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No Fun Allowed

Are you a blue mage? Do you get your joy by taking it from other people? Do you enjoy people squirming and becoming visibly uncomfortable or frustrated? If you answered "Yes" to any of these questions, then this is the deck for you. Just counter literally everything until you resolve your big dumb X spell and kill your opponent.

The Deck

Nothing is more fun than taking away other peoples fun and no spells do that better than counterspells. So what are we looking at here? Our counterspell suite is huge, a whopping 20 non-creature spells in our deck have the words "counter", "target", and "spell" on the card.

In order of increasing CMC they are:1. Censor 2. Revolutionary Rebuff 3. Supreme Will 4. Cancel 5. Disallow 6. Spell Swindle

The goal here is not to allow any spell our opponents would play to get through. Sure, a creature or Duress may slip through the cracks on turn 1 or 2, but it's not a major concern because damage output from that source should be minimal. Some may express fears regarding Carnage Tyrant but more on that later.

We don't have many creatures, but the ones we do have play well with our strategy.
  • Baral, Chief of Compliance makes our counterspells cheaper and nets us incremental value by allowing us to draw cards while also countering spells. In all but the most aggressive matchups, we wouldn't want Baral to come down until turn 4. That way, we still have two mana available to play a (discounted) counterspell to protect him. After Baral has resolved, his looting ability will likely be pitching our weaker counterspells, like Revolutionary Rebuff , once they have less value.

  • Torrential Gearhulk is, more often than not a counterspell on a stick. It is a large threat that can pressure our opponents life total while also allowing us to cast another counter or draw spell.

Removal

The deck is purposefully counter heavy to facilitate our permission based strategy. This means that the deck faces two potential issues.

  1. Some spells are going to get through the cracks.
  2. Decks that play "draw, go".

Our strategy for dealing with these issues lies within our other cards. Regarding spells that get through the cracks (I'm looking at you Carnage Tyrant), we have a couple of cards specifically for dealing with them. Doomfall is our answer for individual creatures that squeak through, like the aforementioned Tyrant. If our counterspell game is good and we limit opposing board to a single creature, then Doomfall will take care of a single creature, even if it is hexproof or indestructible. In some situations, we will allow low impact creatures to get past our counterspells and then return a large group of them to hand with River's Rebuke

Other Spells

Glimmer of Genius is our only draw spell. It is well known as a powerful card, and provides additional fixing through our Aether Hubs.

Torment of Hailfire is our endgame and the payoff that our permission based deck is working towards. Obviously, Gearhulk can get the job done on it's own. In the extreme late game however, an X=7 Hailfire to a creature-light opponent is going to be a backbreaker if not a flat out game ender. The deck is trying to fire off this spell with X being as large as possible, and our strict control shell and Spell Swindles treasure tokens will help us along.

Obviously the deck is imperfect and a pure counterspell strategy is suboptimal. If you want the deck to be less hokey, then take out 5-8 counter spells and replace them with some combination of boardwipes, hand hate, and removal. I am looking for sideboard suggestions, but that is likely where those spells are going to live.

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Date added 7 years
Last updated 7 years
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 0 Mythic Rares

21 - 0 Rares

17 - 0 Uncommons

7 - 0 Commons

Cards 60
Avg. CMC 3.20
Tokens Energy Reserve, Treasure
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