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Blue/White Control

Jeff Wrobleski
3/06
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I've already shown that Green is going to get a lot faster (Although I've gotten a few odd replies about my card choices) so it's time to post a deck that's even worse looking. =) I wanted to build a deck that could handle speed, but not give up anything to other decks. So I went with mono-u control.

Sadly, mono colored control decks are almost NEVER any fun to build, play, or write about. So I built a quick U/W Control deck that I lovingly call. "PoS 0-2 Drop" =)

Before going straight to a decklist, I'd like to point out that this is the "fun" version that I built. I will be following it up soon with a more serious tournament version, but this one works fairly well right now. Here's what it looks like.

2 Morphling

4 Exile
2 Wrath of God
2 Disenchant
1 Bribery
1 Recall
1 Thran Foundry
1 Stroke of Genius
1 Soothsaying
4 Accumulated Knowledge
4 Brainstorm
2 Power Sink
4 Miscalculation
2 Rewind
1 Desertion
4 Counterspell

4 Adarkar Wastes
2 Faerie Conclave
9 Island
2 Terrain Generator
2 Remote Isle
1 Drifting Meadow
4 Plains

This deck seems to be a fair matchup against green and black, due to the easy control methods in this deck. I designed it to beat Stompy decks and handle Mono-U fairly easily. Thus far, it's only really bad matchup is red Land Destruction, but that can be fixed by adding Trade Routes.

I'll admit, it resembles a more T1 style U/W deck, but I couldn't resist adding in a lot of "one of" cards as long as I have Soothsaying and Stroke of Genius. The decks I really expect to prosper after Nemesis becomes legal, are Land Destruction, Tinker-Sanctuary, Stompy, and Rebel Weenie. Although I don't believe in Rebel weenie as much (due to Massacre) it doesn't seem to have a way to deal with mass destruction.

You could be wondering about the absence of Powder Keg, but the truth is that I don't like it as much as Wrath of God. There are quite a few cards that I could take out in order to add the Kegs, but this IS the fun version of the deck, the serious version may include them.

Here's a card by card analysis, explaining why I have it in there, and why I may/may not take it out, starting from the bottom.

Drifting Meadow/Remote Isle - I found myself in situations where I needed to find a counterspell, and it'd often be below the first few cards in my deck. This combined with Brainstorm and Accumulated Knowledge makes an interesting way to mill through your deck quickly. These probably will go out so I can get Blasted Landscape, just so I can have land that doesn't come into play tapped.

Terrain Generator - It adds colorless mana as well as put extra Islands into play. Activate this at the end of your opponent's turn after drawing one with an Accumulated Knowledge or Stroke of Genius. This may go out because I only have thirteen basic lands in the deck, and the situation hardly ever arises for me to use it.

Faerie Conclave - This gives me an alternate source of damage, as well as more blue sources. This could go out for more Islands just to ignore them coming into play tapped.

Desertion - This gives a small surprise when my opponent wants to cast a Morphling/Masticore or something else of importance. This could always be taken out for a third Rewind.

Power Sink - Just because it's a lot better than main deck Annul and it makes my opponent tap out. There isn't a very wide selection of counterspells in the new environment, so this does well. I would take these out for Mana Short, but since this allows me to counter a spell AND tap them out, it's worth it.

Soothsaying - Something to put your extra mana into. This guarantees you mana when you need it, or a chance to dig deeply for a Wrath of God. This may be taken out to add more copies of another card, but otherwise it's staying in.

Stroke of Genius - It refills your hand or finishes off an opponent playing Bargain if they draw their entire deck. This will never leave, just so I can have more ways to go through my library quickly.

Thran Foundry/Recall - This allows me to play a matchup longer, or recycle Wraths and Accumulated Knowledges. The foundry isn't leaving, but the Recall may be taken out for an extra copy of another card. That's about what it is now, except it costs too much to get the card back out.

Bribery - Oh come on, I love it when my opponent pounds on his/her deck saying "Where is my (put creature's name here)?" and then you steal it from them with Bribery. This card is more for the mirror-match than anything. This could be taken out for a third Rewind or a third Wrath.

Disenchant - It was either that, or Seal of Cleansing. The only problem being that the Seal lets your opponent know that it's there, Disenchant allows you to hold cards making them wonder if you have it or not. These could easily be taken out for Powder Keg, but Disenchant comes in handy against most other decks.

Wrath of God - I chose to use only two because I could Recall/Foundry it back into my library. The only problem is finding it to begin with. Although I have around 13 ways to alter my library/graveyard, it still is pretty hard to find it when I need it. I may take something out to change this to three in the main deck, allowing for more breathing room against Stompy.

Exile - This COULD go out for Topple, seeing how they both do similar jobs. The Exile allows me to target the creature of my choice AND gain life, while topple doesn't. Exile is an instant, Topple isn't. So, which would I rather use? =)

This isn't a tournament viable deck JUST yet, but this should give you some thoughts as to what could be coming to a local tournament. This is one of the ones I'm testing for the Regional championships, and it is already showing promise.

Until next time,

Jeff Wrobleski
wfamily@airmail.net

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