You like extremely powerful decks that are versatile.
Don't play Teferi/Knowledge Pool!
If your group frowns on instant wins, counterspells and locks.
You don't like winning.
Well this deck started off as a non-combo Teferi deck with lots of splashy expensive spells. It really wasn't all the powerful. Before long I noticed I would get hated to the point where I didn't even get to do anything just because I was playing mono blue.
One day I decided I was going to focus this deck, add knowledge pool and make it as powerful as possible to teach everyone a lesson for not letting me play.
Well I did just that. I have not lost a single game whether duel or multiplayer since. I don't play it every game but if I'm up against a degenerate deck or people that used to hate me out I'll pull it out now and then.
This is a combo control deck that seeks to drop knowledge pool as soon as possible and people usually scoop. I consider it a merciful combo deck because you're not taking 20 turns or screwing around 20 mintutes while everyone watches. You drop knowledge pool and they scoop and it's done.
You usually start out with one or more of the many mana rocks/accelerants quickly building up your mana.
Then if you have a way to cast Teferi + Knowledge Pool you cast it. If you don't have pool or a tutor for pool just counter,stop or steal any game breakers if you can and draw cards and ramp until you can either drop pool or go infinite or win by other means.
Ways to get knowledge pool are pretty plentiful. Treasure Mage, Fabricte and Transmute artifact are a few.
Then there's Vedalken Aethermage to find Treasure Mage,Muddle the Mixture to Find Transmute Artifact then there's Mystical Tutor and or Personal Tutor to find either Fabricate or Transmute Artifact
If for some reason knowledge pool won't work either because you facing certain death or it's been exiled etc. you can then go for plan b which is infinite mana through Palinchron and one of the outlets and win on the spot. Here's a few outlets.
1. Memnarch. Steel everything starting with those pesky homeward paths. Can also be searched out with Vedalken Aethernage.
2. Capsize. Bounce every permanent your opponent's control and if Teferi and extraplanar lens is are you can do it every turn effectively keeping everyone out of the game.
3. Stroke of Genius/Blue Sun's Zenith. Deck one opponent instantly.
Ok so that's the infinite mana stuff.
Other ways to win are stealing game breakers, kicked rite of replication against something crazy like consecrated sphinx, which I've done.
And theres always consecrated sphinx plus forbid.
With so much acceleration and one time use stuff such as counterspell draw is necessary. This deck has plenty of draw as you see.
Teferi. Other than the obvious he enables your main combo and an interesting combo with infinite mana using palinchron. You bounce all your opponents permanents then every turn bounce any lands they play. Even without all that he's a very strong general for his ability to shut off opposing counters and the fact he gives all your creatures flash.
Consecrated Sphinx: Possibly the best creature in EDH.
Gilded Drake: This card is simply amazing. CMC 2 to steal any creature. Geez.
Ixidron: Pseudo Wrath which mono blue needs badly.
Memnarch: A strong creature that can steal homeward paths. Also a great infinite mana win condition. Have you ever stolen every permanent on the board? Can be tutored with Aethermage,fabricate or transmute artifact. Also good once knowledge pool is out so you can steal generals.
Palinchron: Infinite mana enabler with high tide or extraplanar lens.
Phyrexian Metamorph: A better clone that can be a sculpting steel as well. Fun to cast second turn copying sol ring.
Solemn Simulacrum: Ramp,body and draw all rolled into one. If you're not running green solemn is probably a good idea.
Treasure Mage: Makes this deck much more potent. Searches for Knowledge pool,Memnarch or Wurmcoil Engine. Can be tutored for with Aethermage.
Trinket Mage: Fetches so many useful things like Sol ring, top or relic of prigenitus.
Vedalken Aethermage: Great tutor in this deck. This and infinite mana=Win.
Wurmcoil Engine: Sometimes I wonder if this should be Duplicant but this card has saved me on several occasions.
Darksteel Ingot: Indestructible Mana Rock
Extraplanar Lens: Cheap mana doubler that you can cast and leave mana open to counter stuff. Usually a good idea to make sure you can protect it before using it.
