Decks:
Mono |
Multi
Deck Search
Combos:
Combos
Combo Search
Time Spiral Combos
Coldsnap Combos
Dissension Combos
Guildpact Combos
Ravnica Combos
Prices:
Price Guides
Auctions:
Buying Tips
MTG
MTG Singles
MTG Singles & Prices
MTG Boxes, Packs
MTG Foils
MTG Sets
MTGO
References:
Magic Rules
Card Search
Card Lists
Banned/Restricted
Online:
Magic Online
Magic Apprentice
Other:
Forums
Previous Polls
Best Cards
Magic Wallpapers
View Guestbook
Site Search
Contact Me
Links:
Magic Links
Other Resources
Warning: include(includes/adsense_link.txt) [function.include]: failed to open stream: No such file or directory in /home/cashfrom/public_html/dericksmagic/includes/topandleftbar.txt on line 105
Warning: include(includes/adsense_link.txt) [function.include]: failed to open stream: No such file or directory in /home/cashfrom/public_html/dericksmagic/includes/topandleftbar.txt on line 105
Warning: include() [function.include]: Failed opening 'includes/adsense_link.txt' for inclusion (include_path='.:/usr/lib/php:/usr/local/lib/php') in /home/cashfrom/public_html/dericksmagic/includes/topandleftbar.txt on line 105
|
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
|
Derick's Magic: The Gathering, created by Derick Yung, is not sponsored by Wizards of the Coast, Inc.
|
Sponsors: You must set the ad_network_ads_434.txt file to be writable (check file name as well).
|