Sideboard

Instant (2)


This deck is the fully optimized version of the deck I created here.



This deck is fully upgraded, and it is also a deck that I haven't assembled yet. Any sideboard recommendations would be taken to heart, as I don't know exactly what to run here. I will explain my card choices, and which cards I swapped out. So, enjoy, and see whether you would like this deck.

This deck is mainly a mono-blue control shell, with an additional combo taking up 12 spaces of the deck (16 if you count Drift of Phantasms). I run a suite of counterspies and a few bounce spells, as well as some transmute.

22 Islands makes a very simple, budget land base. I will upgrade as necessary, but during play testing of my original brew, 24 lands were flooding my hand, and my average CMC isn't much higher than it is in my budget brew.

4 each of Grand Architect + Pili-Pala are mainstays in this deck, because they are the group of cards that give you infinite mana. You can combo off as early as Turn 3, which I will explain soon.

4 Drift of Phantasms allows me to tutor for either Sands of Delirium or Grand Architect , so I effectively have 8 copies of either. It also acts as a barrier against more aggressive decks, or something that stalls against Siege Rhino .

Speaking of it, a playset of Sands of Delirium is the only win con in the entire deck. We make infinite mana, play the Sands, and proceed to mill our opponent out.

For counters, I run 4 Remand. This is slightly expensive, but at $5-$6 apiece, it isn't too bad. It's a two mana cantrip that delays your opponent's spell for at least a turn every time. 2 Muddle the Mixture can tutor for Pili-Pala, and it can counter anything that tries to disrupt your infinite mana combo. Keep in mind that the mana is colored, so if you produce blue, you can use this spell. 4 Spell Snares are mainstays in almost every control deck, because Tarmogoyf, Dark Confidant, and even Qasali Pridemage are all two mana threats that Spell Snare just shuts down. And finally, 2 Cryptic Command is arguably the best counterspell in modern, giving you an additional effect in addition to countering the targeted spell.

For creature removal, we can bounce with 4 Vapor Snag, damaging our opponent and bouncing back a pesky creature. If up against desperate Bogles, playing this on a heavily enchanted Kor Spiritdancer could mean something along the lines of GG.

And finally, 4 Dismembers are our main ways of getting through larger threats, again such as Siege Rhino .

Now that you are aware of the card choices, let's sample an ideal hand.

Grand Architect , Pili-Pala, Sands of Delirium , Island, Island, Island, Spell Snare. (This hand could be regarded as something near perfect, so don't expect to draw it too often. I am just sampling a possible route of play to combo off as early as possible. This is your hand if you are on the draw, I might add.

T1: Island, Spell Snare on opposing Tarmogoyf or something.

T2: Island, Pili-Pala

T3: Island, Grand Architect . If your opponent doesn't have any creatures to block with, attack with Pili-Pala. During second main phase, tap Grand Architect for 2 mana, untap Pili-Pala and generate 1 blue mana. Then use that mana to turn Pili-Pala blue. Then tap Pili-Pala for two mana an infinite number of times, each time untapping it and adding one blue mana to your mana pool. Then play Sands of Delirium and mill your opponent out.

I'm still thinking about sideboarding. Since Bogles is becoming increasingly popular, Cyclonic Rift is easily a good way to go, as it can bounce hexproof creatures. I would love any recommendations, so please just leave a comment with your ideas for this deck.

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Date added 8 years
Last updated 8 years
Exclude colors B
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

12 - 2 Rares

12 - 0 Uncommons

14 - 0 Commons

Cards 60
Avg. CMC 2.42
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