Yeah, alot of people don't play daze in MUC and so I wouldn't see why they would play with Deprive either. Your much better off just running mana leak if you don't have any counterspells.
Second. I see a lot of unneeded cards there that don't do anything.
I mean, what's ornithopter going to do? Kraken's Eye is worthless, because tapping out t2 is a bad idea.
Third, there are cards that are just blatantly worse than others. Divination could be more instant-speed draw (Can't think of any at the moment) and so can braingeyser.
Fourth, you want 25 lands, because you are control. You don't wanna miss a thing land drop. Yeah. Land drop.
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Quote from Bone_doc »
This virtual world is begining to feel more and more like Tron, exept with less motorcycles and more card games
Second. I see a lot of unneeded cards there that don't do anything.
I mean, what's ornithopter going to do? Kraken's Eye is worthless, because tapping out t2 is a bad idea.
Third, there are cards that are just blatantly worse than others. Divination could be more instant-speed draw (Can't think of any at the moment) and so can braingeyser.
Fourth, you want 25 lands, because you are control. You don't wanna miss a thing land drop. Yeah. Land drop.
The ornithopter was in there because its a blocker for 0. which is nice on turn one or two if I need to block. I removed the Krakens. I have the braingeysers in more for me than anything, incase i'm not pulling what I need and need to pull cards quick.
I'm fairly happy with the draw and manabase, but I'm debating as to wether or not I would be better off with a different wincon or speedbump. faerie trickery is there because I have nothing better.
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Your current card draw is safe for Honden only selection not card advantage, so you should add some: Jaces Ingenuity, Inspiration, Think Twice, Murmurs from Beyond (underestimated mini-FoF, you get two cards for 2U as instant)
Seems pretty unorthodox, I know. I tend to use it in multiplayer because I tend to show no sign of a threat until I pull out Sphinx or Kederekt Leviathan so I don't get attacked much, plus the deck keeps to itself so I don't aggro anyone.
Nice :).
I'd cut 4 of your 1cc card selection cards for 4 more island, though, 20 (4 of which CIPT) are a tad thin...and Depths does some card selection for you anyways.
Nice :).
I'd cut 4 of your 1cc card selection cards for 4 more island, though, 20 (4 of which CIPT) are a tad thin...and Depths does some card selection for you anyways.
DRum
The reason I'm only running 20 is because I tend to accumulate so many in my hand. I was thinking about using Braids, Conjurer Adept in here to summon Kederekt Leviathan more easily, though.
i don't have loads to spend on this although i do have a fact or fiction i can add in but other than that i'm unsure what to do i really like jace's ingenuity but i'm not sure where to add some cards in
i don't have loads to spend on this although i do have a fact or fiction i can add in but other than that i'm unsure what to do i really like jace's ingenuity but i'm not sure where to add some cards in
It seems pretty playable to me. I have always been a huge fan of control magic. The only thing that jumps out at me are the dazes but if there is a solid reason that your running them then it seems fine.
Jace's ingenuity > Concentrate, easily.
Bribery? You already have so much steal spells.
Moar counters, plox.
Sower of temptations is so low threat. You'd rather be running something like, say, Keiga the tide star. It swings for 5. When it dies, you gain control of their creature. Win win.
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This virtual world is begining to feel more and more like Tron, exept with less motorcycles and more card games
I personally think this deck would totally rock in my casual meta. I should like build it sometime but unfortunately I don't have keiga, the tide star but I do have morphlings and mahamoti djinns but mahamoti isn't as nearly as good as it used to be.
Pretty standard MUC. Feel free to suggest anything, I have a lot of the typical MUC cards that aren't in here as well. This does a lot of two headed giant in addition to one on one play.
The Ghastlord of Fugue is probably the most unconventional choice on the list, but he works out pretty well most of the time. He's good against other control decks. I've switched back and forth between him and Guile and Sphinx of Jwar Isle. Wash Out is another thing I don't see on the list but I can't tell you how many games it's won me, at least in my meta. Takes care of those pesky elves.
Also, don't run syncopate. Ever. It's a horrible counter, it invites you to sink mana into it, which is hard to determine. It's also a very soft counter, and is useless early-game. Run Rune snag instead. Same with condescend. But, with condescend, I'd replace it with, say, 4 Jace's ingenuity, because you're lacking a lot of draw.
