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Magic: The Gathering Decks

 

sliver

        
your_name: Zi
your_email: kami4096@hotmail.com
deck_title: Mono Blue Control/ Laquatus
deck colours: U
deck list: 20x Island

4x Palinchron
4x High Tide
2x Ambassador Laquatus

4x Counterspell
4x Arcane Denial
4x Forbid
4x Rewind

4x Accumulated Knowledge
4x Brainstorm
1x Complusion (Optional)

2x Thawing Glacier

2x Isochron Scepter
2x Treachery

-------------------

Sidebar:

4x Dissipate (Swap in and out with your other counterspells if need be to take care of flashback)
2x Energy Flux (Swap with Scepters or Treachery if need be against Mirrodin Affinity, or any deck that relies heavily on 
   artifacts.)
4x Chill (Swap with Isochrons and Treachery to shaft red decks)
4x Force Spike (Swap with your other counterspells if need be against decks that can get things out turn 1)
1x Douse (against blue decks, obviously)
-------------------

The basic premise of this deck is just pure mono blue control. Counterspell anything and everything your opponent can hurt 
you with. The Thawing Glacier will help you get lands out late-game so that you have a land advantage (get 2 of them and you 
put 1 land into play each turn). 

This deck kills with Palinchrons, instead of the typical mono blue Morphling. Why, you ask? It's simple: Palinchron doesn't 
leave you tapped out. If you have 7 lands out, it comes out for basically free. Watch out for your opponent's counters, 
though. 

Palinchron isn't the main kill, however. This deck comes built in with three very nasty combos, and all the counterspells 
you need to postpone the game until you can play them.

1. High Tide + Palinchron + Thawing Glaciers + 6 untapped lands to start. With High Tide, all your lands produce an extra U 
when tapped. Tap 4 lands for 8 mana, use 1 of it to tap the glacier, which gets a land out from your library, use the 
remaining 7 to play Palinchron, which untaps your glacier, the land you paid for High Tide, and the 4 you paid for 
Palinchron. Tap 2 lands to send it back to your hand, tap 4 lands, use 1 to tap the glacier, play Palinchron with the rest, 
which untaps everything. See where this is going? This lets you put all your basic lands from your library into play 
tapped, and leaves you with 7 untapped lands total and a Palinchron on the field in the end.

2. High Tide + Palinchron + Laquatus + 6 untapped lands to start. You've probably realized by now that if you don't use the 
spillover mana from playing Palinchron to tap the glacier, you have an infinite mana loop. Infinite mana and a Laquatus in 
your hand means your opponent sends his library to his graveyard. Good game.

3. High Tide + Palinchron + Compulsion. A variation of combo 2. You use the infinite mana to play Compulsion, and use its 
effect to keep on discarding a card from your hand to draw a card until you draw your Laquatus. From there on, see #2.


This deck's weakness lies in fast decks. Basically, 1st turn Lackey means bye bye for you. The Treachery and Palinchrons 
are nice to deal with pesky creatures they may put out, but if you're playing against an exceptionally good, fast deck, 
you may not survive long enough to play them. High Tide helps with that, though. Generally, however, if they only get a 
plain 1/1 out and you have enough counters, it'll take them longer to poke you to death than it'll take you to pull out 
your combo, treachery their creature, or play a Palinchron.

Submitted by: josh

date uploaded: 04/27/2004


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