A Mono-Blue () colored deck centered around Emry, Lurker of the Loch.

Overall this is a High-Powered Build, meant to be somewhere around / on the power scale.

Number 2 : Mono-Blue

This is the second in a series of 32 decks total, a chronicle to have a deck for each color identity throughout Magic.

The intent of my build here was to follow suit with my first attempt, and try to stay low to the ground, while putting out maximum effort.

What I hadn't counted on was having the opportunity to bring love to a creature I hadn't ever gotten around to; Emry, Lurker of the Loch. A long documented artifact loving siren, who reminds me so much of Ariel from the namesake movie.

This build is low-key making fun of Ariel's obsession with Bobbitts and whatsits and translating that into a deck that wants to Drown you with all of its toys.

Main features of the deck are beautiful Baubles and trinkets that are not only dazzling, but absolutely on theme with a materialistic socially sunken siren.

Artifacts Matter

This category is going to illustrate all of the fantastic little toys that "Ariel" keeps in her Treasure Trove; a bunch of toys that can come out early and stick around with legs to climb as our Siren travels to and from the Command Zone. With two toys per tax, I think we can realistically cast our Commander without issue, regardless of turn, response, etc.

  • Artificer Class can early on, help you develop more of a large artifact-centric board state which is great in getting our commander to the field as early as possible.

  • Artificer's Intuition is a near-perfect engine for us, and can help go fetch some of the more game-ending pieces as early as possible.

  • Etherium Sculptor keeps the party rolling much like Artificer Class but doesn't have the extra legs on the backside. Since it's a creature, it helps with the low mana value to get it out early and keep casting your trinkets and toys.

  • Metalworker is one of my favorite artifacts in all of Magic history, because you hold it up like "ah" and then you get free mana. It's free real estate. What's not to like? oh, but if it could get a reprint and only be legal in it's previous formats that'd be fire. Hello, Something Something Masters 2025..

  • Mirran Spy will facilitate a very fast turbo-mill strategy if you can line up the pieces, since you get to untap Emry and potentially keep running that for as long as possible. I've gotten six cards milled deep on turn 2 with that.

Mill

Mill as a win-condition normally causes some groans at the Edh table, but honestly who cares; you can commit to winning in such a fast fashion that it'd be irresponsible to try and build something high-powered.. but not include instant win conditions? Don't be ridiculous, I'll use my Dinglehoppers as I damn well please.

  • Codex Shredder does it's thing, very reliable in Mill-based strategies.

  • Brain Freeze is one of our alternate win conditions, but if you're close enough to the Storm player at the table, it could be an opportunity to knock out more than one player at once.

  • Grinding Station will consistently provide you with the ability to mill, much like the Codex detailed above.

  • Mesmeric Orb will benefit us by giving us plenty of fodder to fish back from the grave, while also disrupting your opponents who have well developed permanent strategies. Looking at you, Green Players. (it's me, I'm the green player.)

Draw

  • Rhystic Study is the most classic and proverbial gut-check of any mono-blue build- it's your meat and potatoes interaction piece to net a handful of cards with the rotation of the table.

  • Mystic Remora is here for veteran presence mentality. Remember, don't feed the fish.

  • Curie, Emergent Intelligence is just a brute draw on a body ability, that when abused appropriately, can provide you with a handful of cards in no time.

  • Conjurer's Bauble as well as Chromatic Star, Chromatic Sphere, Aether Spellbomb, etc. are all great turnover cards that provide an instant access draw type ability, and might facilitate getting that one.. more.. draw.. moment.

Removal

  • Rapid Hybridization is one of two really fun spells I like to use that hold up what I like to call "Big Dumb Timmy Counter" energy. You look at something and say "that's a funny looking lizard".

  • Pongify ibid the above because "that's a funny looking Monkey." I crave a chance to cast this on Ragavan, Nimble Pilferer so that I can say "your monkey got into the protein powder.."

  • Chain of Vapor because let's face it, no one would sacrifice a land to copy this spell and do it again. Not unless they were self-sabotaging, or also running a mono-blue artifacts matter type build.

  • Counterbalance is going to "remove" something. It "removes" your friendships from your life. Alongside a Sensei's Divining Top handy, it means you could be EXTRA mean, no one casts anything. Sit here while Ariel plays with her toys.

  • Cyclonic Rift NEEDED to be in this list because otherwise the whole table would bully you with all of their big creatures and just curb stomp you to death for running this deck. Clench to your bounce and counters with all of your might.

  • Because it's just too funny not to detail here, you can use Kitesail Larcenist and Displacer Kitten to loop your opponents best pieces off the board indefinitely. Imagine wanting to blow up one of the two, and the Kitten just.. blips it from existence, and when it returns the Larcenist turns that shit you tried doing into some treasures. Golden. and technically.. spot removal.

Alternate Win Conditions (Alt-Wins)

This category is meant to detail some things that are pretty much unorthodox, and arguably the only reason it's here is because.. well.. I say so. Alternate Win Conditions (regardless of their color shard) are not really a focus, more of an afterthought, which is pretty well detailed by it's moniker. That note aside, these cards have the capability with some help, to sneak up on the table and well.. win!

  • Mirrodin Besieged literally has a "target opponent loses the game" clause, and that's just gravy. Alongside some janky moves like getting Myojin of Cryptic Dreams onto the field and copying this enchantment, I'd be surprised if my friends don't scoop in the face of that. Besieged will continue to create bodies that can be thrown for value, or just duplicate the secondary option and proceed to tell everyone else they lose. Good game!

  • Thassa's Oracle is a well-known card that can be used in tandem with the Lion's Eye Diamond + Brain Freeze combo, if for some reason you were casting it on yourself.

  • Jace, Wielder of Mysteries protects the win condition it provides by not only facilitating the static ability, but you can trigger the last ability and still bet on winning the game with an empty deck.

  • Laboratory Maniac isn't in the main list.. I think. But that doesn't mean it wouldn't do something very similar to what the deck is already trying to accomplish. In that same effort, I guess an honorable mention would be Triskaidekaphile.

  • Curie, Emergent Intelligence + Nerd Rage means you might draw out your deck, a perfect time to make sure one of those other "draw-to-win" cards we detailed above is on the field.

I hadn't given this deck much thought when putting it together other than to focus on the concepts I'd set out to be great at, but really this construction was a lot of fun, stuck to the theme, and might be fun to talk to people about for a variety of reasons. I look forward to any discourse, and will likely be doing Update Tabs in order to document new additions and stuff over time.

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Casual

94% Competitive

Revision 1 See all

(8 months ago)

+1 Baral, Chief of Compliance main
+1 Colossus Hammer main
+1 Curie, Emergent Intelligence main
-1 Efficient Construction main
+1 High Tide main
+6 Island main
+1 Kitesail Larcenist main
+1 Laboratory Maniac main
-1 Mana Maze main
+1 Nerd Rage main
-1 Painter's Servant main
+1 Rogue's Passage main
+1 Strip Mine main
+1 Timetwister main
+1 Wasteland main
Date added 8 months
Last updated 5 months
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

47 - 0 Rares

25 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 1.93
Tokens Ape 3/3 G, Bird 2/2 U, Construct 0/0 C, Copy Clone, Frog Lizard 3/3 G, Myr 1/1 C, Treasure
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