valid and relevant removal. Optional draw seven never bad.
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Cradle of the Accursed,
Land - Desert
T: Add C to your mana pool.
3, T, Sacrifice Cradle of the Accursed: Create a 2/2 black Zombie creature token. Activate this ability only any time you could cast a sorcery.
Grasping Dunes
Land - Desert
T: Add C to your mana pool.
1, T, Sacrifice Grasping Dunes: Put a -1/-1 counter target creature. Activate this ability only any time you could cast a sorcery.
The sorcery thing kinda ruins it.
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Sunscorched Desert
Land - Desert
When Sunscorched Desert enters the battlefield, it deals 1 damage to target player.
T: Add C to your mana pool.
Ping a planeswalker for free. Great flavour text.
Edit: and now the artifacts...
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Edifice of Authority
3
Artifact
1, t: Target creature can't attack this turn. Put a brick counter on Edifice of Authority.
1, t: Until your next turn, target creature can't attack or block and its activated abilities can't be activated. Activate this ability only if there are three or more brick counters on Edifice of Authority.
Another Icy Manipulator. I'm not convinced.
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Oracle's Vault
4
Artifact
2 , T : Exile the top card of your library. Until end of turn, you may play that card. Put a brick counter on Oracle's Vault.
T : Exile the top card of your library. Until end of turn, you may play that card without paying its mana cost. Activate this ability only if there are three or more brick counters on Oracle's Vault.
Not worth it and too slow, I'm afraid. Goes a little against the gameplan of MUC. Nice with Brainstorm, scry.
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Pyramid of the Pantheon
1
Artifact
2, t: Add one mana of any color to your mana pool. Put a brick counter on Pyramid of the Pantheon.
t: Add three mana of any one color to your mana pool. Activate this ability only if there are three or more brick counters on Pyramid of the Pantheon.
The net cost is four mana, which is one cheaper than the actual Gilded Lotus. I see great potential for this card, as it does not demand tapping out. In some aspects, this might be better than Gilded Lotus.
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
Here is my take:
Reprints of Opt and Spell Pierce. Hurray.
Chart a Course
1U Sorcery
Draw two cards. Then discard a card unless you attacked with a creature this turn.
I've said it before, and I'll say it again; I don't like sorceries in the 2 mana slot.
This card is intended for fast flyery decks, like with Ninjas, Fairies and Pirates.. Refill your hand and kill your opponent over the skies.
XUU Entrancing Melody
Sorcery
Gain control of target creature with converted mana cost X.
Dominate became one mana cheaper. I don't think this will see much play, but it is great tech against nasty tokens.
2U Lookout's Dispersal
Instant
Lookout's Dispersal costs 1 less to cast if you control a Pirate.
Counter target spell unless its controller pays 4.
The Mana Leak for pirates. For themed builds. Comboes with Changeling.
4UUU Overflowing Insight
Sorcery
Target player draws seven cards
This card will get abused, but probably not in mono-blue control. To me, it looks more like combo material.
1U Perilous Voyage
Instant
Return target nonland permanent you don't control to its owner's hand. If its converted mana cost was 2 or less, scry 2.
Love this one. You lose the ability to return your own stuff, but you gain the potential of scrying. Not as good as Cyclonic Rift, but a very solid card.
4UU River's Rebuke
Sorcery
Return all nonland permanents target player controls to their owner's hand.
This is a dollar rare. Takes a spot between Wash out, Upheaval and Devastation Tide. To me, this is a pretty valid sweeper. Is six mana two expensive? Would love to hear others opinions on this spell.
3U Run Aground
Instant
Put target artifact or creature on top of it's owner's library
Not really better than Commit/Memory. It is a common so maybe for pauper?
U Siren Stormtamer
Creature - Siren Pirate Wizard
Flying
U, Sacrifice Siren Stormtamer: Counter target spell or ability that targets you or a creature you control.
It is a tempo card, but has relevant creature types and can put pressure on planeswalkers. Might have a spot in Wizard-themed control builds.
3UU Spell Swindle
Instant
Counter target spell. Create X colorless Treasure artifact tokens, where X is that spell's converted mana cost. They have "T, Sacrifice this artifact: Add one mana of any color to your mana pool."
We finally know how overpowered Mana Drain was: 3-mana-difference-overpowered. For reference: Ancestral Recall was four-mana-difference overpowered (Jace's Ingenuity).
It is a five mana spell but sets you up for a finisher with counter-backup. Like Pact of Negation. I think I would rather play pact.
1U Search for Azcanta
Legendary Enchantment
At the beginning of your upkeep, look at the top card of your library. You may put it into your graveyard. Then if you have seven or more cards in your graveyard, you may transform Search for Azcanta. (into Azcanta, The Sunken Ruin)
This cards seems playable in control builds that seek graveyard synergies. (Accumulated Knowledge, Rune Snag, Deep Analysis...)
4 Primal Amulet
Artifact
Instant and sorcery spells you cast cost 1 less to cast.
Whenever you cast an instant or sorcery spell, put a charge counter on Primal Amulet. Then if there are four or more charge counters on it, you may remove those counters and transform it. (into Primal Wellspring).
4 mana is a lot, you are basically putting your shields down for a whole turn. But the transformed ability is very strong. Almost like getting an emblem from your planeswalker.
2 Thaumatic Compass
Artifact
3, t: Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
At the beginning of your end step, if you control seven or more lands, transform Thaumatic Compass. (into Spires of Orazca)
I think I would totally play this. Getting land drops is essential in MUC and a nonlegendary Maze of Ith that produces mana: excellent.
1 Treasure Map
Artifact
1, t: Scry1. Put a landmark counter on Treasure Map. Then if there are three or more landmark counters on it, remove those counters, transform Treasure Map and create three colorless Treasure artifact tokens with "t, Sacrifice this artifact: Add one mana of any color to your mana pool." It transforms into Treasure Cove
I find this a little 'meh'. Cannot image it to be a viable strategy for MUC. There is a potential for card advantage, but the reward comes very late and your strategy is very transparant. I'm not convinced.
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.