Cost does not matter
Being skill intensive doesn't make it a good choice right?
Being a minority doesn't necessarily mean that this is a good choice right?
I agree that the deck is fun to play, but that doesn't make it a better choice over something else.
Sure, the mana in this deck is great, but every deck has access to tons of duals right now, don't think this point is too strong.
I agree that the deck is consistent, but is it strong enough?
Can you explain more on how it can beat anyone/thing
What sideboard options would you suggest?
Sure.
I agree.
this is probably true, but does it win these events?
Thanks for your time, looking forward to reading what you have to say. I know I'm preaching to the choir, but I love this style of deck and would be happy to take it with me to Cleveland if I feel it is a strong deck.
If you check out this Standard Power Rankings from CFB, it is said in the article that Mono-Blue Tempo is "arguably the best positioned deck in the format for next week."
And that is, imo, because there aren't many mono-color aggro decks running around (bad matchups for us). The top-performing decks right now are various shades of control and midrange, all of which we should be at least 50/50 against, if not positive. The only other decks that we may struggle against are Azorius Aggro and Izzet Drake, both of which are still around, but not in high number. If you expect the metagame at the PT (ahem, MC) to be similar to this, then Mono-Blue Tempo is certainly a fine choice.
As for how this deck can beat anything, if you remember Standard UB Faeries from way back you will understand, since both decks play out similarly. There are two common types of games that you win, one is when you have the nut draw with Curious Obsession + protection for the creature, then you draw an extra card every turn and just run away with the game (equivalent to T1 Thoughtseize, T2 Bitterblossom, T3 Spellstutter Sprite, T4 Mistbind Clique/Cryptic Command in UB Faeries). The other type is when you are behind for the majority of the game, then at some point, you utilize the instant-speed tricks, counterspells, and the raw power of Tempest Djinn to race and win at 1 life or so. (It's extremely satisfying when that happens.) Djinns + Tricksters can turn around a surprising amount of games.
But at the same time, it requires intensive skills to achieve that. I've seen myself slip into a losing position countless times simply because of one lapse. Counter the wrong thing and you lose. Not counter the right thing and you lose. Tap too low on the wrong turn and you lose. Leave too much mana unused and you lose. Being too afraid to attack and you lose. Being too reckless with your attacks and you lose. You get the idea. Tight play is so important for this deck since the margin of victory is usually very slim.
test vs EsperControl, 0-1.
SB (if i could): +4 scrabbling claws, +2 negate. -2 essence capture, -2 merfolk trickster, -2 surge mare.
notes: after losing this game, i finalized my list above.
scrabbling claws are boarded in to deal w/his search for azcanta.
test2 vs IzzetDrakes, 1-0.
SB (if i could): +2 essence capture. -2 surge mare.
notes: young boy made patience-based errors.
besides Goblin Electromancer, his creatures are kinda ‘clunky.’
r1 vs EsperMidrange, 2-0.
SB: +1 negate, +1 essence capture. -2 surge mare.
notes: he made a couple rookie mistakes:
1. he Mortify'd my creature carrying curious obsession instead of the aura itself, seeing another stormtamer in play...
2. he also didn't block a 2x curious obsession'd 1/1 flier on 2 occasions.
r2 vs RedWizards, 2-1.
SB: +2 essence capture. -2 Negate.
notes: Guttersnipe and walls are what fuels his burn. countering early creatures neuters his reach.
in game 3, i revealed 2 sphinx of foresight and resolved two scrye 3 triggers. some good.
r3 vs RedWizards, 0-2.
SB: +2 essence capture. -2 Negate.
notes: i started slow and didn’t interact well.
summary: MonoBlueTempo was solid but i may shelf this deck until i can find a solution to the RedWizards match-up.
Exclusion Mage can come in against decks with many/expensive creatures without ETB triggers or against decks with tokens. What you take out depends on the matchup.
Entrancing Melody comes in against Hydroid Krasis, Drake, and mirror.
I hadn't thought about the way Ptermander is so influenced by the Chart a Course.
Having it go to the bin adds a discount on the Adapt, And it draws 2 cards, about 2/3rd of which will count as helpful in adapting the Pter. so each ChartaC adds +1 +2/3 +2/3 = 2.33 for the Pter Adapt ability.
If the Pter Adapt ability is to be pushed, Chart a course is really good at helping.
The Chart is acting like a double shot Curious Obsession, single implement.
Two cost double effect compared with One cost single effect, but ongoing permanent.
If the opponent is going to kill the creature anyway, the Chart a Course would be much more effective since you likely get to attack.
And this is a good primer for anyone who is interested in picking up this deck right now. It's written for the old Standard but most things still hold true.
At 37:30 they talk about the Sphinx, and just call it a gimmick.
Next moment they are talking about how important Curious obsession is, and ignore how much Sphinx makes CObsession appear.
Early on they comment on Chart a course being OK/good because it is card selection, but you have to tap out.
Sphinx is card selection for zero mana, at the start of the game !
Early on they talk about big flyers being a serious problem, and then a little later say Marauder is Eh, especially since you tap out.
And they play 1-2 Surge Mare base.
Chart get talked about for helping Pter, and being good when you cast it on turn 4-5.
Chart get a sigh, and well. . ., 'don't do anything'. . .'good for now', '1, then 0'
Essence capture is better than E.Scatter. Boost.
Lyra, rekindling Phoenix, Niv-Mizzet (wrong - can't counterspell)
Watch out for blanking the Pter with the counter.
Quench, plays OK in small numbers. eh. does the job.
Bad in late game. Reasonable as a 1 off. All purpose.
Wizards retort is awkward post board if they kill your creatures.
One of the reasons to play the deck.
