I built this deck based on the idea that Grand Architect and Pili-Pala allow for infinite mana as early as turn 3, and I can utilize the mana for something such as an X spell, or in this case, an artifact. I used Whetwheel over
Sands of Delirium
for a couple of reasons. 1, It's cheaper. 2, It looks cooler, 3. We have infinite mana. It doesn't really matter. So, essentially, we have a mono-blue control deck that aims to have infinite mana by turn 3 or 4.
Now for card choices.
Rune Snag
comes in over Remand because it's budget. I built this deck on budget premises. However, I did already have 1 Remand, so I'm putting that in there.
Dissolve
works better than most 3 mana hard counters because of the scrying, so there's 2 in addition to 2 Cancel.
Muddle the Mixture as a 2 of because the deck is budget, and it transmutes for Pili-Pala.
4 Whetwheel for reasons above, and Grand Architect + Pili-Pala
for infinite mana.
4 Unsummon will be upgraded to Vapor Snag in the near future so it works for now.
2 Mana Leak is just a handy, budget counter.
4 Dismember is essentially removal for 1 mana, and this deck goes off early and doesn't use fetches or shocks, so the 4 life won't really matter.I
4 Judge's Familiar functions like
Cursecatcher
. It's a good turn 1 play that threatens to counter almost whatever you want, especially if you want to disrupt storm without wasting mana.
And finally, 2 Drift of Phantasms works to transmute for Grand Architect.
Now that we've gone over the cards, let's sample an ideal route of play:
T1: Island, maybe Dismember or Unsummon something, or Judge's Familiar.
T2: Pili-Pala
T3: Grand Architect. If possible, attack with Pili-Pala, then tap Grand Architect, untap Pili-Pala for blue, then turn itself blue because of Grand Architect, and then combo off. If you can't wait for turn 4.
T4 (if necessary): Make Pili-Pala blue and combo off.Once you've started your combo, produce 4 mana. Use it to play Whetwheel. Then keep going, and produce an infinite amount of mana. We'll use 200 for this example, meaning 100 for each X, so our opponent would have to mill 100 cards. Then, pass turn and watch them lose.
For any deck this is weak against, just race to the combo, and attempt to mill them out. Taking damage won't hurt unless you're being dealt 20 damage in 2-3 turns, so just soldier on.
For upgrades, put in Remand and Spell Snare, so that you have another efficient turn 1 counter and you have a better turn 2 counter.
Here is the fully optimized version of this deck.