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[u]Basic Idea[/u]This deck is intended for first-time players. To make a beginner friendly deck I decide to keep the deck extra simple, so that the new player can focus on getting to know the rules, tactics and understanding what's going on.Control decks are not among the best things for a new player to learn the ropes with, but they are iconic deck-archetypes, and thus it shouldn't be missing when it comes to letting new players choose their play-style. Mono blue was among the deck missing on my list, so I tried to make a version as beginner friendly as possible. [u]Cardpool and Budget[/u]Mass-strengthening-effects (+x/+x to all creatures) and cards with multiple effects are not allowed. Lands are limited to Common's and Uncommon's, no Rare's or Mythic's. Other cards are limited to Common's, Uncommon's and 1 Rare (max. 4 copies) per deck, no Mythic's.The overall budget should be between 15 to 20$. (Estimated mid value).[u]Upgradeability/ Room for improvements[/u]This deck is bound to a general strategy, named "Control" where you hinder your opponent from using spells that can harm you while slowly dealing damage to him.As this is a general strategy, in opposite to concentrating on a certain keyword or tribe, it should be easy to improve the cards uses in this deck and to keep the deck up to date. New editions will often contain cards that can be fitted into this deck. [u]Tests[/u]I have tested this deck against other beginner decks. The decks I tested against are a mixture of Control and Aggro and the result are recorded in a spreadsheet. If you're interested in details from the spreadsheet, feel free to ask. I'm open to all suggestions and ideas that may help to improve this deck.
It requires some experience to know which spells are better countered and which not. But with some patience, and a good poker-face, mono blue control can be a serious deck and opponent. Most of your spells serve a simple purpose: Controlling what your opponent plays, bouncing it back on his hand (so you can perhaps counter it next time) or stealing what he has on the board. The rest helps you to draw cards, so you don't run out of options. [[Brineborn Cutthroat]] profits from each spell you play in your opponents turn, and as a little bit over 1/3rd of your deck are instant-spells, he can get big. But safe some counterspells, because he will draw removal like a magnet. [[Aetherling]] is you second finisher, but he is able to protect himself with his blink (exile-return) ability.
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NOTE: Set by owner when deck was made.
Not sure how beginner friendly it is, but putting Thassa's Intervention in over Tidings could teach that thought process of "should I counter this spell now or try to draw cards that will get me out of this situation".
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Thank you for the suggestion. It would be interesting, giving a card, that lets you do multiple things is not a bad idea. If everything goes wrong you have at least a "O I shouldn't have don this" learning effect The problem is, that I limited the deck on 1 rare (max 4 copies of it) and I used Aetherling allready.
Confiscate 4 look wounder full drop a land for 2 more :P
I'm sorry to say that I often have a hard time reading and understanding your comments because your word order and grammar is confusing for me. So I'm often forced to guess what you would mean. Guessing you meant I should use 4 Confiscate and drop 2 lands for it. I don't know if 4 copies of Confiscate would be a good idea, because it's rather expensive to play, so you don't want to have it in your starting hand. Frantic Inventory, Opt and Tidings give the deck some card draw and thus using 2, or 3 shouldn't be a problem.
ok ok i like to use confiscate too steal Jace, the Mind Sculptor if its played that op op Man !!!! why say 4 i know its worth it its op