Gilded Lotus: King of mana rocks but on the high end for acceleration.
Grim Monolith: Gives you a quick boost but sometimes that's all you need. Untap eot with that unussed mana.
Knowledge Pool: This is the card that wins games and is most dreaded by my opponents.
Mana Crypt: More acceleration
Mana Vault: See Grim Monolith
Oblivion Stone: Much needed board wipe. Divinity counters on your own stuff is also an option if you have that kind of time.
Relic of Progenitus: GY hate that takes out all GYs and draws you a card. Good since you don't run much recursion.
Sol Ring: See Mana Crypt
Sensei's Divining Top: Great filtering.
Thran Dynamo: More strong acceleration
Vedalken Shackles: Reusable steal? I'm in.
Wayfarer's Bauble: Just another way to build up mana quick.
Worn Powerstone: More good acceleration.
All is Dust: Much needed wipe that gets around indestructibility and kills enchantments/Planeswalkers.
Fabricate: Valuable tutor in this deck.
Personal Tutor: Finds Transmute Artifact,Fabricate for the win or just gets something like All Is Dust or Recurring Insight
Ponder: Cheap Filter/Draw. Good at any stage of the game
Preordain: Same as ponder
Recurring Insight: Great card.Arguably the best draw spell in EDH. Ever seen someone draw 16 cards for 6 mana with no draw backs? I have. Add reliquary tower for increased pleasure.
Transmute Artifact: This card is very strong in this deck. A pseudo tinker when you run so many mana rocks.
Arcane Denial:Cheap counterspell that draws you a card but your opponent draws two. Still it's a cmc 2 counterspell.
Blue Sun's Zenith: Strong instant speed draw that also can be used with infinite mana to deck one player or the whole table if you have magus and top.
Capsize. Versatile removal that can be a infinite mana win condition. Good for keeping someone from using boseiju or nev disk. EOT keep bouncing it.
Comandeer: Thanks for getting that Exsanguinate ready for me while I was tapped out. Oops I win.
Counterspell: Cheap and versatile
Cryptic Command: one of the most versatile spells there is.
Dismiss: Counter a spell draw a card.
Desertion: Thanks for getting that blightsteel colossus ready for me.
Dream Fracture:Cheaper Dismiss that let's the opponent draw a card. Slightly better than arcane denial but costs more.
Evacuation: Good pseudo wrath
Fact or Fiction: Another great draw spell. Target the newest or worst player at the table.
Forbid: Lock the game down with consecrated sphinx or just buyback late game with those uneeded mana rocks or lands.
Force of Will: If you don't know this card you are new to magic.
High Tide: Infinite mana with Palinchron or just a quick burst.
Hinder: Say goodbye to yor general
Impulse: Great instant speed dig.
Mana Drain: Nuff said
Muddle the Mixture: Counter or tutor. Grabs many great things like gilded drake or transmute artifact
Mystical Tutor: Tutor any instant or sorcery? Yes please.
Negate: Cheap Counter that hits most things we need to worry about.
Pact Of Negation: another free counterspell but it will cost you later
Pongify: Great cheap removal. Vanilla 3/3s are usually useless in this format.
Rewind: Free counter
Spell Crumple: Hinder 2.0
Spin into Myth: Tuck that bothersome general.
Stroke of Genius: Great instant speed draw or deck someone.
Academy Ruins: Arguably one of the best utility lands in EDH.
Ancient Tomb: Need mana fast no matter what the cost?
Flooded Strand: Used with top for a free shuffle.
Maze of Ith: Buys me time to combo out and stops the worst attacker from connecting.
Misty Rainforest: Here for free shuffle
Mystifying Maze: Maze of Ith that taps for mana but costs 4 to use.
Reliquary Tower: This land has won me games after a huge draw spell. Ever had a 30 card hand and not had to discard? I have.
Scalding Tarn: See misty rainforest
Strip Mine: Great for taking out stuff like Boseiju and Homeward Path
Tolaria West: Tutors any land plus pact of Negation or Mana Crypt
Wasteland: See Strip mine.
