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Blue/Red In Apocalypse

Enemy color decks have long been a goal of players who try and utilize the opposite color to make up for or accentuate the abilities of one color. One of the combinations that players have tried and had some success with is Red/Blue. Whatever the blue half doesn't counter the red half will burn, and if necessary send direct damage to the head of your opponent in order to finish them off. Two such decks that worked in this fashion were counter-phoenix and counter-hammer.

Due to set rotation both of these decks are only viable in extended play, and there's been no significant way to bring back the archetype in type 2 play. With the coming Apocalypse though there is some hope that a new red/blue deck will emerge and hopefully move up to become at least a tier 2 deck. With several new gold cards using blue and red mana, or cards of either color that are enhanced by the opposite color, red/blue is setting itself up well to at least have a few goes at it.

The problem comes in figuring out which cards to use, and which ones to leave behind. There are so many that look promising, ranging from the new Pain Land to Suffocating Blast which all have potential and possibility to help the archetype. In this article I'll be looking at the different cards as well as my opinions on which will be playable, which might be useful, and which ones to leave at home.

A quick note: These are all based on the unofficial spoiler. If any of these cards don't show up then don't blame me, and please don't point out I didn't mention some of the single color cards that don't really interact with the opposite color. While some of them might work in a U/R deck I'm looking mostly at the cards set up to run in such a deck.

Ceta Disciple: With the Disciple we get a 1/1 that can gain +2/+0 for a single red and tap. Not to bad, though not something that will win many games for you. Mixed in with some green it might work, and running this little guy in limited will help some, but as far as constructed goes it's best to avoid.

Ceta Sanctuary: Card drawing for U/R deck, though it's more cycling than true card drawing. With a green creature it becomes more effective, though in a straight up U/R it's not quite as useful. While it could still see some play it's not going to be a deck maker.

Cetavolver: So for 2UR you get a 3/3 first striker. This is a playable creature that can come out early and be useful for second turn blocking if need be. This one will probably see some play, and works as a kill mechanism for this sort of deck, even if it doesn't come out until turn 4.

Fire/Ice: I like this card. On one side you have a mini-arc lightning for 2 that also is an instant, something that Red is sorely in need of anymore for their burn cards. The other side taps with a cantrip affect to get you an extra card. While the Fire side is more useful, there'll be times that tapping that one land or creature will save you for another round to save the day. An extra card doesn't hurt either.

Illuminate: This card is interesting. It's an X burn spell that gives you the option to draw cards or do damage to the creature's controller. There are just a few little problems with this card to make it truly playable. The first is that this card only does damage to creatures. Another is that while the while the damage to the controller is useful, the 2R limits the damage you can do over all thanks to losing 3 mana that could go to damage. As far as the card drawing goes, 3U is just far to expensive to really get more than a few cards at any point in the game. Being sorcery it also limits how often you want to use it to keep mana open for counters.

Jilt: Jilt isn't to bad considering that it can do damage as well as bounce creatures. A bit expensive for what it does, you can just use a shock and a boomerang for the same affect, but it does work in an efficient manner. While not as versatile as Boomerang, it could still come in handy. More of a sideboard card for creature heavy decks.

Kavu Glider: Final my wishes of a flying Kavu have been answered.sort of. This card gives U/R a flier that can hit for a bit of damage each round. While it's just as easy to add in some Rishadan Airships or some other cheap blue creature, this gives you a red flying creature in case you need it. It's just a little expensive.

Minotaur Illusionists: Quite a versatile card to use for a U/R deck. It gives you an untargetable creature that can block most creatures that might be thrown your way and survives though not all of them. In a pinch you can use it to block a creature and then use its red ability to take out or help take another creature or the creature blocked. Definitely usable in a U/R deck.

Prophetic Bolt: It's like mixing a Lightning Blast and a powered up Opt. On top of that it's an instant, making it much more usable. It can work well as a kill card against your opponent, or that nasty Air Elemental, and get you an extra card for the next go around. Any U/R deck should back two or three of these.

Quicksilver Dagger: In limited this card is Golden.literally and figuratively. It turns any creature into a combination Tim/Merfolk Looter, and you don't have to discard the card. While it's not game winning in constructed, it might find some uses in decks, though that's yet to be seen. This card is only moderately recommended for a deck.

Raka Disciple: A 1/1 that can give creatures flying.U/R decks should not be creature heavy, so it's not useful.

Raka Sanctuary: Maybe useful against Blue Skies or Fires to wipe out their little 1 toughness creatures, but it fits more as a sideboard card. It can put your own creatures at risk if your opponent doesn't have any on the board. Recommended as a sideboard card only.

Rakavolver: So for the same cost of a Cetavolver you get a 3/3 flyer. Tough call, but I'd rather go for this one. Doesn't come out as quickly, but comes out as a 2/2 making it a little bit better blocker and putting it in a position to fly just a turn after.

Razorfin Hunter: First off.who's idea was it to make a Goblin Merfolk? Secondly, a 2/2 for two is never anything to sneeze at, especially when it has the ability to take out the 1-toughness creatures with merely a tap. Not a bad addition to any deck in maybe two, three at the most for taking out the little creatures. And if they don't have any, ping them to death.

Shivan Reef: Get 4, period, dot, and end of argument. These make a U/R deck even more viable than anything before aside from Volcanic Islands. Not even Caldera Lake was as effective, even if it helped.

Squee's Revenge: You know.you'd figure with how much grumbling there was done over coin flipping in Pokemon they'd get the idea that people don't like it. Use a blue form of card drawing, it's much more reliable than this ever will be.

Suffocating Blast: Okay, a lot of people are excited about this card, but I'm still not sure how useful it'll actually be. While it's a nice CounterSpell with a wonderful side affect, 3 damage to a creature, it still requires two targets to really be of any use. Much like the Flametongue Kavu this card can shoot you in the foot without meaning too by doing damage to one of your own creatures if they don't have one to take down. If you can get it to work then it's a great counter, just make sure you don't lose any creatures in the process.

Wild Research: When you absolutely, positively have to get that CounterSpell on time. This card might be useful for getting a quick search in to get that instant spell that'll save you the game, even if you have to lose a card. But a card in the hand that's not doing you any good is far less valuable than a card that can save your hide.

I hope this look at the various U/R cards was helpful in showing some of the possibilities of what can be used to put together a successful counter-burn deck. While Odyssey will either make or break the deck depending on the burn and counters it offers. With the current choices there's a little bit lacking in the area of burn and a lot lacking in the area of counterspells. Foil is usable, but still doesn't have the right synergy for this deck. Thwart works best in Island heavy decks. Don't even get me started on the poor counterspells offered in Invasion, but I suppose all the other cards that can be used in Counter-burn would be best saved for another article.

Please send all questions, comments, and 'Prove me Wrong's to dr_dem@yahoo.com

- Gabe C.

 


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