A B/U control-deck, taking a different approach in manipulating the battlefield. The idea behind this deck is to 'ricochet' your opponent's permanents off the field constantly, then get them into a bind when having to recast those cards. Using a myriad of potential combos, you can remove, bounce, and stall your opponent down until they are virtually unable to do anything with their hands.
Ricocheting allows you time to get to your deus ex machina. Using Curse of Exhaustion with Knowledge Pool is an evil way to get a win con within a turn or two 90% of the time. By doing so, you have completely removed your opponent's ability to cast any spells. Knowledge Pool requires a person to be able to cast two spells in a turn, regardless of the fact that the second is free, it is still casting!
Getting Venser down and bumping him to his exile emblem quickly polishes the field, although simply clearing creatures out and using your little guys to get in some digs will also get the job done.
The main thing to keep in mind with this deck is that patience pays. This deck is slow, and it is meant to be slow, taking its time methodically moving pieces around, arranging the chessboard to the most advantageous position for yourself. Take a few hits from some early little guys; you can blast them out later, or at least make them regret attacking you. Thinking critically and carefully, the design behind this deck is to keep your opponent busy with replacing cards and trying to find ways to cast anything. Done right, they will end up discarding things from their hand.
This is a new manifestation of the deck, given some overhauls to try to counter what has been a hit-and-miss deck. The first run with this deck had terrific combos, many of which to choose from. T
I have taken pains to simplify this down to the very basic premise, give some versatility to the utility of this deck, and get it polished up and ready for play. Let me know what you think.
Tip: Unless your hand is a beauty, if you have Knowledge Pool in it from the start, I'd pull a Muligan.
Here is the new lineup:
Lands:
You have your dual colored, and in addition, Moorland Haunt and Buried Ruin. One to get you more fodder on the board, the other to get your precious Knowledge Pool back in your hand, if it got yanked.
Enchantments:
Same as before, but the numbers are changed. The ORIGINAL main idea behind this deck, what inspired it all in the first place, was Dissipation Field and Curse of Exhaustion, bouncing back attackers, and slowing casting way down. With only two of each in the deck, I found that I saw these cards less than half the time. Frankly, maybe one out of three games one of the two would show, and closer to one out of five would they both get into play. Getting three of each in has dramatically lifted this.
Artifacts:
Sphere of the Suns provides mana ramp, getting the enchantments down earlier, and the big combo for this deck as quickly as possible.
Knowledge Pool is a fun card that with Curse of Exhaustion, screws your opponent over like a night with a jailbird named Bubba. I also like being able to have more spell selection on the table, from my side and theirs. :)
Instants:
Vapor Snag and Unsummon provide creature clean-up, bouncing things around. The focus should be when your life is getting too low, or your opponent pulls a fast one and enhances them with enchantments, instants, or artifacts.
Psychic Barrier is good for dealing with creatures you don't want to give a chance at all- usually has to do with abilities.
Sorcery
Day-of-Judgement cleans up the messes. If the field gets flooded fast, or becomes too difficult to deal with, too pumped, whatever, wipe it clean. Or, if you have the board locked, get rid of all creatures and let your opponent scoop.
Creatures:
AEther Adept is a Queen of Bouncing. She comes out and provides services as a blocker/attacker, and she gets something off the field. Toss in Venser, and you have an unsummon every turn.
Treasure Mage is a nice tutor for the big artifact of this deck. Again, another card that does a job, and then becomes a good blocker/attacker.
Last but certainly not least, Snapcaster Mage just makes things work. Getting double use out of spells is just awesome!
Planeswalker:
What needs to be said about Venser, the Sojourner? Bounce stonehorn, bounce lands for extra mana, make your creatures unblockable, or just go straight for your Emblem(s) and wipe away the field with every spell. He truly makes the ricochet possible.
Now, the sideboard:
When I do not run into aggro decks, I run into Shrine of Burning Rage decks, and nearly pure Planeswalker decks. The sideboard is configured to easily exchange cards in favor of better functioning cards, and to work against the token heavy decks as well, as spot removal just will not cut it.
Negate- swaps with Psychic Barrier typically, acts a non-creature spell counter, for decks with bad enchantments/curses, artifacts like Shrine of Burning Rage control, or planewalkers.
Celestial Purge- Mainly here for the problem planeswalker, though I might switch a couple in to deal with decks utilizing Geralf's Messenger, to get around the ETB effect (repeated Vapor Snag is a bad idea 0_o). Typically switched with Vapor Snag.
Disperse- Exchangeable with Unsummon, this is for decks with less creature focus, and more planeswalkers or hard to handle artifacts.
Dissipate
- A hard counter to get rid of cards for good. Can go in for Psychic Barrier, or if the deck is nearly a pure planeswalker mess, go in for day-of-judgement.
All in all, I hope this will operate faster, more efficiently, and be more versatile with the sideboard. Let me know what you think, and if you like the idea, give that +1 in the corner a nice little click. :D