27 Snowcovered Island: Snowcovered so my opponents can't benefit of my extraplanar lens.
I'd personally play Vesuvan Shapeshifter over Clone. Not sure if you really need it to come out a turn earlier or what, but Shapeshifter is far superior in my opinion.
Wurmcoil Engine seems rather subpar. All of the other creatures you run are either great conditional tutors or powerful ETB/static effects, and he's just a dude (albeit a decent one since he can be recurred and fetched somewhat easily). I'd personally rather just have a Duplicant, since it also can be fetched with Treasure Mage and it directly answers a threat.
I might play Gauntlet of Power over some of the expensive artifact ramp you have. Not sure if your meta contains a lot of blue or not, but if it does then Caged Sun isn't a bad option for another doubler.
I really dislike Impulse. It does dig pretty far down, but a one time cheap dig like this is clearly 1v1 material in my mind. I'd rather have Thirst for Knowledge or even just Opportunity so you aren't just cantripping.
Saw that you're looking for a wrath - why aren't you playing Evacuation?
Thanks for the responses. Like I said I had a beta control magic and that was the main reason I used it. I took it out for Ixidron though. Also I had mentioned getting targeted a lot and Wurmcoil is the only lifegain I have that can give me some breathing run after being targeted early game by everyone. Duplicant has been on my mind as well. Will possible test trading duplicant for Wurmcoil but I do like the idea of atleast one source of lifegain.
This deck is designed to win as soon as possible and at 6 mana I can usually either play knowledge pool,start digging for it or some other bomb. People don't give me the kind of time to set up that those would require. That's why I use clone over vesuvan as well. I definitely don't want to be tapping out to play acceleration. Done this before and the board got Armageddoned.
This deck used to have a lot more expensive spells in it but I had to trim the fat/tune it and lower the curve now it's a beast. I would gladly trade the cards from opportunity to just have one from impulse because the cmc alone. Tried evacuation and I was never that impressed with.
Teferi + Knowledge Pool means they can no longer play spells from their hands.
If the deck is just trying to combo out by turn 6, there's no reason Evac shouldn't be here. It's a hundred times better than Ixidron for this type of deck; it just gives you time which, by the sounds of it, is all you need with this deck. I guess Ixidron is an instant with Teferi out, but I'd personally rather have the consistency of Evac and a completely empty board rather than 2/2s.
Have you considered Venser, Shaper Savant? He's sort of a pet card (my favorite Magic card printed), but he's definitely played to great effect in many competitive decks. Riptide Laboratory makes him the nuts, and that land is good with Teferi as well (although you're playing enough countermagic that you'll probably never need to bounce him).
Other than that, you're probably right about my other suggestions. I'm thinking in terms of more staying power which your deck clearly doesn't need.
Well back in the original version I ran more theft and a lot of times evacuation would just give creatures back that I stole. Since I'm running less theft now it seems like you may be right here. I still had a bad taste in my mouth from when it was a dead card because most my board was stolen. I will try it again. One of my main reason for Ixidron was some people I play with love making their creatures indestructible via darksteel forge.I suppose slowing them down could be enough. I ran Venser as well and and riptide but the whole time I had riptide out I never used it's ability once. Venser is definitely a card I like but for 4 mana I would rather have a more permanent solution to opponents permanents or spells. I never once drew him with riptide so having a second capsize never came to fruition.
Omen Machine is also pretty solid with Teferi. No one else can play spells while the ability is resolving, so they'll all skip their drawstep while you play your draws for free. It's less invincible than Knowledge Pool since people can still play answers from hand, but it is another stupid Teferi Combo.
That's a card I've been considering for a long time. When that set came out I pulled a foil one. What would you remove for it? Do you think I would just be better off searching out knowledge pool, which I have a few ways to do? Or running both?
Am I right in thinking that Hive Mind + Teferi = you get to play all your opponents spells, while no one else does?
for example Teferi + Pool + Mind. Opponent A casts spell. Pool + Mind trigger. Teferi says only you can use stack, so you copy. Opponent A exiles card to knowledge pool, can't cast new one. You get spell for free?
