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Read how to play.Alright I'm changing a lot of things in here so if the deck looks different It's because I'm trying to get as much options as I can in the modern format right now.
The main Board:I wanted to make my own Controlish Type of deck. Blue is one of my favorite colors in mtg. So I thought I would make a Mono-U control. Basically stall your opponent and bring out the thing to help protect you. Thing in the ice is the go to card for the win in this deck. and you have plenty of ways to protect him from spellskites to the monostaries along with your counter spells. Spreading seas to stall out and mess with your opponents land to by you time. Vedalken shackles is there to steal goyfs and other threats. Vendilion will be a body plus a way to deal with future threats in your opponents hand. And tec Edge to help more with the land control. I thought about ghost quarter but don't like the Idea of my opponent replacing their land with another one.Sideboard:Hurkyl's recall is for affinity may need to knock it down to 2 instead of 3.Whiplash trap is Honestly only here for Collected company decks (which there is A LOT of now) They play co-co get 1 or 2 creature you get a free spell and set them back. It's that simple.Ensnaring bridge for the long grindy match upsCrypt for Dredge.Pithing Needle for mostly planeswalkers I may not be able to Handle.And Batterskull For a body/beatdown option, Plus you can't go wrong with a 4/4 vigilance life link that can bounce itself.Over all tell me what you think I'm open to Idea
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The one thing I can think of trying is trying to maximize destroying your opponents tempo, cards like Shadow Of Doubt, Trickbind, Boomerang, just to obliterate anyone trying to play Fetches.I would also recommend some more win conditions, only 4 Thing In The Ice and 3 Cliques just feels too light, I would recommend maybe 4 Snapcaster Mages instead of Spellskites.Other then that maybe up your land count to 21 or 22, otherwise Cryptic can be a bit difficult to cast.
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Should I take out the fetches? And what would I replace?
Maybe go down to 3 Cryptics? And take out the anticipates? maybe.
What do you think of Fate transfer? Take all counters from one creature and put them onto another.
Get rid of Spreading Seas and replace them with Anticipates. You don't have anything with Islandwalk so they're pretty much useless. Unless your opponent is relying on some specific lands.
Should they be in the sideboard?
Where I go and play at people's decks are pretty greedy on their mana base. SO mant Co-co decks.
I don't know Co-co decks but you could splash red and add Blood Moon or the equivelant creature to completely shut down their mana base
If my wallet would let me I would and just make blue moon. Sadly Blood moons where I go are going for 45 and up :'(
Co-Co= Collected Company.
Still dunno. And unless you completely shut down their mana base, screwing up 1 land won't cut it because they will have a way around it!Start saving....
I can say as a person that relies on a greedy mana base spreading seas fucks me, every came where it resolves it looses me about two turns of tempo. So ye sb vs the new dredge deck and naheri tooth and nail is a good idea.
It really does set you back a turn or 2. Spreading seas is really underestimated sometimes. It's one of the reasons it kept me from reaching top 8 at my store. :/
Fate Transfer seems to cute by far. Having 1 in your hand and no Thing in play seems aweful, worse yet would be to play it on your Thing just to get 2 for 1 with removal in response. Something simple like Negate is likely way better.Not crazy about Icefall Regent either, it's just too slow for what it does. Actually the whole deck seems slow, draw-go control is not where you want to be in a format as fast as Modern. You need some early pressure against combo decks, (Delver?), and Vapor Snag against Zoo type decks is next to useless as your prime removal spell, (splash Bolt?). The only mono Blue deck in Modern worth it's salt is Merfolk because it packs uncounterable aggro with some light protection, disruption and the best synergy in the format. If you want to play mono Blue but refuse to play Fish you have to expect to be piloting a much worse deck that will loose quite a bit.Mind you, I built a mono Blue "house deck" for my local shop around the Illusion tribe and would you believe that over the last year or so it has won the local Modern FNM twice with different pilots! Could be worth looking into as a budget option... (Listed as Grand Illusion in my deck list)
Why would I splash red for only one red spell?
I mean i spalsh red for either neonate or fathless looting in my mordern deck, but thats beacause it accelerates my plan by about 4 turns.
Yeah But What would be the point aside from removal of a birds or Noble? It's not like I can burn my opponent to deck with blue. I just question it is all...
You just answered it. A splash should be for spells that literally win you tge game, not just a bit of utility.
Also you don't need bolt you have dismember sb
Plus gut shot. lol
Alright I used this deck at a tourney last night and it didn't do half bad. I won a few booster packs. I really don't see the point in spell snare. With all these Collected company decks and Eldrazi running around It's pretty much a dead draw :/ I don't know if I should replace it with Spell snare or maybe add a few more creatures. What would any of you suggest?
Looks like your meta is really differnt time mine. Its all affinty and delver here. With coco and eldrazi decks being the the thing where you are id suggest putting in bob, lil jace or snapcaster.