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					BMoor's Magic The
					
					
					Gathering
					
					Deck Garage 
					Christof's blue mana denial 
					
					
					November 5, 2009 
					Last 
					time, on BMoor's Deck Garage, I fixed a Standard-legal 
					Soldier deck to get it tweaked enough for competitive play. 
					 
					Well, from the ridiculous to the sublime-- today I'm fixing 
					a casual deck based on mono-blue land disruption! 
					
					
					Hello,  
					 
					I've been playing Magic ever since The Dark. I have always 
					enjoyed the articles concerning deck construction as this is 
					what drew me into Magic in those long-gone days before the 
					internet provided common decklists.  
					Although I have always detested landdestruction in the pure 
					sense of the word. With blue landdestruction I can live as 
					your opponent gets an opportunity to fight back. I have for 
					you here a blue "landdestruction" deck.  
					It's tactics are actually very simple: you attack your 
					opponent's mana base.  
					
						- 
						
						In the early game the opponent's game is interrupted by 
						using bounce spells on his mana sources. 
 
						- 
						
						Mid game: some lands are allowed, but most get enchanted 
						to either further restrict the opponents mana sources or 
						making him bleed for using mana. Any bounce spells are 
						used to restrict the use of mana sources. 
 
						- 
						
						Late game: Once an active time elemental or a capsize 
						with sufficient mana sources is available, the end game 
						begins, with the deck keeping to stall the opposition 
						until I either draw an Iron Maiden, an energy vortex or 
						kill the opponent under a stomping slab. 
						
 
					 
					
					
					Here's the decklist (61 cards):  
					 
					Creatures 
					    2 Glowing Anemone  
					    2 Time Elemental 
					 
					Other spells 
					    3 Brainstorm 
					    3 Ankh of Mishra 
					    4 Hoodwink 
					    3 Psychic Venom 
					    4 Boomerang 
					    3 Erosion 
					    2 Windfall 
					    3 Slow Motion 
					    2 Iron Maiden 
					    3 Capsize 
					    4 Stomping Slabs 
					    2 Energy Vortex 
					 
					Lands 
					    3 mountains 
					    14 Islands 
					    4 Volcanic Islands 
					
					
					Although I initially started this deck as an Ankh of Mishra 
					Deck, I am just not convinced these deserve a place anymore 
					in this deck, mainly because it interferes with either the 
					time elemental, the capsize and the energy vortexes.  
					 
					The stomping slabs are in there, just because I'm that kind 
					of nutter. I find it hugely amusing to see my opponents 
					squirming to get something going against this deck to see 
					their surprise at me chucking a huge stomping slab at them. 
					It makes for some really exciting card turning when a slab 
					gets played. If possible I'd like to keep the slabs in. I 
					realise you might need to take them out though. If you want 
					to keep them in I think some kind of stacking mechanism 
					should be put into the deck (Now the only possibilities are 
					a brainstorm if you have 2 slabs in hand).  
					Another card I really like is the energy vortex. This wasn't 
					originally in the deck. When I realised what an advantage 
					manawise you had after playing the first few games, I put 2 
					of these in as they change your mana advantage into 
					lightning bolts.  
					 
					The deck performs pretty solid, but sometimes just doesn't 
					make it because it doesn't draw the oh so necessary bounce. 
					I initially feared it might get swamped by weenies, but 
					it surprisingly seems to be able to deal with those deck in 
					50% of the cases (or maybe my opponents are bad weenie 
					players).  
					 
					I currently have no sideboard, but am actually considering 
					taking this (or my pox deck) to a local Legacy tournament (I 
					have no idea about the legality, especially with the 
					windfalls, I thought at one point these were restricted). 
					The majority of uses it will get will be casual games 
					however. I just feel the deck needs some extra "bite" if 
					I'll go into a tourney with it.  
					 