Look outs Dispersal - '4xWarkite Marauder is heinous' -0 pass
21 island = no opt
20
19 Island - Chart + biomancer - Problem with Melody
Melody - Sultai (krasis), Wildgrowth walker, WW decks, Red, Best card against Krasis
Forces tap out. 3 Melody is too many.
Izzet drakes - Melody?
Deep Freeze - Drakes , Niv Mizzet, Trickster substitute, Grixis Control -
Transmogrifying wand - Large Flyer Solutions, Happy, Maybe 2 if true believer, Hard for Drakes to beat. Really Hard to beat Drakes. Melody does happen against Drakes. Done the job, sounds great. Bad against R.Phoenix
Maybe can't lose? Maybe die to Oxen?
Allows maintain aggresion
Exclusion Mage - not as reactionary , Tap out, 2/2 ground, Good in Mirror.
Hard to win from behind in mirror. Pter ? maybe.
Tempest DJ maybe?
Es
Sleep - WW Aggro. Only. Pretty Awful match up. 4 mana is a ton
Faerie Duelist? - WW Specialist. 2 for 1? Doesn't seem effective enough. Match up is SO bad...Skeptical.
Azorius? Blue splash is Bad? Not worth effort, but, they might be playing spell pierce.
Selective Snare - I dunno. Maybe soldiers? Knights? Humans? Drakes? Just play sleep?
White is a natural predator for Mono-U
Blink of an eye - So Heinous, just bad. Fine, but, not like a bad trickster. Quench?
Favourable winds -Seems crappy. Bad Answer to Chainwhirler. Not enough Effect
Slimebind - -4/0 eh. Good against Adanto. Deep freeze is better
Surge Mare - 2 Basedeck for these guy, but most play it in SB.
Diamond Mare - Pass. AWFUL. Just worse than Surge Mare. Always absolutely Awful.
Mono-red not so bad any more. Being burnt out is not going to work any more. Fewer Problem cards. Few Rekindling Phoenix. Esper is crushing mono Red.
Negate - Best answer to Esper & Nexus. Morph into control.
Options for Card draw
Treasure Map - Tried & hated it, (love the card)
Jace CC - one of is good
Search for Azcanta - one of is good
1:19 Mystic Archaeologist - sees no play (Just stumbled upon, Like on turn 2, Run away with the game. . .A plan, sets up B plan. Looked thru all Blue cards, Wizard Synergy, wanna try it out .... Other guy - HATE IT
Other guy - One search & One Jace
Mono-U is Under Explored. Sliding scale. Nailing it? Who will master it?
Who knows. Capacity for a deep understanding possible.
Mulliganing.
Reasonable hands that lack obsession, early turns without it are OK if with pressure.
Transition into turn 4 Tempest with DD.
Broader range of keeps.
Obsession on Turn 4 is still good.
Keep a 1 lander?
Dont keep if no Obsession or Opt
On draw is worse.
Island, 1 drop, Obsession - Very keep
Don't have to always protect it, sometimes just win.
Sometimes jam double Obsessions and try for the win. Stops 2 damage kills too.
4 land hands.
SS, EC, wizards Retort + 4 Island = Keep?
Probably keep on the play
Pter x2, Essence capture + 4Island? = Mulligan
6 Cards can often be just fine.
Sultai Midrange - Very favourable. Counters lines up well. Krassis getting EC is good. LLelf + cheap removal can be a problem, but mistakes are likely the problem. Surge mare matters here. Jadelight ranger might be the only problem. Alex doesn't even board it in!
Esper - Mostly Same as Sultai, but less easy. Spell Pierce is Still good. 55/45
Mono-Blue is standard to be targetted. Subtle adjustments are likely.
Nut Draw is still unbeatable in Mono-U.
Mono-Red Aggro more spell heavy, better this match up is. Spell heavy is where they are going, but they are being eaten by Sultai/Esper. Gruul? may be their future. Legion Warboss + Lavacoil might work in future. Most threats? Old school future?
Izzet Drakes - Was unusual, Popular Online, Arclight Phoenix revival. Eh- It's fine. Horrible Match up for Mono-U. Like WW. Always lose to drakes. Sideboard options. T-Wand. NOT FAVOURABLE. 35/65. maybe 38/62. or 30/70 without T-Ward & Deep Freeze. Seen a SB where up to 4xEssence Capture & 3xEssence Scatter? Lose to Niv-Mizz though.
Mirror- 50/50
Azzorious Aggro - Going to get beat up. Sleep? Bad Match Up. Scoop. Bad deck though. Unusual. Better without Blue. All Flyers? Tithe Takers are effective against U. Maybe they will play Unbreakable formation? History of Benalia often does nothing, or wins.
4 Colour Gates - Bad Nexus Deck - Mono U beats the living crap out of it. Huge reason to play MonoU. Nexus dominated online, and Mono U stomps it. Field day. Niv or Lyra maybe as a hope? Ram can be a hassle, but, eh? Krasis?
How to fight Mono-U?
Rekindling Phoenix is a loss. No matter what, play and we lose. Deep Freeze?
If it stays on the battlefield we lose. Shuts down card advantage engine.
Duress
Lowering curve.
Go wide
Can outbeat with sprint.
Niv Mizzet is incredible.
Some lists just lose to Niv-Mizzet
Will see more play now that Mono-red is slower.
Izzet drakes + Reclamation works. . . LavaCoil + Niv Is hard
Arena Ladder seems to be adjusting
How to deal?
Sagittars' Volley?
Paper is week to week, so it is much slower and changes less.
Real world is less reactive, has not fully contemplated Mono-U, Arena has.
Dallas was before Mono-U, now is after. These guys recommend playing Mono-U at Dallas !
So, Lets say I pick up my Play of 7 and see no Curious Obsessions.
