K
K
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Finally, after playing with this and that, adding and subtracting, I came up with my version of Black/Blue control deck. Finally, a deck of mine not contaminated with Saga Block cards, and that doesn’t use 6th edition. Keep in mind that this deck is played against non-Saga Block decks.
Here it is:
Control - 16 cards
4 Massacre
4 Addle
4 Recoil
3 Tsabo's Decree
3 Specter's Wail
1 Unmask
1 Do or Die
Extra Mana - 3 cards
3 Dark Ritual
Search - 4 cards
3 Fact or Fiction
1 Probe
Creatures - 9 cards
4 Urborg Skeleton
3 Goham Djinn
2 Extravagant Spirit
Lands - 24 cards
14 Swamp
6 Island
3 Salt Marsh
1 Rath's Edge
Addle, Specter's Wail, and Unmask replace the counter power for disruption. Addle provides a very efficient card removal; and really, I don't see where the draw back is. The Specter's Wail is not that great, but there aren't many options. There is only 1 Unmask because I don't like it's ACC; but just incase I happen to draw it early; I could use it. It's mainly there for the late game.
Massacre, Tsabo's Decree, and Do or Die are all amazing cards. Massacre needs no explanation. Tsabo's Decree is more, or less amazing, depending on the opposing deck. I like it though, because it's flexible, and splash able. Do or Die is great against those annoying swarm decks; if I really need it, Fact or Fiction and Probe could help me get it.
Fact or Fiction leads my manipulation list. It's really great, and it doesn't effect the Extravagant Spirit that much, since I could choose which pile I want; in fact, the presence of the Extravagant Spirit makes Fact or Fiction an even bigger of an annoyance than it already is for my opponent.
I added one Probe because I really like its Kicker. I don't like playing something like Probe early though, so I didn't add many of it to the deck. If I do get it early, however, I'll just play it, if I'm desperate that is.
The Urborg Skeletons and Goham Djinns are amazing. Their true power has yet to be discovered. They are both great against creature decks, not to mention, the most annoying creature, Blastoderm. Urborg Skeleton dies with my own Massacres, so I developed a strategy: to never play the Urbog Skeleton unless I have another one in hand (for after the Massacre) or if I need to block a fatty in play (like Blastoderm).
Both, the Urbog Skeleton and the Goham Djinn are Black, meaning they are impervious against those vicious Snuff Outs and Vendettas.
Extravagant Spirit is so amazing; I'm surprised why it doesn’t see more play. Any deck with Blue that empties its hand moderately quick, could use the Extravagant Spirit. Even at an upkeep of 1 mana (or 2, if you feel picky), the Spirit is still undercosted. It’s in the deck mostly to act as a finisher.
Tell me what you think. Do I need any add-ons? Any take-outs? Did I overlook something significant? Tell me!
Here it is:
Control - 16 cards
4 Massacre
4 Addle
4 Recoil
3 Tsabo's Decree
3 Specter's Wail
1 Unmask
1 Do or Die
Extra Mana - 3 cards
3 Dark Ritual
Search - 4 cards
3 Fact or Fiction
1 Probe
Creatures - 9 cards
4 Urborg Skeleton
3 Goham Djinn
2 Extravagant Spirit
Lands - 24 cards
14 Swamp
6 Island
3 Salt Marsh
1 Rath's Edge
Addle, Specter's Wail, and Unmask replace the counter power for disruption. Addle provides a very efficient card removal; and really, I don't see where the draw back is. The Specter's Wail is not that great, but there aren't many options. There is only 1 Unmask because I don't like it's ACC; but just incase I happen to draw it early; I could use it. It's mainly there for the late game.
Massacre, Tsabo's Decree, and Do or Die are all amazing cards. Massacre needs no explanation. Tsabo's Decree is more, or less amazing, depending on the opposing deck. I like it though, because it's flexible, and splash able. Do or Die is great against those annoying swarm decks; if I really need it, Fact or Fiction and Probe could help me get it.
Fact or Fiction leads my manipulation list. It's really great, and it doesn't effect the Extravagant Spirit that much, since I could choose which pile I want; in fact, the presence of the Extravagant Spirit makes Fact or Fiction an even bigger of an annoyance than it already is for my opponent.
I added one Probe because I really like its Kicker. I don't like playing something like Probe early though, so I didn't add many of it to the deck. If I do get it early, however, I'll just play it, if I'm desperate that is.
The Urborg Skeletons and Goham Djinns are amazing. Their true power has yet to be discovered. They are both great against creature decks, not to mention, the most annoying creature, Blastoderm. Urborg Skeleton dies with my own Massacres, so I developed a strategy: to never play the Urbog Skeleton unless I have another one in hand (for after the Massacre) or if I need to block a fatty in play (like Blastoderm).
Both, the Urbog Skeleton and the Goham Djinn are Black, meaning they are impervious against those vicious Snuff Outs and Vendettas.
Extravagant Spirit is so amazing; I'm surprised why it doesn’t see more play. Any deck with Blue that empties its hand moderately quick, could use the Extravagant Spirit. Even at an upkeep of 1 mana (or 2, if you feel picky), the Spirit is still undercosted. It’s in the deck mostly to act as a finisher.
Tell me what you think. Do I need any add-ons? Any take-outs? Did I overlook something significant? Tell me!