Janky and not likely to happen since opponents aren't gonna cast anything with that out there... Omen machine maybe? Everyone probably scooped, over thought that part.
Eye of the storm is interesting but the way I see it in this deck it reads "opponents can't play instants or sorceries". Knowledge pool is still much better.
Well after much thought and examination I don't think omen machine is a good fit here and I'll tell you why. 1. I can no longer draw cards and that screws a lot of spells in the deck. 2. If I'm behind it doesn't give me as much advantage as knowledge pool which allows me multiple spells a turn as long as I have the mana. 3. My counterspells are dead as well if revealed by omen machine. They can still be used to counter generals with pool as long as there's a counterspell exiled.
So let's say I play knowledge pool turn 8 for example. At that point I have lots of mana and I can quickly overtake strong board positions within a turn or two.
Now let's say I do the same with omen machine. I play omen machine pass turn get pummeled by everybody that's pissed I played, then my turn comes around I reveal stroke of genius or one of the many counterspells= I lose.
Knowledge pool is this build can easily turn games around where as omen machine just doesnt have that type of power. To me it's just a lock where knowledge pool is a lock with a resource only I get.
Have you thought about Planar Portal? It's another tutor effect, albeit an expensive one, in colors that don't have access to straight up tutors. I like it a lot in my mono-Blue, having good results with it. Perhaps Long-Term Plans can find a way in here as well, just to increase redundancy in finding the Knowledge Pool.
I like the list. Seems streamlined very well.
I have considered planar portal but it's a little to expensive to cast and activate. At 6 mana I want to either be winning,close to winning or controlling the game and winning shortly after. Also as a competitive deck I'm trying to lower the curve as much as possible. That's part of the reason for the recent changes. I also cannot afford to tap out if it doesn't involve playing knowledge pool because very bad thing have happened when I have in the past. Mind twist type spells are very popular where I play.
As for long term plans, I've tried it and never liked it. I don't want to have to wait to draw the card and it's only good if I have top or some other way to dig down 3 and draw. I feel I'm ok on tutors for now but I have given much though to personal tutor which I already own. That can fetch transmute artifactfabricate for knowledge pool. It just doesnt seem needed but I may give it a try in the future.
So I've played three games with this deck in the last two weeks and had my first loss.
The first was a multiplayer game I don't remember much about other than a 3rd turn EOT Teferi and 4th turn knowledge pool. Scion player wanted to play it out until I showed him the spin into myth I was holding.
The other two were duals against a very experienced competitive player piloting Zur. His list is strictly for dueling but follows the official EDH list so theres sol ring,mana crypt,necropotence, strip mine,Mind twist etc.
Anyone familiar with an optimal Zur list knows how dangerous a deck this is. If Zur resloves and attacks it's basically game over because they'll draw 10 or more cards off necropotence, and then play solitary confimentt the next turn.
So game one I hinder his general early and got too comfortable figuring odds of him having a game breaker were low. Long story short I tapped out ate a mind twist then he played necropotence next turn, hindered my general etc.
If I would not have tapped out I would have stood a much better chance. Lesson learned.
Next game I controlled the game relatively easily in spite of another early mind twist which I had no answer to. Luckily he hit mostly lands and I had a Sensei's top in play so I bounced back, hindered zur, countered stuff,beat face with Teferi and a late knowledge pool sealed the deal.
I'm looking to make some changes and remove some of the expensive ramp because I lost due to tapping out with solemn simulacrum when I was left with the choice of getting left way behind because he was accelerating like crazy or tap out to keep up.
Also going to add Delay because of the interaction with Teferi and possibly snapcaster and or phantasmal image.
Thanks for the suggestions. My only concern with snapcaster is what do I remove? I think in a lot of cases I would rather just have a counterspell. However I will try it out and see once I get another one. Also willing to try Ertai's Meddling when once I see how Delay works out.
Thinking of taking out solemn simulacrum for sky diamond. Input?
Also I made some changes to the deck which can be found in the original post.