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This is a mid-tier deck. The strategy of this deck begins long before the game starts. Upon arrival, make sure you have excellent rapport with your playgroup. If someone eventually asks you what deck you are playing, reply with insinuating eyebrows, “counterspell tribal,” and you will get a hardy laugh out of the group, with a few subsequent “oh my gods,” and “kill mono blue first” (This opinion will change if you play your cards right).

During the beginning of the game, be as cooperative as possible. Let them know when you are holding counterspells, and let them vote on what threats should stay or go. Your modest board state (mostly ramp like Stonybrook Banneret and Volshe Tideturner) will inform the group that the greedier players are the main threat.

In the mid game, focus on the furtive card draw engine. Archmage Emeritus, Archmage of Runes, The Magic Mirror and Azami, Lady of Scrolls are our main permanents for this feat. At this point, be smart with the counter magic. Remember, only some threats can ruin your end game. This strat is just as much “what should I counter” as it is “what should I keep”? It can be a boring way to play for some. Your opponents’ turns will get longer and longer as their board states become more unsustainable, while your turn will be as quick as possible: draw, play a land, conservatively cast one permanent (always holding up plenty of mana), and pass. However, the endgame is where these roles drastically reverse.

The endgame starts with Treasure Mage, who can help you find Platinum Angel.

Once Platinum Angel is on the field, Protect it with endless counterspells. You now don’t have to worry about any other factors other than protecting the angel. Then, simply refresh your deck endlessly with Elixir of Immortality and Finale of Revelation until the remaining players concede. No combat. No mill. No win condition. A whopping handful of cards. The win condition is just making your opps suffer as the game goes on as long as possible— A strategy true to the color identity. Your group shall loathe the color blue for many weeks to come!

Wizard subtribal is shockingly powerful. Dour Port-Mage Combos well with Cyclone Summoner. Not to mention, all your wizard-based ramp can become counterspells later in the game with Patron Wizard. As for Baral, Chief of Compliance, he is pretty much a scape goat. He hits the battlefield early and players are terrified of him (even though he is just ramp, of which the deck contains plenty). Honestly, it’s okay to let him die. If he soaks up a removal spell, that is kind of like a counterspell in a way, protecting your later threats from the removal.

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97% Casual

Competitive

Date added 2 years
Last updated 14 hours
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

30 - 0 Rares

21 - 0 Uncommons

14 - 0 Commons

Cards 106
Avg. CMC 3.14
Tokens Copy Clone, Foretell, Rogue 2/2 B, Treasure
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