					With kind regards,  
					 
					Christof 
					
					 
					~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
					 
					I love this concept, Christof. Lots of players have scoffed 
					at cards like Psychic Venom, claiming they don't do enough. 
					Well, when your whole deck revolves around denying your 
					opponent mana, well, he'll have to tap those enchanted lands 
					or nothing at all! 
					 
					That said, I think there are indeed some better card choices 
					you can make.  
					 
					The first replacement I have in mind: Temporal Adept is 
					widely recognized as the "fixed" Time Elemental. And by 
					"fixed", I mean "had all those useless restrictions relieved 
					and made into a good card". The only advantage Time 
					Elemental has over the Adept is +1 toughness, but with only 
					2 toughness, they still both die to pretty much anything 
					short of a single pinger. And that's well worth the 
					sacrifice when the Adept costs one less to activate, can 
					target enchanted permanents, and doesn't cost you 5 life to 
					chump block with. You should also bring the numbers up to a 
					full playset for the Adept-- she's your best bet for 
					controlling not only your opponent's land count, but also 
					the board. Chances are the occasional small creature will 
					squeak through, and you don't want to keep your opponent 
					locked down to two lands all game just to lose to a 
					two-drop. 
					 
					Next, Energy Vortex is just far too slow and mana-intensive 
					for a win condition. I'm going to leave Stomping Slabs in 
					just because I can respect wanting to use a bad but quirky 
					card for the laughs. Energy Vortex, however, isn't even bad 
					in a funny way-- it's just bad. Out it comes. You could use 
					those slots for more copies of Iron Maiden... though I'd 
					rather you play Black Vise instead. The Vise costs less 
					mana, and the only difference is that the Maiden hits more 
					than one opponent. 
					 
					And there's an unfortunate truth I have to tell you, 
					Christof. This deck will not work in multiplayer. And not 
					just because you haven't built it right-- on the contrary, 
					this deck STRATEGY is not viable when you have multiple 
					opponents. You can't guarantee yourself the ability to 
					supress more than one land each turn, so if you have two or 
					more opponents each playing a land each turn, you will 
					either end up focusing on one opponent while the other gets 
					free reign to develop their land base and crush you at 
					leisure, or you'll have to split your focus and end up not 
					disrupting either opponent enough to keep them from beating 
					you. Do not take this deck into any multiplayer game; it  
					will lose, and I can't do anything to solve that. 
					 
					Fortunately, you never said anything about multiplayer. You 
					did say something about Legacy tournaments, though, and I 
					don't play Legacy, so I don't know what the metagame looks 
					like. You will, however have to drop the Stomping Slabs if 
					you do go to a Legacy tournament-- they're just not good 
					enough I'm afraid. Just take out the Slabs, Mountains, and 
					dual lands before the tournament, and replace them with 
					Islands and... probably counterspells. I think Force of Will 
					is the good one, if it's not restricted. If not, just go 
					with Counterspell. 
					 
					Windfall can probably get replaced too. It's at its best in 
					Ichorid or Dredge decks, I think. If they don't play it 
					themselves, they'll benefit from you playing as much if not 
					more than you benefit from it. In their place, the best draw 
					spells I can think of are either Ponder or Foresee. Ponder 
					is the most generally useful. Foresee would work well with 
					Stomping Slabs. Speaking of the Slabs, you could get a lot 
					of extra mileage out of them with Sensei's Divining Top, and 
					while you're running that, you may as well run 
					Counterbalance to further keep your opponent locked out. In 
					fact, you could run the Tops maindeck, and for situations 
					where you don't want the Slabs, swap them out for 
					Counterbalance. 
					 
					Finally, in addition to Capsize, I think you could get some 
					decent usage out of Mind Games. If you're going to put 
					Psychic Venom on a land, what good is it if they never tap 
					it? In this way, you can buy it back and effectively turn it 
					into a monoblue Glacial Ray. More so, if you can put 
					multiple enchantments on one land (or enchant their City of 
					Brass). 
					 
					Good luck! 
					 
					~BMoor 
					 
					 
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