And I really want Curious obsessions.
But I see other stuff, and a Sphinx.
What are the numbers in getting a Curious Obsession in my Sphinx time?
If no curious Obsession in first 7, but with a Sphinx.
53 cards remain.
3 of them scanned.
4 COb to draw
4/53 + 4/52, 4/51, Draw = 4/50, Turn 2 draw curious obsession you barstard - 4/49
Still zero Obsession after screaming at the deck
The natural draw on turn 2, play, and then worry about if you have already played the second land, and hopefully have a 1 cost defense spell I will bother with maybe...
But, the sphinx seems to give a nice 23% turbo charge, to this basic problem. Getting a second land also seems a really strong reason.
Sphinx is a scout for land, with 3 attempts at finding Land in the top 3 cards. In a deck with about a third land that seems like real stability of about 1 Island, and an out for flooding.
Maybe Sphinx suits my playstyle, of, tap out and win.
In the above episode, I like the idea of finding lands, and curving out via a tempest DJ and a Sphinx
Island - Siren
Island - Trickster
Island - Dj
Island - Sphinx
Seems good, and requires 8 cards, organised into the 10 seen.
If there isn't enough Islands, Opt and Chart might be good.
Trickster could be replaced by any 2 cost creature, or 2x One drops.
In a similar way, multiple spells totalling 3 could replace the TempestDj.
I have always been curious about your obsession with Sphinx of Foresight, especially now that pro players out there have picked up the deck and also hate the card. But to each their own, I guess.
That part about tap out and win, otoh, is just wrong. It's more like "tap out and lose."
This deck does not contain any haymaker strong enough to tap out for and feel confident that it wouldn't be dealt with. Djinn doesn't do that, and Sphinx certainly doesn't do that. This deck lives and dies on using cheap counterspells to nuke the opponent's impactful cards and get ahead on tempo. Tapping out is the antithesis of this deck's gameplan.
There are only four spots where you may tap out: 1)during your opponent's first turn (maybe also the second turn, depending on the deck); 2)when it's clear that the opponent has no way to interact with you nor anything threatening; 3)when you realize that the opponent has a very good read on the content of your hand and you're holding zero interactions; and 4)when you're in a dire situation and can only hope they don't have it. Other than these four situations, I dare say that it's simply wrong to tap out with this deck. And for 3) it's still debatable.
One of the worst things you can do is to tap out with the hope of a quick victory, lose to something you could have interacted with, then complain later that your opponents "always have it."
Even when you don't have any interaction in hand, it's still a good idea to not tap out most of the times. You have to think from your opponent's perspective. If you have been concealing your expressions well and they can't tell that you haven't drawn a counterspell, will they actually play their bombs into open blue mana? (If you can't conceal your reactions then it's best to steer clear of counterspells anyway.) If you haven't played against this deck then you have no idea know how much people have to respect two untapped Islands. What's likely to happen is that they will either pass the turn or test the water with a card that doesn't matter much, in which case you take a glance at it and let it resolve, saying something along the lines of "that one is fine."
You should feel bad every time you tap out with this deck. In 99% of the cases that would be the wrong decision.
Sadly, you’re wasting your time trying to argue with him. He’s notorious for long-winded double/triple posts that serve no purpose other than to be contrarian. Just leave him be and do your thing.
Sadly, you’re wasting your time trying to argue with him. He’s notorious for long-winded double/triple posts that serve no purpose other than to be contrarian. Just leave him be and do your thing.
lol, that is actually wise.
Nevertheless, it's not just about arguing. I figure that with the current surge in popularity, many people would seek out something like this thread to educate themselves about the deck. It's just a bad idea IMO to let janky advice run rampant and screw people up when I can at least put in a counterpoint.
I posted the top 4 winning decklists at an SCG, and mashed them. Including the winner.
Have you noticed just how similar and consistent all 4 of those decks were?
Even the sideboards are all within narrow bounds.
When do you cast Chart a Course?
If I pump my graveyard with Chart a course, and dump some spells , and blah, and sometimes Pter becomes huge. I find Pter Adapting to be annoyingly strong.
Chart a course supports the Keeping Tapping out Idea. Sorta.
Ya gotta play the cards ya got. If you get an offence line up on the play, sure.
I prefer to not get into that situation, since more winning is lovely.
Being able to interact and stop their deck is certainly a good idea too though.
Putting 3x one drops out on turn 2 is also OK.
Playing inside their head seems less important than playing the spells I am holding.
This deck isn't based on the cheap counters.
The obsession and the Djinn are where it is based.
There is the whole plan and wait aspect.
But, sometimes there isn't.
Pretty regularly there can be some cheap counters, little creatures and nothing. Sphinx is insurance against that too. When it is going bad. Sphinx is hope. A blue flying thumper before Petr. When everything is going well, sphinx is annoying. Everything is smooth. Counter this, and that, Hit and Draw. Woo yeah.
Sphinx is boring. Late game.
But Sphinx is Pregame.
It's value is Now.
It is the effect, and the mana / casting cost, in itself, for free.
Mana stability, Curious Obsession finding, draw fixing. Pregame.
Oh, and that 'late game' effect, something about a 4/4 flyer with an ability?
I just like it Sphinx.
It makes the Curious Obsession, Attack, plan better.
It make the Tempest Dj plan B better.
And Sphinx aint in the winning decks from SCG, but I am still more than happy to be playing 2x Base.
I'm not a fan of the sphinx either. Yea, he is cool in you opening hand to scry 3, but i generally dont ever wanna cast him and i dont feel the scry 3 chance is worth a slot in the 75.
