Sideboard


Maybeboard

Sorcery (1)

Enchantment (1)

Artifact (1)

Creature (1)

Land (1)


This is a mono blue "Playing for second" police deck.

Effectively, what I want to do is control the game just enough to keep all of my opponents on equal ground for as long as possible. It wouldn't be hard for me to just die by getting targeted, so politics is a big part of this deck. The deck is pretty non-threatening since it doesn't have very many ways to win the game, but the opponents don't necessarily know that, since in their experience mono blue usually just hides until it wins. Speaking of hiding until it wins, if you want to go that route, boarding in the sideboard cards for a few of the weaker cards in the main will lead to a very good version of that strategy. Don't get me wrong, getting targeted by everyone early on will still lead to more heat than you can Wash Out , but if you can politic everyone enough to get a few engine pieces down, it's hard to lose. One-on-one with the sideboard in is usually enough to steamroll decks that aren't hyper aggressive.

So what does the deck do? Draw cards for everyone and Counterspell the cards that make the game unfun.

During the games when someone's playing a hyper unfair deck, or I'm just pissed off, I sub out a lot of the group hug cards, and board in some of blue's finest win-cons. Most games are easy if I do this, therefore I don't usually. The way I most commonly win is getting some combination of the following engine out and then dropping Laboratory Maniac and drawing an absurd amount of cards.

The Engine Components:

Then I just cast my draw spells as normal and draw anywhere between 6 and 48 cards. Lab Maniac comes down before I deck myself, and I win with counterspells held up.

There are two "pretty unfair" locks in the main deck:

  • Archeomancer + Whelming Wave (use archeomancer to pick up whelming wave, cast wave pick up 'mancer and bounce board, repeat each turn until answered. Add more copies of Archeomancer with Clever Impersonator or Phyrexian Metamorph to pick up extra instants/ sorceries from your grave with each iteration.

  • Capsize + the cheapening components. Making capsize with buyback cost a meager 2 mana total is relatively easy, and unless you're severely outnumbered, or behind, it's probably game.

Waiting for Trail of Evidence to come out so I can put it in. Seems like a bunch of value with all almost half the deck as instants and sorceries.

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Revision 26 See all

(2 years ago)

Date added 8 years
Last updated 2 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

3 - 6 Mythic Rares

23 - 7 Rares

27 - 2 Uncommons

18 - 0 Commons

Cards 99
Avg. CMC 3.30
Tokens Ape 3/3 G, Boar 2/2 G, Frog Lizard 3/3 G, Manifest 2/2 C, Squid 1/1 U
Folders Blue EDH
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