REVENGE OF THE QUARTER CARDS

By John Ramos

          This time we are going to be working on building a Blue quarter card commons deck.  Blue has several great abilities.  They can counter just about any card cast.  They have some of the best & biggest fliers in the game, and blue has the ability to draw cards.  This makes blue one of, if not, the most powerful color in Magic.

 

Blue Ping

 

Creatures:

4-Thornwind Faeres

4-Stinging Barrier

4-Prodical Sorcerer

4-Horseshoe Crab

2-Oraxid

2-Sea Monsters

 

Spells:

4-tidal Bore

4-Counterspell

2-Rystic Study

2-Tidal Surge

2-Hermetic Studies

 

Land:

22-Islands

4-Saprazzan Skerry

 

        This deck has a cousin in Type I called “Machine gun deck”.  The deck is fun to play in that you never attack your opponent.  If a dangerous creature hits the table, you just ping it to death on your opponents end step.

 

Blue Fly Boy

 

Creatures:

4-Weatherseed Faeries

4-Cloud Skate

4-Fog Elemental

4-Cloud of Faeries

4-Thornwind Faries

 

Spells:

4-Accumulated Knowledge

3-Cloak of Mists

4-Counterspell

3-Rethink

 

Land:

22-Island

4-Saprazzan Skerry

 

        You will notice that Blue runs very heavy on land.  Most of Blues spells are mana intensive.  You also want to make sure that after you cast something, you still have mana available to counter a spell your opponent plays.  With this deck, you cast a large flier, Cloak of Mists it, and then beat your opponent down.

 

Blue Counter Thump – Type I

 

Creatures:

4-Sea Serpent

4-Sea Monster

4-Zephyr Falcon

4-Tornwind Faeries

4-Giant Tortoise

 

Spells:

4-Counterspell

4-Powersink

4-Arcane Denial

2-Phantasmal Terrain

 

Land:

4-Saprazzan Skerry

22-Island

 

This deck works simply by first casting Thornwind Faeries and or Giant Tortoise to hold off the opponent’s original onslaught.  You then use counter magic to protect and stop any major threats that hit the table.  You then cast your large ground pounders and change one of their lands into an island, so your ground pounders can finish them off.

 

 

 

 

 

 

Blue Pump – Type I

 

Creatures:

4-Zephyr Falcon

4-Storm Crow

4-Illusionary Forces

4-Bay Falcon

4-Thornwind Faeries

 

Spells:

4-Unstable Mutation

4-Essance Flare

4-Lat-Nams Legacy

4-Impulse

 

Land:

24-Island

 

This deck works by getting a flier out and then pumping it up with Essance Flare or Unstable Mutation.  You have a decent selection of draw engines, so getting the card you need when you need it isn’t a real problem.  This deck is a very quick deck, the problem with it, is that if you haven’t killed your opponent within the first 8 round, you probably have lost the match.