I guess the only thing i'm playing differnt than the top decks is
-3x trickster main (its in the side)
+3x exclusion mage in main
My meta at my LGS is mostly gruul and sultai (but the ppl are to poor to have krasiss) so the tempo swing seems even better. might be a mistake tho.
Being skill intensive doesn't make it a good choice right?
Being a minority doesn't necessarily mean that this is a good choice right?
I agree that the deck is fun to play, but that doesn't make it a better choice over something else.
Sure, the mana in this deck is great, but every deck has access to tons of duals right now, don't think this point is too strong.
I agree that the deck is consistent, but is it strong enough?
Can you explain more on how it can beat anyone/thing
What sideboard options would you suggest?
Sure.
I agree.
this is probably true, but does it win these events?
Thanks for your time, looking forward to reading what you have to say. I know I'm preaching to the choir, but I love this style of deck and would be happy to take it with me to Cleveland if I feel it is a strong deck.
And that is, imo, because there aren't many mono-color aggro decks running around (bad matchups for us). The top-performing decks right now are various shades of control and midrange, all of which we should be at least 50/50 against, if not positive. The only other decks that we may struggle against are Azorius Aggro and Izzet Drake, both of which are still around, but not in high number. If you expect the metagame at the PT (ahem, MC) to be similar to this, then Mono-Blue Tempo is certainly a fine choice.
As for how this deck can beat anything, if you remember Standard UB Faeries from way back you will understand, since both decks play out similarly. There are two common types of games that you win, one is when you have the nut draw with Curious Obsession + protection for the creature, then you draw an extra card every turn and just run away with the game (equivalent to T1 Thoughtseize, T2 Bitterblossom, T3 Spellstutter Sprite, T4 Mistbind Clique/Cryptic Command in UB Faeries). The other type is when you are behind for the majority of the game, then at some point, you utilize the instant-speed tricks, counterspells, and the raw power of Tempest Djinn to race and win at 1 life or so. (It's extremely satisfying when that happens.) Djinns + Tricksters can turn around a surprising amount of games.
But at the same time, it requires intensive skills to achieve that. I've seen myself slip into a losing position countless times simply because of one lapse. Counter the wrong thing and you lose. Not counter the right thing and you lose. Tap too low on the wrong turn and you lose. Leave too much mana unused and you lose. Being too afraid to attack and you lose. Being too reckless with your attacks and you lose. You get the idea. Tight play is so important for this deck since the margin of victory is usually very slim.
2/0 Beat Nexus
1/2 Lost to Izzet Drakes
2/0 Beat Flash Big guys
2/0 Beat WW/(u)
No idea how to beat Drakes Consistently
3 Pteramander
4 Merfolk Trickster
2 Warkite Maurader
4 Tempest Djinn
3 Sphinx of Foresight
4 Dive Down
2 Spell Pierce
2 Essence Capture
4 Wizard’s Retort
4 Opt
4 Negate
2 Essence Capture
2 Surge Mare
1 Spell Pierce
1 Warkite Marauder
3 Exclusion Mage
1 Entrancing Melody
1 Jace, Cunning Castaway
Going down to 2 Sphinx, but, he does work.
- Its Pteramanders adapt more cheapy and earlier than ours.
- It has so many cheap removals.
- It has 8 flyers that can trade with our Djinns (and 4 even cantrip).
- It plays a staring contest better than us due to having more card draws.
- Even the nut draw is still not enough most of the time because they commonly have multiple removals + counterspells.
I also have no idea how to beat it consistently without wasting too many sideboard slots. (Deep Freeze, Entrancing Melody, more hard counters, etc.)
edit: I am running the Andrew Haynes list with minor alterations and it's backbreaking in Arena BO3.
2 Dive Down
3 Mist-Cloaked Herald
4 Opt
4 Pteramander
4 Siren Stormtamer
3 Spell Pierce
1 Blink of an Eye
3 Chart a Course
1 Essence Capture
4 Merfolk Trickster
4 Tempest Djinn
4 Wizard's Retort
19 Island
1 Essence Capture
3 Faerie Duelist
2 Negate
1 Search for Azcanta
2 Surge Mare
3 Deep Freeze
3 Exclusion Mage
Marath, Will of the Wild
Friendly Kess Twin Combo
Tatyova - Sir Bounce A Lot
Gonti's Luxury Pie
Prime (Eldrazi) Speaker Zegana (Retired)
4 merfolk trickster
4 pteramander
4 siren stormtamer
4 tempest djinn
2 sphinx of foresight
2 surge mare
4 curious obsession
4 dive down
4 opt
4 wizard’s retort
2 essence capture
2 negate
4 exclusion mage
4 scrabbling claws
2 essence capture
2 negate
2 surge mare
1 search for azcanta
test vs EsperControl, 0-1.
SB (if i could): +4 scrabbling claws, +2 negate. -2 essence capture, -2 merfolk trickster, -2 surge mare.
notes: after losing this game, i finalized my list above.
scrabbling claws are boarded in to deal w/his search for azcanta.
test2 vs IzzetDrakes, 1-0.
SB (if i could): +2 essence capture. -2 surge mare.
notes: young boy made patience-based errors.
besides Goblin Electromancer, his creatures are kinda ‘clunky.’
r1 vs EsperMidrange, 2-0.
SB: +1 negate, +1 essence capture. -2 surge mare.
notes: he made a couple rookie mistakes:
1. he Mortify'd my creature carrying curious obsession instead of the aura itself, seeing another stormtamer in play...
2. he also didn't block a 2x curious obsession'd 1/1 flier on 2 occasions.
r1 coverage (32 seconds) below:
https://www.twitch.tv/videos/378178584
r2 vs RedWizards, 2-1.
