Description

Mono-Blue Standard deck. Win conditions are Torrential Gearhulk, Dynavolt Tower, and/or Rise from the Tides . Counterspells to stop opponent and protect my permanents. Engulf the Shore , Disperse, and Deadlock Trap to stop their creatures while I build Energy. Glimmer of Genius and Anticipate to scry and draw, as well as provide Energy. Jace, Unraveler of Secrets for card advantage and, obviously, more control. The Aether Hubs are just for the free Energy.

As pointed out in the comments, I originally had Trophy Mage in here, then took her out, but now she's back, as I believe she will help me focus on my win con, and having multiple DV Towers out will only help that! And aside from being a chump blocker, she will not be susceptible to an un-revolted Fatal Push, as Baral, Chief of Compliance would be. I know Baral would help with the cost of all my sorcery and instants, but it just seems that if I don't have a playset of Baral, the odds are I will not get him early and he will just end up being a chump blocker who can also be Fatally Pushed.

I know that Thing in the Ice  Flip seems prime for this deck but, as discussed in the comments, after thinking about HOW and WHEN I will be casting the majority of my sorcery and instants, I decided to dump Thing. Basically, the vast majority of my instants/sorcery will only be cast as a reaction to the opponent, and I feel like Thing decks need to have many that will be cast ASAP for it to 'work' in the deck. Just seems like it will be too slow, and also Thing will be susceptible to Engulf, as well as easily be destroyed by Fatal Push even without Revolt. I love a good Thing deck, but it's just not this deck.

Updates

Comments

Jwillette72 says... #1

For all of the instants and sorceries why not play Baral, Chief of Compliance? It would help make them cheaper and let you play them earlier.

I like your deck though! Gave me some good ideas! Here's mine if it helps give some more ideas! I have to edit it because I just took it to my first Standard event, but it's close to what I took! Disappearing Torrential Gearhulk

February 22, 2017 3:47 p.m.

Thanks Jwillette72! I am considering Baral, Chief of Compliance, but it seems like he could end up being a wasted slot in my deck if he doesn't come out on turn 2 or 3. Not sure yet, but I appreciate the suggestion. I will check out your deck.

February 22, 2017 3:53 p.m.

Stephencliffe says... #3

This deck is interesting. I like the idea of Mono-blue tower, but I see a few problems that could be worked out. Firstly, you only have three Dynavolt Tower. Four is necessary. I don't see any reason to run Consulate Turret. I know that it makes energy, and that it is slightly more efficient at burning face than the tower, but you need the room for other spells. Having only 20 spells that trigger the tower isn't great.

Secondly, your deck isn't very diverse. Countermagic is great, but you might be going a bit overboard with it. Supplement some of it with other spells, like Anticipate.

Hope this helps.

February 22, 2017 8:18 p.m.

Jwillette72 says... #4

I know he really helps if he comes out at turn 2 or 3, but he did help me a couple of time when he came out later. When he came out later he helped cut down on the cost of some of my instants that I played. As long as he saves you he has already paid you back for his own cost. Plus the fact that he can also help you block. Added to the fact that when you do counter or cast something not only is he saving you he's also allowing you to draw a card. Which is super sweet!

Take Inventory is a nice card, but you might also think about Anticipate too!

Meant to post this a couple of hours ago and forgot to press send. lol

February 22, 2017 9:29 p.m.

Jwillette72 says... #5

I'd probably think about removing the 2 Sweep Away because you have Disperse. If anything you could remove 2 of the Sweep and add 1 or 2 Disperse.

You might want to add in those 2 Torrential Gearhulk's from the sideboard into the mainboard as another win condition too!

February 22, 2017 10:05 p.m.

Needs more Thing in the Ice  Flip

you also need a way to draw cards. I would suggest Anticipate because it is cheap and you can use it at instant speed. A fun interaction is where your opponent casts a spell, you cast Anticipate, find a counterspell, and use that counterspell

February 22, 2017 10:24 p.m.

Jwillette72 says... #7

Yeah, ditch the trophy mages, Or at least a couple of them and run like 3 Thing in the Ice  Flip don't know what Cthulhu's would say, but I'd say at least 3 Things, 2 Gearhulks, and 2-3 Baral's. Then maybe 2-3 trophy mages too.

I might also run less trophy mages or less deadlock traps. I like the idea of trophy mage, but I just would think that an extra gearhulk or Thing would be a better choice.

February 22, 2017 11:02 p.m.

Thanks for the comments Stephencliffe, CthulhusNo1FavCultist and Jwillette72. I did, in fact, have 4 Thing in the Ice  Flip in this deck originally, but after thinking about HOW and WHEN I will be casting the majority of my sorcery and instants, I decided to dump Thing. Basically, 16 of my 22 instant/sorcery will only be cast as a reaction to the opponent, and I feel like Thing decks need to have many that will be cast ASAP for it to 'work' in the deck. Just seems like it will be too slow, and also Thing will be susceptible to Engulf, as well as easily be destroyed by Fatal Push even without Revolt. Does that make sense? Still thinking about it. I did just add a few Anticipate and Baral, Chief of Compliance.

