Big Blue Bad Boys

by pfiidude on 02 February 2015

Main Deck (67 cards)

Sideboard (0 cards)

No sideboard found.

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Deck Description

This deck is a clone of mono blue big guys by pfiidude.

http://www.mtgvault.com/pfiidude/decks/mono-blue-big-guys/

How to Play

Blue rush down, if you can believe it. This deck becomes MEAN when it swings in with a 5/5 indestructible turn 2..... and those counter spells help prevent the opponent from making a come back.

Deck Tags

  • Budget
  • Standard
  • Help

Deck at a Glance

Social Stats

5
Likes

This deck has been viewed 1,147 times.

Mana Curve

Mana Symbol Occurrence

048000

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Big Blue Bad Boys

You can't actually "swing with a 5/5 indestructible big guy on turn 2" outside of a rare Ornithopter, Springleaf Drum, Citadel, Ensoul, Island draw. Also 10 targets for 4 Ensoul Artifacts can't be correct, can it?

I think the Ornithopter decks are interesting. I like the one Tamoharu Saito posted at the beginning of M15.

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Posted 04 February 2015 at 17:46

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ah correct, as the citadel has to tap itself to to get there, HOWEVER, orithopter island, island, ensoul seems allot more possible. And against allot of decks, more deadly. On the play at least.

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Posted 04 February 2015 at 18:18

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The amount of enchantment removal in this format though makes relying on any enchantment a risky affair.

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Posted 04 February 2015 at 23:31

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That's secondary to the two-for-one risk that auras always present. I'll cast (AURA) on (CREATURE). In response, I'll caster (REMOVAL) on (CREATURE). Definition of a two-for-one. In Ensoul Artifacts' case, you're turning your artifacts into creatures to be killed. You might think Darksteel Citadel is strong, but have you considered Abzan Charm, Chained to the Rocks, Banishing Light, or any number of other cards that are widely played right now. I don't think the risk is usually worth the reward.

I think if you want to run Ensoul, you ought to have 12-16 targets for it. Just so it's not dead sometimes ON TOP of the other bad scenarios for the card. I think in your list there's too much variance. You have some creatures (not very many honestly), some counterspells/bounce spells, and no way to draw cards. So let's say you do stick that threat and leave up counter magic. How quickly can you actually beat your opponent? With Ensoul it takes 4 turns. But how often are you going to be able to get one of your 10 artifacts, cast Ensoul on it leaving up counter magic, not have it killed the very next turn, get a chance to protect it with counter magic AGAIN, and possibly win after that.

I don't see Angel working in your list either way. So how about something like this:

4 Ornithopter
4 Springleaf Drum
4 Hypnotic Siren
4 Triton Shorestalker
4 Welkin Tern/Vaporkin
4 Ensoul Artifact
4 Military Intelligence
4 Cloudform
4 Illusory Angel
2 Hall of Triumph
4 Darksteel Citadel
18 Island

It's ALL plan A, but that's not always a bad thing. I think it's a deck that can actually run Illusory Angel and actually run Ensoul Artifact with enough targets. You don't have any interaction with opposing threats or against opposing removal, but you present an evasive situation that could be hard to race and Military Intelligence can really stretch opposing removal to its limits. Cloudform is also a nice evasive pain. The sideboard could feature some counterspells against board wipes and maybe some Polymorphist's Jest for blowouts versus midrange decks that can race you like Temur.

Just some thoughts.

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Posted 05 February 2015 at 10:29

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