SB: +2 essence capture. -2 Negate.
notes: Guttersnipe and walls are what fuels his burn. countering early creatures neuters his reach.
in game 3, i revealed 2 sphinx of foresight and resolved two scrye 3 triggers. some good.
r3 vs RedWizards, 0-2.
SB: +2 essence capture. -2 Negate.
notes: i started slow and didn’t interact well.
summary: MonoBlueTempo was solid but i may shelf this deck until i can find a solution to the RedWizards match-up.
limited - https://www.youtube.com/watch?v=Vkfx2kA8gok&feature=emb_logo
limited - https://www.youtube.com/watch?v=I3RYiZJFCK0
limited - https://www.youtube.com/watch?v=j18HlKybrm8&feature=emb_logo
standard - https://www.youtube.com/watch?v=JiAEzfAgpbI
standard - https://www.youtube.com/watch?v=3vNr_4ubfMg
standard - https://www.youtube.com/watch?v=EJcwpxraL-g
modern - https://www.youtube.com/watch?v=V8MyVNLVYNw
modern - https://www.youtube.com/watch?v=4-M5ffoArnY
modern - https://www.youtube.com/watch?v=x_yQEBOPi_w&feature=emb_logo
extended - https://www.youtube.com/watch?v=qLpUB9zpyr4&feature=emb_logo
Entrancing Melody comes in against Hydroid Krasis, Drake, and mirror.
That's how I do it.
Having it go to the bin adds a discount on the Adapt, And it draws 2 cards, about 2/3rd of which will count as helpful in adapting the Pter. so each ChartaC adds +1 +2/3 +2/3 = 2.33 for the Pter Adapt ability.
If the Pter Adapt ability is to be pushed, Chart a course is really good at helping.
The Chart is acting like a double shot Curious Obsession, single implement.
Two cost double effect compared with One cost single effect, but ongoing permanent.
If the opponent is going to kill the creature anyway, the Chart a Course would be much more effective since you likely get to attack.
Attacking with a Surge Mare for Zero seems witty.
Tempo
Modern
Eldrazi and Staxes
Whir Prison
Legacy
5c Humans
DnT
"I'm a lead farmer... !" Quote ruined due to policy.
Robert Wagner-Krankel (mono-U) vs Jonathan Hobbs (Esper Control)
1 hour ago....
also . . Quarterfinal update: Robert Wagner-Krankel (Mono-Blue Aggro) defeats Tannon Grace (Mono-Blue Aggro) 2-0.
Winner at Star City Games Open on 2/9/2019
3 Mist-Cloaked Herald
4 Pteramander
4 Siren Stormtamer
4 Tempest Djinn
19 Island
4 Curious Obsession
1 Blink of an Eye
2 Dive Down
1 Essence Capture
4 Opt
3 Spell Pierce
4 Wizard's Retort
3 Chart a Course
2 Exclusion Mage
2 Faerie Duelist
3 Surge Mare
2 Deep Freeze
3 Negate
1 Search for Azcanta
2 Entrancing Melody
6th Place at Star City Games Open on 2/9/2019
3 Mist-Cloaked Herald
4 Pteramander
4 Siren Stormtamer
4 Tempest Djinn
19 Island
3 Dive Down
1 Essence Capture
4 Opt
3 Spell Pierce
4 Wizard's Retort
3 Chart a Course
2 Exclusion Mage
2 Faerie Duelist
3 Surge Mare
1 Deep Freeze
1 Essence Capture
3 Negate
1 Search for Azcanta
2 Entrancing Melody
9th Place at Star City Games Open on 2/9/2019
4 Pteramander
4 Siren Stormtamer
2 Surge Mare
4 Tempest Djinn
19 Island
4 Curious Obsession
3 Dive Down
2 Essence Capture
4 Opt
1 Quench
3 Spell Pierce
4 Wizard's Retort
2 Chart a Course
1 Transmogrifying Wand
2 Exclusion Mage
1 Surge Mare
1 Deep Freeze
3 Negate
1 Search for Azcanta
1 Jace, Cunning Castaway
2 Entrancing Melody
2 Sleep
11th Place at Star City Games Open on 2/9/2019
2 Mist-Cloaked Herald
4 Pteramander
4 Siren Stormtamer
4 Tempest Djinn
20 Island
3 Dive Down
2 Essence Capture
4 Opt
3 Spell Pierce
4 Wizard's Retort
2 Chart a Course
2 Faerie Duelist
3 Surge Mare
2 Deep Freeze
1 Disdainful Stroke
1 Essence Capture
4 Negate
2 Entrancing Melody
Meta Analysis of those 4 SCG decklists above
4 Merfolk Trickster
4 Merfolk Trickster
4 Merfolk Trickster
4 Merfolk Trickster
4 Pteramander
4 Pteramander
4 Pteramander
4 Pteramander
4 Siren Stormtamer
4 Siren Stormtamer
4 Siren Stormtamer
4 Siren Stormtamer
4 Tempest Djinn
4 Tempest Djinn
4 Tempest Djinn
4 Tempest Djinn
3 Mist-Cloaked Herald
3 Mist-Cloaked Herald
2 Mist-Cloaked Herald
2 Surge Mare
4 Curious Obsession
4 Curious Obsession
4 Curious Obsession
4 Curious Obsession
4 Opt
4 Opt
4 Opt
4 Opt
4 Wizard's Retort
4 Wizard's Retort
4 Wizard's Retort
4 Wizard's Retort
2 Dive Down
3 Dive Down
3 Dive Down
3 Dive Down
1 Essence Capture
1 Essence Capture
2 Essence Capture
2 Essence Capture
3 Spell Pierce
3 Spell Pierce
3 Spell Pierce
3 Spell Pierce
3 Chart a Course
3 Chart a Course
2 Chart a Course
2 Chart a Course
1 Blink of an Eye
