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Mono Blue Commander Control deck. The idea behind this deck is to somehow play a traditional Control deck in a multiplayer Commander format. With your opponent's drawing three cards for your one card each turn, it is not possible to play a heavy suite of counter spells and expect to gain card advantage. Instead, this deck runs a few key counter spells, tons of card draw, some tutors, some spell recursion, several prison/punish effects and relies on a few win conditions. Most of the removal is either bounce, delay or counter, but wherever possible, exiling effects have been put in.

Wins for this deck will not come easy and you will probably be playing from behind most of the time. In a multiplayer format as the mono-blue player you will have to play a lot of politics. Use your counter magic wisely and only against key threats to you. Try to let the other players manage the threats and let them take each other out. Your job is to try to stay as invisible as possible until it is too late for your opponents to do anything about it. Remember, as soon as you counter a spell, you become a target. Try not to play your win conditions early, such as Talrand, Sky Summoner as they will be removed very quickly.

Commander Choice

Baral, Chief of Compliance - The majority of the deck is made up of Instant and Sorcery spells. There is no better general than Baral to help increase the amount and speed at which you cast them. At a cost of you can play him early and even with a few Commander counters on him, you can cast him late. Other options I've considered is Jace, Vryn's Prodigy   as well as Talrand, Sky Summoner. Baby Jace is the same casting cost as Baral and helps dig through your deck, but he is a bit more fragile than Baral and a much bigger target because of his Planeswalker abilities. Talrand is too fragile to removal and you have to spend much more resources and time to protect him in order to generate enough 2/2 flying drakes.

Win Conditions

Non-Creature Based

Creature Based

  • Nezahal, Primal Tide or Sphinx of the Final Word. These creatures can protect themselves and swing in for 7 damage a turn. By the time you are ready to cast them, your opponent's life totals will be much lower as well as the number of opponents you have.

  • Talrand, Sky Summoner. The majority of this deck is Instant and Sorcery spells, plenty of fuel for Talrand. You can overwhelm your opponent's with a fleet of 2/2 flying Drakes.

  • Thing in the Ice  . A flipped Titi usually wipes the board and leaves a 7/8 to beatdown with.

  • Torrential Gearhulk. A 5 toughness creature is going to take longer to reduce an opponent down to zero, but with its Flashback ability, you might be able to turn the game around.

Deck Upgrades

There are definitely cards that I would love to have in this deck such as Tamiyo, the Moon Sage, the other Fetchlands and Rhystic Study, but my budget doesn't allow it at this time. Most of the cards that are in the mainboard have been obtained through years of playing Magic and trading. Other cards that don't cost too much I haven't figured out how to fit them in and I'm not sure if they are better than something that is currently in the mainboard.

Other Win Conditions

I'd like to make this deck more versatile and include other win conditions. One I came across is the combination of Proteus Staff with Goblin Charbelcher. The idea, for those that don't know it, is to use the Staff to tuck a creature, say a 2/2 Drake from Talrand, have little to no creatures in the deck, which I already am at, and put your deck back in a specific order. You put the first land down far enough to equal your opponent's life total and then activate the Charbelcher. I also like the Staff on its own because it acts as a repeatable Hinder and Spell Crumple against your opponents.

Suggestions

I am always open to suggestions and welcome them. There are way too many Magic cards out there to know the best ones for your deck, especially in the Commander format where almost every card is legal. If you want to make a suggestion, I'd appreciate it if you also suggest which card(s) to take out of the deck.

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Comments

Casual

91% Competitive

Date added 6 years
Last updated 6 years
Exclude colors WBRG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

27 - 0 Rares

18 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.11
Tokens Ape 3/3 G, Bird 2/2 U, Drake 2/2 U, Emblem Jace, Vryn's Prodigy, Frog Lizard 3/3 G, Manifest 2/2 C, Octopus 8/8 U
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