And remand is pretty good, but it isn't used in MUC because it doesn't answer a threat permanently. Replace it with 4 land, because in control you'd like to run 25-26 land.
Second, your creatures: Cognivore is horrible. For turn 8, you should drop guile with two mana left open for a counter. Also, it's not as evasive, and is small for it's cost. it dies easily too. Down two cognivore, +2 guile
Boomerang can bounce lands. Into the roil means a late game cantrip. Decide between them, they are the best bounce spells.
If you have the money, theres a nifty little combo that means sweeping every turn.
What. Tome scour. Are you serious. Jumps right at me. That's not even...
Milling basically accomplishes nothing but deck thinning. I'd drop it to up Jaces, guile, boomerang and island by one. I mean, even cancel is better, because it's a three mana counter (although, you do want dissapate or faerie trickery over cancel.)
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Quote from Bone_doc »
This virtual world is begining to feel more and more like Tron, exept with less motorcycles and more card games
Pretty standard MUC. Feel free to suggest anything, I have a lot of the typical MUC cards that aren't in here as well. This does a lot of two headed giant in addition to one on one play.
The Ghastlord of Fugue is probably the most unconventional choice on the list, but he works out pretty well most of the time. He's good against other control decks. I've switched back and forth between him and Guile and Sphinx of Jwar Isle. Wash Out is another thing I don't see on the list but I can't tell you how many games it's won me, at least in my meta. Takes care of those pesky elves.
Running only two counterbalance and 2 sensei's divining top seems a bit random. I'd run four of each if all possible but still 2 of each can still punch pretty good when you need them the most.
Propaganda is pretty solid and if I had a playset I'd probably play more of MUC in my area but I don't. My meta is full of aggro decks like vampires, slivers, and goblins.
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16 Island
1 Jwar Isle Refuge
2 Stalking Stones
2 Braingeyser
1 Brain Storm
2 Mana Leak
1 Divination
1 Teferi, Mage of Zhalfir
2 Deep Sea Kraken
2 Draining Whelk
1 Morphling
2 Rewind
2 Evacuation
1 Misdirection
4 Fact or Fiction
4 Repulse
4 Boomerang
4 Counterspell
2 Jester's Cap
1 Jester's Mask
1 Arcane Laboratory
2 Kraken's Eye
1 Ponder
2 Ornithopter
First of all, fixed.
Second. I see a lot of unneeded cards there that don't do anything.
I mean, what's ornithopter going to do? Kraken's Eye is worthless, because tapping out t2 is a bad idea.
Third, there are cards that are just blatantly worse than others. Divination could be more instant-speed draw (Can't think of any at the moment) and so can braingeyser.
Fourth, you want 25 lands, because you are control. You don't wanna miss a
thingland drop. Yeah. Land drop.Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
The ornithopter was in there because its a blocker for 0. which is nice on turn one or two if I need to block. I removed the Krakens. I have the braingeysers in more for me than anything, incase i'm not pulling what I need and need to pull cards quick.
Thanks for the advice
Andrew
You'd want to cut out both repulse and boomerang for maybe into the roil. 8 bounce spells are too much, I think.
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
Boomerang hits lands. timewalking them on turn 2 or messing with their colors is worth missing a potential cantrip.
20 island
4 mishra's factory
speedbumps:
3 oblivion stone
3 plumeveil
4 boomerang
4 fact or fiction
4 accumulated knowledge
Counterspells:
4 counterspell
4 rune snag
3 faerie trickery
4 rewind
2 guile
1 meloku the clouded mirror
I'm fairly happy with the draw and manabase, but I'm debating as to wether or not I would be better off with a different wincon or speedbump. faerie trickery is there because I have nothing better.
Whether it's a comedy or a tragedy, if there is cheering, the story will continue on.
Just like the many lives.
For the us who are still in it and still in the journey, send warm blessings.
- We will continue to walk down this path until eternity.
Imma start off with:
25 island
1 Counterspell
1 Rewind
1 Dismiss
1 Mana leak
1 Hesitation
1 Miscalculation
1 Remove soul
1 Essence scatter
1 Negate
1 Inunduate
1 Meishin, the mind cage
1 Frozen Aether
1 Dream tides
1 Pendrell mists
1 Brainstorm
1 Ponder
1 Impulse
1 Truth or tale
1 Honden of seeing winds
1 Deep-sea kraken
Healp plox? I need 13 cards.