1 Quench
19 Island
19 Island
19 Island
20 Island
Sideboard
2 Exclusion Mage
2 Exclusion Mage
2 Exclusion Mage
2 Faerie Duelist
2 Faerie Duelist
2 Faerie Duelist
3 Surge Mare
3 Surge Mare
1 Surge Mare
3 Surge Mare
2 Deep Freeze
1 Deep Freeze
1 Deep Freeze
2 Deep Freeze
3 Negate
3 Negate
3 Negate
4 Negate
1 Search for Azcanta
1 Search for Azcanta
1 Search for Azcanta
2 Entrancing Melody
2 Entrancing Melody
2 Entrancing Melody
2 Entrancing Melody
1 Essence Capture
1 Essence Capture
1 Transmogrifying Wand
1 Jace, Cunning Castaway
2 Sleep
1 Disdainful Stroke
Meta Analysis of those 4 SCG decklists above
4 Pteramander
4 Siren Stormtamer
4 Tempest Djinn
2 Mist-Cloaked Herald
0 .5 Surge Mare
4 Curious Obsession
4 Opt
4 Wizard's Retort
3 Spell Pierce
2 .75Dive Down
1 .5 Essence Capture
2 .5 Chart a Course
0 .25 Blink of an Eye
0 .25 Quench
1 .5 Exclusion Mage
1 .5 Faerie Duelist
2 .5 Surge Mare
1 .5 Deep Freeze
3 .25 Negate
0 .75 Search for Azcanta
2 Entrancing Melody
0 .5 Essence Capture
0 .25 Transmogrifying Wand
0 .25 Jace, Cunning Castaway
0 .5 Sleep
0 .25 Disdainful Stroke
4 Pteramander
4 Siren Stormtamer
4 Tempest Djinn
2 Mist-Cloaked Herald
4 Curious Obsession
4 Opt
4 Wizard's Retort
3 Spell Pierce
2 Dive Down
1 Essence Capture
2 Chart a Course
3 Individual Slots
1 Exclusion Mage
1 Faerie Duelist
2 Surge Mare
1 Deep Freeze
3 Negate
2 Entrancing Melody
Meta Analysis of those 4 SCG decklists above
4 Pteramander
4 Siren Stormtamer
4 Tempest Djinn
2 Mist-Cloaked Herald
1 Surge Mare
4 Curious Obsession
4 Opt
4 Wizard's Retort
3 Spell Pierce
3 Dive Down
2 Essence Capture
3 Chart a Course
2 Exclusion Mage
2 Faerie Duelist
3 Surge Mare
2 Deep Freeze
3 Negate
1 Search for Azcanta
2 Entrancing Melody
1 Essence Capture
1 Sleep
61 cards in basedeck (Cut Chart a Course)
17 cards in Sideboard (Cut a Surge Mare and Essence Capture, since both rounded up in main and SB)
4 Pteramander
4 Siren Stormtamer
4 Tempest Djinn
2 Mist-Cloaked Herald
1 Surge Mare
4 Curious Obsession
4 Opt
4 Wizard's Retort
3 Spell Pierce
3 Dive Down
2 Essence Capture
2 Chart a Course
2 Exclusion Mage
2 Faerie Duelist
2 Surge Mare
2 Deep Freeze
3 Negate
1 Search for Azcanta
2 Entrancing Melody
1 Sleep
https://m.soundcloud.com/user-121566285/everything-you-need-to-know-about-mono-blue-aggro
And this is a good primer for anyone who is interested in picking up this deck right now. It's written for the old Standard but most things still hold true.
https://www.reddit.com/r/spikes/comments/9uxeti/standard_mono_blue_tempo_strategy_guide/
1 Deep Freeze
1 Search for Azcanta
1 Entrancing Melody
1 Essence Capture
1 Transmogrifying Wand
1 Jace, Cunning Castaway
1 Sleep
1 Disdainful Stroke
Against which decks do these cards get used?
What comes out?
Marath, Will of the Wild
Friendly Kess Twin Combo
Tatyova - Sir Bounce A Lot
Gonti's Luxury Pie
Prime (Eldrazi) Speaker Zegana (Retired)
(Transmog Wand seems like a way cool way to deal with Izz drakes, and Niv-Mizz, and Lyra, . . .)
Marath, Will of the Wild
Friendly Kess Twin Combo
Tatyova - Sir Bounce A Lot
Gonti's Luxury Pie
Prime (Eldrazi) Speaker Zegana (Retired)
https://soundcloud.com/user-121566285/everything-you-need-to-know-about-mono-blue-aggro
I took some cheat notes if you can't be bothered investing 2 hours.
At 37:30 they talk about the Sphinx, and just call it a gimmick.
Next moment they are talking about how important Curious obsession is, and ignore how much Sphinx makes CObsession appear.
Early on they comment on Chart a course being OK/good because it is card selection, but you have to tap out.
Sphinx is card selection for zero mana, at the start of the game !
Early on they talk about big flyers being a serious problem, and then a little later say Marauder is Eh, especially since you tap out.
And they play 1-2 Surge Mare base.
Chart get talked about for helping Pter, and being good when you cast it on turn 4-5.
Chart get a sigh, and well. . ., 'don't do anything'. . .'good for now', '1, then 0'
Essence capture is better than E.Scatter. Boost.
Lyra, rekindling Phoenix, Niv-Mizzet (wrong - can't counterspell)
Watch out for blanking the Pter with the counter.
Quench, plays OK in small numbers. eh. does the job.
Bad in late game. Reasonable as a 1 off. All purpose.
Wizards retort is awkward post board if they kill your creatures.
One of the reasons to play the deck.
