Mono-blue combo-heavy fun on a tight budget!
Image by purplekecleon on deviantart (http://purplekecleon.deviantart.com/)
OVERVIEW::
This deck is designed to give you heavy card-draw with heroic effects and self-replacing enchantments while pumping your Chasm Skulker and Sage of Hours for heavy damage to the opponent.
DISCLAIMER:
This is a for-fun deck for casual play with friends. It comes nowhere near blue devotion, for example, in terms of competitiveness. It's designed to fit within the casual magic player's budget while still dishing out some fun combos.
COMBOS:
Pretty much everything in this deck synergizes with everything else, but I'll list a few notable combos. Playtest the deck yourself to find its full combo potential!
Artisan of Forms + any spell: turn your Artisan into a copy of your Chasm Skulker/Triton Fortune Hunter/Sage of Hours, or into your opponent's biggest creature. The flexibility here is very strong, and should not be underestimated. For example, if you transform into Chasm Skulker and later transform into another creature, Artisan of Forms retains the +1/+1 counters from the previous Skulker form. You can therefore transform into a heavily buffed version of your opponent's strongest creature, or shift from Chasm Skulker into Sage of Hours and sacrifice your counters to gain a free turn. Take full advantage of this ability to completely control the game.
Dakra Mystic + Triton Tactics/Crypsis: Multiple triggers of the mystic's ability or the flexibility to block/stall. You can use the Mystic's draw ability in conjunction with untap spells to rapidly pump your Skulker, while creating an invincible or high-toughness blocker in the process.
Triton Fortune Hunter + Retraction Helix + Triton Tactics/Crypsis: Return two nonland permanents (including Planeswalkers) to enemy hand and draw some cards for your troubles. The 1-mana cost of these instants also allows you the extra mana to cast the cards that you draw, leading into long chain-draw combos that accelerate your tempo.
Triton Fortune Hunter + Fate Foretold: 3 cards drawn total, 2 of which are drawn immediately on cast, one more on death. Fate Foretold on your important creatures like Triton Fortune Hunter also provide you with incentive to block with these creatures, and make your opponent have to think more carefully about killing them off.
Dakra Mystic + Chasm Skulker: Your mystic's ability also pumps your skulker when you choose to draw. This means you will often choose to draw off of the Mystic's ability unless it would put a terrifying card in your opponent's hand, in which case you always have the option of milling the two cards instead.
Triton Fortune Hunter + Glint: Protect your main draw engine while drawing a card in the process! Because of the presence of Heroic effects in our deck, Glint is a slightly better Negate when the opponent uses removal on our creatures. You should try to reserve this card for exile effects, as they are the most damaging to our strategy.
Triton Tactics/Glint + Profaner of the Dead: Buff a creature's toughness, then bounce the enemy board with Profaner of the Dead. When used correctly, this single combo will almost instantaneously win your the game.
Chasm Skulker + Profaner of the Dead: Sacrifice your Skulker to bounce the enemy board and gain an army of squids. Then while your opponent attempts to repopulate the board, rush in for damage with the squids.
Any creature + Fate Foretold + Profaner of the Dead: Sacrificing creatures to your Profaner isn't so bad when you get a card draw out of it.
Chasm Skulker + Crypsis: The alternate usage of Crypsis is to make your own creatures unblockable when it's time to swing in for lethal damage, particularly with your pumped-up Chasm Skulker.
Sage of Hours/Chasm Skulker + Ordeal of Thassa: Thanks to the mechanics of these creatures, you can get instant activation on Ordeal of Thassa to draw cards. For Chasm Skulker, let's say he's a 3/3 (2 +1/+1 counters on him) and you enchant with Ordeal of Thassa and attack. When you attack, you gain a +1/+1 counter, which puts your Skulker at 4/4 with 3 counters. Since you have 3 counters, you sacrifice Ordeal of Thassa and draw 2 cards, which adds an additional 2 +1/+1 counters to Chasm Skulker. So your 3/3 Skulker swings in as a 6/6 and you gain 2 cards. For Sage of Hours, you get an additional +1/+1 counter just for targeting him with Ordeal of Thassa, bringing you closer to the 5 counters necessary to take an extra turn.
SIDEBOARD COMBOS:
Chasm Skulker + Polymorphous Rush + Sage of Hours: When you transform your Chasm Skulker into Sage of Hours using Polymorphous Rush, it retains all its +1/+1 counters! So you can pump your Chasm Skulker, polymorph it into Sage of Hours, and then remove those counters for extra turns.
LIMITATIONS:
This deck is weak to fast removal and control decks. Perhaps its biggest weakness is exile effects and bounce effects. An exiled Chasm Skulker or a creature exiled while enchanted with Fate Foretold never dies, and therefore the death effect never triggers. The same occurs if they are returned to your hand. This can easily be done with something like Chained to the Rocks or Voyage's End. These spells are the biggest limiters of this deck's competitive potential. Glint and our sideboarded Negate/Dissolve help somewhat with this issue. Any other suggestions to sideboard against these spells is most welcome.
Exile effects you need to look out for:Ugin, the Spirit Dragon, Utter End, Abzan Charm, Chained to the Rocks, Banishing Light, Last Breath, Anger of the Gods, Perilous Vault, Silence the Believers, Anafenza, the Foremost
Other dangerous cards:Stormbreath Dragon, Void Snare, Force Away, Voyage's End, Jace, the Living Guildpact, AEtherspouts