I need help finding two mana counters or anything, well, that can work turn two.
EDIT: Is declaration of naught worth it? Should I splurge and buy meself a cryptic command? What about Leyline of anticipation, or nervinyalls disk?
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
You need more than 9 counters: Flase Summoning, Dissipate, or if you can't get the Portal card Faery Trickery
Your current card draw is safe for Honden only selection not card advantage, so you should add some: Jaces Ingenuity, Inspiration, Think Twice, Murmurs from Beyond (underestimated mini-FoF, you get two cards for 2U as instant)
Wash Out and Oblivion Stone are budget sweepers, if you want to add Disk, go for it. Add also Boomerang, Echoing Truth & Into the Roil.
Spire Golem, Steal Golem & Calcite Snapper, help holding the line and beat down in a pinch. Add a fatty of choice for an additional win con.
4 Halimar Depths
4 Ponder
4 Brainstorm
4 Preordain
4 Treasure Hunt
4 Fog Bank
4 Wall of Tears
4 Counterspell
2 Negate
2 Essence Scatter
4 Foresee
2 Arcanis the Omnipotent
2 Sphinx of Jwar Isle
2 Kederekt Leviathan
Seems pretty unorthodox, I know. I tend to use it in multiplayer because I tend to show no sign of a threat until I pull out Sphinx or Kederekt Leviathan so I don't get attacked much, plus the deck keeps to itself so I don't aggro anyone.
I'd cut 4 of your 1cc card selection cards for 4 more island, though, 20 (4 of which CIPT) are a tad thin...and Depths does some card selection for you anyways.
DRum
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
The reason I'm only running 20 is because I tend to accumulate so many in my hand. I was thinking about using Braids, Conjurer Adept in here to summon Kederekt Leviathan more easily, though.
22x Island
Counters
4x Daze
4x Counterspell
4x Mana Leak
2x Dissipate
2x Rewind
4x Brainstorm
4x Accumulated Knowledge
Board Control
3x Echoing Truth
4x Boomerang
3x Control Magic
1x Sphinx of Jwar Isle
3x Spire Golem
i don't have loads to spend on this although i do have a fact or fiction i can add in but other than that i'm unsure what to do i really like jace's ingenuity but i'm not sure where to add some cards in
Cigarettes are a lot like hamsters, perfectly harmless until you stick one in your mouth and light it on fire.
I'd drop it two a two of, then raise up rewind to three and dissipate to three.
Drop a brainstorm for a fact or fiction. Also, AK isn't a very good CA engine, but it's cheap. I'd prefer Think Twice.
Anyways, my current list, thoughts?
25 Island
1 Guile
1 Deep-Sea Kraken
1 Sphinx of Jwar Isle
1 Mulldrifter
1 Murmurs from Beyond
1 Think Twice
1 Mind Spring
1 Remove Soul
1 Dissipate
1 Hindering Touch
1 Disrupting Shoal
1 Spell Pierce
1 Faerie Trickery
1 Hesitation
1 Essence Scatter
1 Negate
1 Dismiss
1 Rewind
1 Muddle the Mixture
1 Miscalculation
1 Mana Leak
1 Counterspell
1 Deprive
1 Logic Knot
1 Wash Out
1 Echoing Truth
1 Into the Roil
1 Boomerang
1 Evacuation
1 Oblivion Stone
1 Pendrell Mists
1 Mind Control
1 Meishin, the Mind Cage
1 Dream Tides
Critique? Keep in mind, it's supposed to be budget.
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
It seems pretty playable to me. I have always been a huge fan of control magic. The only thing that jumps out at me are the dazes but if there is a solid reason that your running them then it seems fine.
22 Island
2 Halimar Depths
Artifacts: 3
3 Vedalken Shackles
Enchantments: 12
4 Propaganda
4 Control Magic
4 Treachery
4 Mana Leak
4 Counterspell
4 Brainstorm
3 Cryptic Command
2 Concentrate
2 Bribery
Creatures: 2
2 Keiga, the Tide Star
Deck Edited:
-3 Sower of Temptations
+2 Keiga, the Tide Star
+1 Cryptic Command
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"STAY CLEAR OF WHITE POWDER"
311 "Who's Got the Herb"
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Jace's ingenuity > Concentrate, easily.
Bribery? You already have so much steal spells.
Moar counters, plox.