Look outs Dispersal - '4xWarkite Marauder is heinous' -0 pass
21 island = no opt
20
19 Island - Chart + biomancer - Problem with Melody
Melody - Sultai (krasis), Wildgrowth walker, WW decks, Red, Best card against Krasis
Forces tap out. 3 Melody is too many.
Izzet drakes - Melody?
Deep Freeze - Drakes , Niv Mizzet, Trickster substitute, Grixis Control -
Transmogrifying wand - Large Flyer Solutions, Happy, Maybe 2 if true believer, Hard for Drakes to beat. Really Hard to beat Drakes. Melody does happen against Drakes. Done the job, sounds great. Bad against R.Phoenix
Maybe can't lose? Maybe die to Oxen?
Allows maintain aggresion
Exclusion Mage - not as reactionary , Tap out, 2/2 ground, Good in Mirror.
Hard to win from behind in mirror. Pter ? maybe.
Tempest DJ maybe?
Es
Sleep - WW Aggro. Only. Pretty Awful match up. 4 mana is a ton
Faerie Duelist? - WW Specialist. 2 for 1? Doesn't seem effective enough. Match up is SO bad...Skeptical.
Azorius? Blue splash is Bad? Not worth effort, but, they might be playing spell pierce.
Selective Snare - I dunno. Maybe soldiers? Knights? Humans? Drakes? Just play sleep?
White is a natural predator for Mono-U
Blink of an eye - So Heinous, just bad. Fine, but, not like a bad trickster. Quench?
Favourable winds -Seems crappy. Bad Answer to Chainwhirler. Not enough Effect
Slimebind - -4/0 eh. Good against Adanto. Deep freeze is better
Surge Mare - 2 Basedeck for these guy, but most play it in SB.
Diamond Mare - Pass. AWFUL. Just worse than Surge Mare. Always absolutely Awful.
Mono-red not so bad any more. Being burnt out is not going to work any more. Fewer Problem cards. Few Rekindling Phoenix. Esper is crushing mono Red.
Negate - Best answer to Esper & Nexus. Morph into control.
Options for Card draw
Treasure Map - Tried & hated it, (love the card)
Jace CC - one of is good
Search for Azcanta - one of is good
1:19 Mystic Archaeologist - sees no play (Just stumbled upon, Like on turn 2, Run away with the game. . .A plan, sets up B plan. Looked thru all Blue cards, Wizard Synergy, wanna try it out .... Other guy - HATE IT
Other guy - One search & One Jace
Mono-U is Under Explored. Sliding scale. Nailing it? Who will master it?
Who knows. Capacity for a deep understanding possible.
Mulliganing.
Reasonable hands that lack obsession, early turns without it are OK if with pressure.
Transition into turn 4 Tempest with DD.
Broader range of keeps.
Obsession on Turn 4 is still good.
Keep a 1 lander?
Dont keep if no Obsession or Opt
On draw is worse.
Island, 1 drop, Obsession - Very keep
Don't have to always protect it, sometimes just win.
Sometimes jam double Obsessions and try for the win. Stops 2 damage kills too.
4 land hands.
SS, EC, wizards Retort + 4 Island = Keep?
Probably keep on the play
Pter x2, Essence capture + 4Island? = Mulligan
6 Cards can often be just fine.
Sultai Midrange - Very favourable. Counters lines up well. Krassis getting EC is good. LLelf + cheap removal can be a problem, but mistakes are likely the problem. Surge mare matters here. Jadelight ranger might be the only problem. Alex doesn't even board it in!
Esper - Mostly Same as Sultai, but less easy. Spell Pierce is Still good. 55/45
Mono-Blue is standard to be targetted. Subtle adjustments are likely.
Nut Draw is still unbeatable in Mono-U.
Mono-Red Aggro more spell heavy, better this match up is. Spell heavy is where they are going, but they are being eaten by Sultai/Esper. Gruul? may be their future. Legion Warboss + Lavacoil might work in future. Most threats? Old school future?
Izzet Drakes - Was unusual, Popular Online, Arclight Phoenix revival. Eh- It's fine. Horrible Match up for Mono-U. Like WW. Always lose to drakes. Sideboard options. T-Wand. NOT FAVOURABLE. 35/65. maybe 38/62. or 30/70 without T-Ward & Deep Freeze. Seen a SB where up to 4xEssence Capture & 3xEssence Scatter? Lose to Niv-Mizz though.
Mirror- 50/50
Azzorious Aggro - Going to get beat up. Sleep? Bad Match Up. Scoop. Bad deck though. Unusual. Better without Blue. All Flyers? Tithe Takers are effective against U. Maybe they will play Unbreakable formation? History of Benalia often does nothing, or wins.
4 Colour Gates - Bad Nexus Deck - Mono U beats the living crap out of it. Huge reason to play MonoU. Nexus dominated online, and Mono U stomps it. Field day. Niv or Lyra maybe as a hope? Ram can be a hassle, but, eh? Krasis?
How to fight Mono-U?
Rekindling Phoenix is a loss. No matter what, play and we lose. Deep Freeze?
If it stays on the battlefield we lose. Shuts down card advantage engine.
Duress
Lowering curve.
Go wide
Can outbeat with sprint.
Niv Mizzet is incredible.
Some lists just lose to Niv-Mizzet
Will see more play now that Mono-red is slower.
Izzet drakes + Reclamation works. . . LavaCoil + Niv Is hard
Arena Ladder seems to be adjusting
How to deal?
Sagittars' Volley?
Paper is week to week, so it is much slower and changes less.
Real world is less reactive, has not fully contemplated Mono-U, Arena has.
Dallas was before Mono-U, now is after.
These guys recommend playing Mono-U at Dallas !
And I really want Curious obsessions.
But I see other stuff, and a Sphinx.