February 23, 2017 7:56 a.m.

I loved testing this deck and am tempted to buy it but my biggest concern is having all these trophy mages with nothing to search. 4 mages but 6 searchable artifacts doesn't seem good enough to warrant that many. Also where's that fourth tower? I suggest going down a mage and up a tower.

February 23, 2017 10:56 a.m.

Thanks CleanlyRhyme568! Yeah I probably should add a 4th DV Tower and take out 1 Mage. Originally I had a few Consulate Turret in there too, which are also CMC 3. However, multiple DV Towers will get me multiple Energy counters per instant/sorcery, and the Mage essential just ends up being a sacrificial blocker (or attacker if possible I suppose). Not sure. Honestly, I would like to get 1 or 2 Consulate Turret to have another Mage-able artifact that can both do damage to the face or guarantee an Energy counter per turn, but where would it go?

February 23, 2017 11:16 a.m.

Kpan says... #11

Cool deck, been playing control for years and it's nice to see some new ideas! Here's some personal adjustments I would make:

Reasoning: You don't need 4 Engulf the shore, with Anticipate, Glimmers, and Gerahulk flashback, you'll find a copy when you need it. Trophy mage seems weak, only good against super aggressive decks to chump, and even then its not that great since you will easily find copies of the artifacts with those card draw spells. More than 1 copy of Rise from the tides is a little overkill, you only really need 1 in a control decks where you want to maximize the amount of early game spells to stay alive. Playset of Gearhulk is almost a must in mono-blue control as a win con and pure value, especially with all the instants and dynavolt towers. Don't underestimate planeswalkers! Jace is a great addition to this deck and my strongest suggestion. Turn 4: Play engulf on their endstep ==> Turn 5: cast jace on your turn on an open board ==> proceed to win.Lmk if you have any questions! :)
February 23, 2017 4:14 p.m.

Jwillette72 says... #12

I agree with Kpan I was trying to find a good way to get rid of some of the Trophy Mage's, Engulf the Shore's and Rise from the Tides. I just don't like Trophy Mage, she a strong card in very situational instances. I love Anticipate it helped me pull a couple of wins in my first Standard tournament that I went to. Also to repeat what Kpan said, "Don't underestimate planeswalkers!" Jace, Unraveler of Secrets is a phenomenal card and was great to get onto the board scry is good by itself, but to be able to scry and draw is amazing for a control deck. Then the ability to send a creature back into it's owners hand is great too. You could also use it to return a creature that you control to your hand that has a nice ETB effect.

I've not seen Horribly Awry before. That's a nice card! Rise from the Tides is starting to grow on me more too. It's giving me some good ideas.

February 23, 2017 7:06 p.m.

Stephencliffe says... #13

I think it's also worth noting that Engulf the Shore might not be very good in standard right now. There are tons of creatures that have ETB effects, like honestly tons of them. Felidar Guardian, the gearhulks, Rishkar, Peema Renegade, Thraben Inspector (revolt is a thing). You'll set them back momentarily, but this isn't a deck that wins in the few turns that their board would be stalled out. So their gonna come back, and it they'll likely have an advantage.

My suggestion is to take out Deadlock Trap. It's a decent card, but maybe only run one of them, if you run any at all. You need more instants and sorcery's to trigger Dynavolt Tower, of which you should have four. I would put in two more gearhulks, because they're freaking gearhulks. Enough said. And I have no idea why you have 3 Aether Hub in a mono colored deck. So maybe change that.

Hope the deck works out for you, have fun at FNM's.

February 24, 2017 3:14 p.m.

Thanks so much for the thoughtful suggestions Kpan and Jwillette72! I have revised the deck, taking into account most of your suggestions.

Stephencliffe, the Aether Hub are there just for 'free' Energy, which will help me power the Dynavolt Tower. Hope you have fun at your FNMs too mate!

February 25, 2017 9:36 p.m.

Mornelith says... #15

I'm not 100% if this would be beneficial or not, but could Paradox Engine play a part in your strategy at all? It would untap your Dynavolt Tower anytime a spell is cast, allowing the possibility for multiple activations in a given turn.

February 26, 2017 6:39 p.m.

Mornelith, it would be nice to untap DV Tower with P-Engine and use it more than once per turn. I'll think about it. Thanks for the suggestion!

February 26, 2017 7:29 p.m.

Ramtaru says... #17

I disagree with most commenters and agree with what was apparently the original idea of Trophy Mage. Tower decks are great if you can get a tower out, and fucking bonkers with 2-3 towers. The trophy mage makes it possible to have multiples within the 5th turn, plus, trophy mage doesn't die to fatal push so it can block against the top to aggro decks....bg and mardu both run playsets of push, so not accounting for the 2 drop cost of thing in the ice and investing in reducing it's counters, only to have it get pushed when you tap down is really lame. plus, you want to have engulf ready to sweep the board when shit gets too real, but that mean potentially sweeping a thing with one or two counters and nullifying the investment, or worse, playing engulf late and sweeping a flipped thing....just tragic. Crush of Tentacles would be better, but trophy is golden; tutor for towers?! it's like having 6x of it in the deck, you're practically guaranteed to get them. and it can chump because people won't be pushing it out of the way, so it buys you a turn or two to stabilize. Baral is also cool, but you have tons of card advantage already, why not go straight for the win-con?