Sower of temptations is so low threat. You'd rather be running something like, say, Keiga the tide star. It swings for 5. When it dies, you gain control of their creature. Win win.
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
Bribery might be steal spell overkill, however this deck is supposed to be a massive thievery deck rather than a deck I would play in a serious game.
One card I am thinking about adding is Jace, the Mind Sculptor but not sure where I would put it.
--------------------------------------
"STAY CLEAR OF WHITE POWDER"
311 "Who's Got the Herb"
--------------------------------------
I personally think this deck would totally rock in my casual meta. I should like build it sometime but unfortunately I don't have keiga, the tide star but I do have morphlings and mahamoti djinns but mahamoti isn't as nearly as good as it used to be.
2 Morphling
2 Fog Bank
2 Guard Gomazoa
2 Ghastlord of Fugue
Enchantments
2 Counterbalance
4 Propaganda
2 Sensei's Divining Top
1 Scroll Rack
Counters
2 Force of Will
2 Counterspell
4 Rune Snag
2 Wash Out
3 Boomerang
Draw
2 Brainstorm
4 Fact or Fiction
Land
24 Island
The Ghastlord of Fugue is probably the most unconventional choice on the list, but he works out pretty well most of the time. He's good against other control decks. I've switched back and forth between him and Guile and Sphinx of Jwar Isle. Wash Out is another thing I don't see on the list but I can't tell you how many games it's won me, at least in my meta. Takes care of those pesky elves.
Trades
Supreme thanks to Fio at Damnation Studios for the awesome artwork.
UMember of Clan Mono BlueU
Made MUC, please take a look and gimme some suggestions:
22 Island
Spells:
3 Boomerang
4 Counterspell
4 Syncopate
1 Twincast
1 Redirect
3 Mana Leak
4 Condescend
4 Remand
2 Cognivore
2 Guile
2 Evacuation
:cool2:Thanks to Heroes of the Planes Studios for avatar and signature.
“The enemy has been destroyed, sir. So have the forest, the city, your palace, your dog . . ."
Also, don't run syncopate. Ever. It's a horrible counter, it invites you to sink mana into it, which is hard to determine. It's also a very soft counter, and is useless early-game. Run Rune snag instead. Same with condescend. But, with condescend, I'd replace it with, say, 4 Jace's ingenuity, because you're lacking a lot of draw.
And remand is pretty good, but it isn't used in MUC because it doesn't answer a threat permanently. Replace it with 4 land, because in control you'd like to run 25-26 land.
Second, your creatures: Cognivore is horrible. For turn 8, you should drop guile with two mana left open for a counter. Also, it's not as evasive, and is small for it's cost. it dies easily too. Down two cognivore, +2 guile
Boomerang can bounce lands. Into the roil means a late game cantrip. Decide between them, they are the best bounce spells.
If you have the money, theres a nifty little combo that means sweeping every turn.
It's Academy ruins + Oblivion stone. you know you want to.
EDIT: list would now be:
25 Island
1 Academy ruins
3 Boomerang/into the roil
3 Counterspell
1 Twincast
1 Redirect
3 Mana Leak
4 Rune snag
3 Jace's ingenuity
2 Oblivion stone
4 Guile
2 Evacuation
Sideboards should contain hate for specific things, like colors and deck types.
In your sb, run Flashfreeze, etc.
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
25 Island
Spells:
4 Tome Scour
4 Brainstorm
3 Boomerang
4 Counterspell
4 Rune Snag
1 Twincast
1 Redirect
4 Mana Leak
3 Jace's Ingenuity
4 Remand
3 Guile
2 Evacuation
:cool2:Thanks to Heroes of the Planes Studios for avatar and signature.
“The enemy has been destroyed, sir. So have the forest, the city, your palace, your dog . . ."
What. Tome scour. Are you serious. Jumps right at me. That's not even...
Milling basically accomplishes nothing but deck thinning. I'd drop it to up Jaces, guile, boomerang and island by one. I mean, even cancel is better, because it's a three mana counter (although, you do want dissapate or faerie trickery over cancel.)
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
Running only two counterbalance and 2 sensei's divining top seems a bit random. I'd run four of each if all possible but still 2 of each can still punch pretty good when you need them the most.
Propaganda is pretty solid and if I had a playset I'd probably play more of MUC in my area but I don't. My meta is full of aggro decks like vampires, slivers, and goblins.