What are the numbers in getting a Curious Obsession in my Sphinx time?
If no curious Obsession in first 7, but with a Sphinx.
53 cards remain.
3 of them scanned.
4 COb to draw
4/53 + 4/52, 4/51, Draw = 4/50, Turn 2 draw curious obsession you barstard - 4/49
Still zero Obsession after screaming at the deck
4/53 = 0.07547169811320754716981132075472
4/53 + 4/52 + 4/51 = 0.23082614758530407808987165257975
The natural draw on turn 2, play, and then worry about if you have already played the second land, and hopefully have a 1 cost defense spell I will bother with maybe...
But, the sphinx seems to give a nice 23% turbo charge, to this basic problem. Getting a second land also seems a really strong reason.
Sphinx is a scout for land, with 3 attempts at finding Land in the top 3 cards. In a deck with about a third land that seems like real stability of about 1 Island, and an out for flooding.
Maybe Sphinx suits my playstyle, of, tap out and win.
In the above episode, I like the idea of finding lands, and curving out via a tempest DJ and a Sphinx
Island - Siren
Island - Trickster
Island - Dj
Island - Sphinx
Seems good, and requires 8 cards, organised into the 10 seen.
If there isn't enough Islands, Opt and Chart might be good.
Trickster could be replaced by any 2 cost creature, or 2x One drops.
In a similar way, multiple spells totalling 3 could replace the TempestDj.
That part about tap out and win, otoh, is just wrong. It's more like "tap out and lose."
This deck does not contain any haymaker strong enough to tap out for and feel confident that it wouldn't be dealt with. Djinn doesn't do that, and Sphinx certainly doesn't do that. This deck lives and dies on using cheap counterspells to nuke the opponent's impactful cards and get ahead on tempo. Tapping out is the antithesis of this deck's gameplan.
There are only four spots where you may tap out: 1)during your opponent's first turn (maybe also the second turn, depending on the deck); 2)when it's clear that the opponent has no way to interact with you nor anything threatening; 3)when you realize that the opponent has a very good read on the content of your hand and you're holding zero interactions; and 4)when you're in a dire situation and can only hope they don't have it. Other than these four situations, I dare say that it's simply wrong to tap out with this deck. And for 3) it's still debatable.
One of the worst things you can do is to tap out with the hope of a quick victory, lose to something you could have interacted with, then complain later that your opponents "always have it."
Even when you don't have any interaction in hand, it's still a good idea to not tap out most of the times. You have to think from your opponent's perspective. If you have been concealing your expressions well and they can't tell that you haven't drawn a counterspell, will they actually play their bombs into open blue mana? (If you can't conceal your reactions then it's best to steer clear of counterspells anyway.) If you haven't played against this deck then you have no idea know how much people have to respect two untapped Islands. What's likely to happen is that they will either pass the turn or test the water with a card that doesn't matter much, in which case you take a glance at it and let it resolve, saying something along the lines of "that one is fine."
You should feel bad every time you tap out with this deck. In 99% of the cases that would be the wrong decision.
lol, that is actually wise.
Nevertheless, it's not just about arguing. I figure that with the current surge in popularity, many people would seek out something like this thread to educate themselves about the deck. It's just a bad idea IMO to let janky advice run rampant and screw people up when I can at least put in a counterpoint.
Have you noticed just how similar and consistent all 4 of those decks were?
Even the sideboards are all within narrow bounds.
When do you cast Chart a Course?
If I pump my graveyard with Chart a course, and dump some spells , and blah, and sometimes Pter becomes huge. I find Pter Adapting to be annoyingly strong.
Chart a course supports the Keeping Tapping out Idea. Sorta.
Ya gotta play the cards ya got. If you get an offence line up on the play, sure.
I prefer to not get into that situation, since more winning is lovely.
Being able to interact and stop their deck is certainly a good idea too though.
Putting 3x one drops out on turn 2 is also OK.
Playing inside their head seems less important than playing the spells I am holding.
This deck isn't based on the cheap counters.
The obsession and the Djinn are where it is based.
There is the whole plan and wait aspect.
But, sometimes there isn't.
Pretty regularly there can be some cheap counters, little creatures and nothing. Sphinx is insurance against that too. When it is going bad. Sphinx is hope. A blue flying thumper before Petr. When everything is going well, sphinx is annoying. Everything is smooth. Counter this, and that, Hit and Draw. Woo yeah.
Sphinx is boring. Late game.
But Sphinx is Pregame.
It's value is Now.
It is the effect, and the mana / casting cost, in itself, for free.
Mana stability, Curious Obsession finding, draw fixing. Pregame.
Oh, and that 'late game' effect, something about a 4/4 flyer with an ability?
I just like it Sphinx.
It makes the Curious Obsession, Attack, plan better.
It make the Tempest Dj plan B better.
And Sphinx aint in the winning decks from SCG, but I am still more than happy to be playing 2x Base.
I guess the only thing i'm playing differnt than the top decks is
-3x trickster main (its in the side)
+3x exclusion mage in main
My meta at my LGS is mostly gruul and sultai (but the ppl are to poor to have krasiss) so the tempo swing seems even better. might be a mistake tho.
Have you stopped playing Melody & Blink Base?
Or Jace, Sleep & the Wand in the sideboard?
2x Entrancing Melody
1x Blink of an Eye
1x Jace, Cunning Castaway
1x Sleep
1x Transmogrifying Wand
My Transmogrifying Wand was already in those sleeves. I have Oxen Tokens.
I like T.W.'s too.
Seems fair
https://www.channelfireball.com/articles/the-defining-deck-in-standard-is-mono-blue-aggro/
That list is basically my list. I ended up swapping the mages and the tricksters again. Playing tonight, so we will see.