February 28, 2017 11:28 p.m.

Ramtaru says... #18

plus (this only just now hit me), you can bounce your own trophy mages to dig the towers up. ho-lee shiiiiiiit. I'm going to build a UB shell for this and run it, I'm in love.

March 1, 2017 1:42 a.m.

Wow Ramtaru, you make a great case! That was my original intention (more Mages = More DV Towers), but I guess others convinced me that with all of my card draw and Jace, I would draw into them. I never really liked Baral, Chief of Compliance for this deck though, but was talked into it. Just seems like if I don't have 4 Baral in the deck, odds are he won't come out until it doesn't matter and he just ends up being a chump blocker, which Trophy Mage can be as well (and have a CMC > 2 which guards against Fatal Push, as you noted). And I'm not light on lands playing 24, so mana shouldn't be a problem for this deck. I think 2 Mages will be replacing two Baral! Thanks mate!

March 1, 2017 7:29 a.m.

Blume17 says... #20

I disagree about Engulf the Shore; in the right deck, it is amazing. Return to their hands the creatures then counter them! It can be a game extender or ender with Torrential Gearhulk

March 1, 2017 12:41 p.m.

Blume17, you mean you disagree with another user's comment about Engulf?! It's my deck and I agree that Engluf is great card LOL!

March 1, 2017 1:17 p.m.

Blume17 says... #22

Yes, my bad lol... I didn't really specify lol

This looks a lot my deck Got you feeling BLUE, and let me tell you, it is a LOT of fun and very competitive! Good luck with yours!

March 1, 2017 1:33 p.m.

Ramtaru says... #23

I hope the mage works for you the way i think it will, my local meta is just brimming with fatal push, so thing in the ice and baral are just a straight up NO for me. The idea of stacking towers is amazing, towers are the win-con, back your win-con. Sideboard stuff: I think Aethersquall Ancient is better than the whale....the whale is for which match-ups? control is just a walk with this deck post-board,you should be able to go up to like 16 main board counters and with towers and hulks that's too much for any control deck, and since they won't be boarding out all their removal due to hulks the whale will likely get shot down (you can bounce it but then you're getting into a cycle of using 6 mana to gain 2 energy)....so you'd really only have the whale for creature based decks, and since either way it's 6-7 mana, you should have already started ramping energy so when you drop the ancient it board-wipes and also makes you more juice every upkeep for your towers to use. If you want creatures to bring in against control, have you thought about Eternal Scourge? He fucks control's life up, he has to be killed with other creatures (or board wipes, but those won't be in their deck post-board) and is just a nightmare against other control decks, especially since you have counters to take out their ability to counter the scourge. Sphinx of the Final Word also seems really good against control. Maybe only one deadlock in the side if you're running trophy mage? It's not that good but I can see how it could be useful, but better for the tutor than another tower? Also, I think Unsubstantiate is potentially better than disperse but I'm not sure. I'm building a mod of this and i'll get back to you with what works for me, thanks for opening my mind to this mono-blue shit, it's bonkers, i hope to wreck lives with the oppressive shaking of my head whilst repeating the word 'no' and raining counters.

March 1, 2017 5:17 p.m.

Ramtaru says... #24

ok, so I stole your idea, let me know what you think Prison Tower

March 2, 2017 12:21 a.m.

Nice Deck! It looks really cool, and I think with a little fine tuning it can be great for a FNM or the likes. First off I would increase the threat density, going up Torrential Gearhulk and Jace, Unraveler of Secrets as well as rise from the tides. I am not sure how this would slot into your deck but an idea to consider would be Brain in a Jar to allow you to cheat on mana. Anothercard to add would be Baral's Expertise over Displace as it is strictly better bang for your buck, as well as being in a decent position against vehicles and gb snake, bouncing many of their threats at a good point in the game. I would also go up on the countermagic, both to fuel Rise from the Tides as well as protecting your life total and your jace, though I would opt for more versatile countermagic above horribly awry, as well as a few more Trophy Mages to allow for tutoring any 3-mana answers you may choose to include as well as Dynavolt Tower to help close out the game. All in all cool deck, and i wouldn't mind taking a similar build to a FNM or the likes

March 2, 2017 9:46 p.m.

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Date added 5 months
Last updated 3 months
Legality

This deck is Standard legal.

Cards 60
Avg. CMC 3.31
Tokens 2/2 Zombie, Jace
Folders STD deck ideas, Ideas to play with, Izzet, Standard, Interesting Decks
Top rank #13 on 2017-03-03
Based on
Views 2803

Revision 9 (4 months ago)

-1 Negate side
+3 Eternal Scourge side
-2 Compelling Deterrence side

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