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A little bit of cutthroat combo/control with some of my favorite blue cards for fun. More information incoming.

WHY ARCANIS:

I see you thinking to yourself there, why Arcanis? Don't you start sassing me. Arcanis is SO TIGHT! First off, he's a wizard. That's it. He is simply a dope-ass wizard. Not some weak fleshy human like Azami. Nah. It's going to take more than a Zombie Apocalypse to finish us. Not some garbage like Memnarch either. Think we're dying to a Shattering Spree? Hell. No. Next, you tap him and draw three. Sounds simple right? Wrong. Nerds pay thousands to do this (Looking at you Ancestral Recall) but we do this every turn. Make it look like flipping pancakes. On top of that, he is literally invincible... provided you have 4 mana.. or they don't play discard effects.. or they don't name Arcanis with Nevermore (God dammit Edgar!). So to recap: He is an all powerful wizard with an ability that lottery winners cannot afford and he is literally harder to get rid of than popcorn kernels caught in your teeth. Shit's tight.

COMBOS:

  1. Arcanis the Omnipotent + Mind Over Matter

  2. Pili-Pala + Grand Architect

  3. Deceiver Exarch/ Pestermite + Deadeye Navigator + Lotus Vale/Gilded Lotus/Nykthos, Shrine to Nyx

  4. Cloud of Faeries + Deadeye Navigator + Lotus Vale/Nykthos, Shrine to Nyx/ Coral Atoll / Soldevi Excavations

  5. Palinchron + High Tide + 6 Islands

  6. Archaeomancer/Mnemonic Wall + Deadeye Navigator + Time Warp

  7. Archaeomancer/Mnemonic Wall + Deadeye Navigator + Rewind

  8. Archaeomancer/Mnemonic Wall + Ghostly Flicker + Cloud of Faeries + Lotus Vale/Nykthos, Shrine to Nyx/( Coral Atoll + Soldevi Excavations )

  9. Archaeomancer/Mnemonic Wall + Ghostly Flicker + Lotus Vale/Nykthos, Shrine to Nyx/(Sapphire Medallion + Lotus Vale/Gilded Lotus)

  10. Archaeomancer/Mnemonic Wall + Ghostly Flicker + Treachery

At this point I am probably still missing some but this paints a general picture. That's right. Every game is like a god damn jigsaw puzzle for you and your opponent but it's all good because you're obviously smarter since you're playing blue.

FINISHERS:

Depending on the combo in play, different cards are more applicable than others whereas others can simply be enough to end the game.

With Combos: Blue Sun's Zenith, Laboratory Maniac, Blue Sun's Zenith, Braingeyser, Venser the Sojourner, Capsize, Glen Elandra Archmage

Without: Blatant Thievery, Bribery, Gather Specimens, Tunnel Vision

GAME PLAN:

Alright. So here's what we do. We sit down. Slam this gorgeous stack of cards right on the table and we stare our opponents dead in the eye and we let them now we mean business. We draw our hand and you bet your ass it's 7 islands. It's all good though; these islands are tight. You might be wondering if that's even the proper use of a semicolon. And honestly I have no idea. Point is the islands are all we need because we're drawing exactly what we need from this point in. That's it. You did it. You just won.

CLOSING STATEMENT:

I have been piloting this deck for a few months now and I feel I am very close to what I want it to be. I love playing this deck and I try to make everyone else enjoy the deck too (most of the time). Thanks for taking the time to read through this all and if you have any suggestions, I would be more thank happy to hear it!

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