The Blue Black draw deck is remade here's how it works:
The Categories: The Combos, Draw Power, Counterspells, Protection of the Combos, Tutors, and Utilities/Misc.
The Combos1. Omniscience, Enter the Infinite, Laboratory Maniac,This one works great with the rest of the deck, if i have enough draw power and Omniscience on the field i can either get to or don't even need Enter the Infinite. It can also cause a loop that doesn't need Laboratory Maniac, if they have fewer cards in deck and i just draw them out, or if Underworld Dreams/Psychosis Crawler is already on the field I can usually draw them out or draw them dead. Omniscience also works wonderfully with Null Profusion as a draw myself out combo, as long as i get enough nonland cards.
- Mikaeus, the Unhallowed and TriskelionNow known as the Machine Gun, this combo is powerful but easily disrupted by graveyard hate/counterspells/hexproof-shroud on a player, but if both are on the field, activate Triskelions ability twice to deal 2 damage as you please to any opponent or creature they have on the board, activate again to deal one damage to himself, and he comes back from Mikaeus, the Unhallowed's ability for undying, you get three shots off this time before Triskelion needs to shoot himself, and rinse and repeat.
3. Mind Over Matter along with something that taps to draw, either for all players or just me, such as Temple Bell/Otherworld Atlas, either of these two will trigger either of these cards Underworld Dreams/Psychosis Crawler abilities. Killing all opponents with damage. Options that draw for just me by tapping like Arcanis the Omnipotent, Archivist, Azami, Lady of Scrolls and any number of wizards, including herself, can tap out opponents lands creatures and artifacts before playing something that wins the game - so there are no responses - like Psychosis Crawler or Laboratory Maniac
Draw Power: A lot of the draw power was mentioned already in the combo's section. Here's whats left:Arcane Denial both draw power and a counterspell, Kozilek, Butcher of Truth, draw and is also an eldrazzi that can shuffle my graveyard back to my library if needed. Jin-Gitaxias, Core Augur, Magus of the Future if you can play it you don't get to draw it, but you get to see and maybe play the next one, Jace, Memory Adept, Tamiyo, the Moon Sage, Mikokoro, Center of the Sea, and Staff of Nin are standard draw power cards. Rhystic Study triggers quite a bit, or keeps people paying more mana for their spells, renamed did you pay one for that?, and of course Sygg, River Cutthroat, though he doesn't trigger as often as i thought he would originally, still very helpful.
Counterspells:I use counterspells in a commander deck because they can change the game, or keep the game from being changed in the favor of whoever is casting the game changing card. So I have quite a few, I tried to choose the best of the best for this format:Ertai, Wizard Adept, fits the bill as a creature a wizard and a per turn counterspell, Kira, Great Glass-Spinner she does the trick of protecting my dudes in the form of countering the first thing that targets them per turn, they want to have to really get rid of her. and then pretty much the whole list of instants in the deck are also counters.
Protection of the Combos:There is a lot of protection, some already mentioned in the counterspells section, the rest are things like: Leyline of Anticipation/Vedalken Orrery if i cast the combo at instant speed before my turn starts, there is a lot less people can do about it. Ulamog, the Infinite Gyre/Temporal Adept pops or bounces permanents that are annoying. Sudden Spoiling keeps all creatures of one opponent in check for the turn I go off. Nevinyrral's Disk and Oblivion Stone keep the permanents from getting out of hand while i wait, Leyline of the Void & Bojuka Bog keep those pesky graveyards in check, Phantasmal Image & Phyrexian Metamorph are good commander removal. Academy Ruins & Volrath's Stronghold keep bringing back those important cards that have been destroyed. Capsize is crazy powerful in this format, if you have six mana, every turn you can bounce the permanent of your choice.
Utilities/Misc.:everything not already mentioned either fit well with the deck or was an awesome stand alone. I think it all works well but there is always room for improvement.
Questions, Suggestions, Comments, Other ideas Very Appriciated:Its not a perfect deck, and it takes a little while to get going. Any suggestions that would speed it up, stall better, both, or help protect the combo once out would be greatly appreciated.