Sideboard


I am not seeing Mono- Blue decks going around and since I am trying to break into Legacy and Modern simultaneously thanks to the new Fetches, my standard budget has ultimately suffered.

Thankfully, This deck brings the pain effectively and efficiently for under 50$ as well as being viable post rotation while still maintaining its 50$ price range.


Creatures


Hypnotic Siren - Basic flying 1/1 for 1 with an added relevance late game with its Bestow for 7.

Master of Waves - The Mono- Blue Elemental Lord makes sense in this build as a game finisher as well as a support card. With Rabble Red being a thing, the creature value here is disgusting. Also note, that devotion is not going to be a huge deal this time around. With the devotion of most of the cards being 1 or less, he isn't going to win the game out right one activation like he used too. A MoW can hit the board at any time in this deck for 2 or even 5 and it's still relevant with the sphinx beatdown plan.

Bonus points if you get Hall of Triumph out and you lose your MoW, your elementals will get an extra chance to shine with the +1/+1 buff.

Ornithopter - 0 drop, flying chump blocker. Prime Ensoul Artifact target.

Triton Shorestalker - Unblockable 1/1. Need I say more.

Vaporkin - Flying 2/1 for 2 Elemental. Gets added value with Master of Waves. If Hall of Triumph and all 3 Master of Waves are in play, this becomes a 6/5 for 2. This is the dream for this deck.

Welkin Tern - Bad Vaporkin , same cost, same effect but its not an Elemental.


Non- Creature Spells


Void Snare - A bounce spell for 1 is nothing to scoff at. Bouncing the right creature early game and potentially late is basically a Time Walk for you. Once your Opponent sees the Unblockable 1/1 and flyers they are already on high alert. Bouncing a turn two 2 Drop or a bomb late game is the gateway to put the hurt and potentially a game winner.

Hall of Triumph - Gives majority of our creatures +1/+1. Our army of weenies aren't so weak now, aren't they.

Ensoul Artifact - A 5/5 flying artifact creature turn 2 is back breaking if left unattended. While this is an aggro deck, the Ensouls are the must early game play even if you put it on a tapped Darksteel Citadel. It will give the added support and draw the attention/ removal away from other key spells of the deck.

Military Intelligence - 2 drop enchantment that draws cards? Sign me up. Getting this out on Turn 3 with an Ornithopter and one of our 1/1s gives us the chance not to miss a land drop and draw absurd amounts of cards.

Springleaf Drum- An Artifact for 1 that will come in handy in case, of a missed land drop. Its also a target for Ensoul Artifact but since it doesn't fly or isn't indestructible, its recommended not to target it unless its absolutely necessary.

Hour of Need - Turns our 1/1s and 0/2s into 4/4 beat sticks. Everything in this deck is a target for this card including creatures you might not necessarily own thanks to Domestication in the SB. These 4/4s are what win us games. A 4/4 flyer turn 3 can get out of control fast especially with a Hall of Triumph in play. The versatility with the card is ridiculous. It can act as removal, anti removal etc.

The sooner a sphinx hits the board the better.


Sideboard


When everything else fails go Aggro / Control.

Note that the Sideboard is the only aspect of the deck that will be effected post rotation. Other than some counters, the sideboard will be tweaked around in the coming months as the meta starts to shift towards Tri-Color experimentation.

AEtherspouts- For Aggros decks. Bounce their shit back. You don't need that in your life.

Disdainful Stroke - Anything costing 4 for greater. Laugh at your opponent when they try to put a bomb into play.

Icy Blast - Thank the Tumur Clan for the best Troll Spell in the format right now.

Gainsay - For any Blue spell. Making 3/5 clans sad everyday.

Negate for Control or any non creature permanent you don't like. Mainly Plainswalkers and ascendancys.

Battlefield Thaumaturge - Icy Blast + 1 Blue. Control the board.

Stubborn Denial - 4/4 Sphinxes and Counter magic for 1? Nuff said.


Final Thoughts


If you think the deck is underpowered, try it out. The deck is surprisingly consistent and holds its own against Control, Rabble Red and Mono Green considering the budget. All the semi answers to the opponents board stall/ change their game plan every turn. These minor things are what win games often the long game.

Suggestions

Updates Add

At the Khans of Tarkir prerelease, I figured out the sideboard for this deck post rotation while still keeping it Mono Colored and budget.

Removed:

Replaced with:

3x Battlefield Thaumaturge 2x Disdainful Stroke 2x Icy Blast 2x Stubborn Denial

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Date added 9 years
Last updated 9 years
Legality

This deck is not Standard legal.

Rarity (main - side)

3 - 0 Mythic Rares

4 - 7 Rares

22 - 6 Uncommons

16 - 2 Commons

Cards 60
Avg. CMC 1.80
Tokens Elemental 1/0 U, Sphinx 4/4 U
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