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Food For Thought: Up Above the Clouds So High

Mike Schuman

By Mike Schuman
03/18/2004

[Editor's Note: Frequently we will get submissions that try to tell us how good a"bad deck" is. Sometimes they are right, and sometimes they are completely off-base. With that in mind, we've started a new article tag called"Food For Thought." These articles will still be published as strategy, but when you read them you should recognize that they are testing wild, rogue ideas that work according to the author, or the decks that are discussed provide interesting builds that may not be rigorously tested, but perhaps exhibit a decent foundation for future decks.

Doing this allows us to continue publishing crazy decks like the one below while acknowledging that they may not be ready for primetime. After all, you never know when the next Trix deck will be discovered, or when Dream's Grip and Twiddle will become the catalysts for the latest rendition of Mind's Desire decks.]

With the release of the Darksteel expansion, many deckbuilders have jumped on such bombs as Arcbound Ravager and the infamous Skullclamp. There was one card that jumped out at me, behind the shadow of these bombs: Aether Vial. The versatility of a one-drop artifact that can provide its user with free creatures must have a place in some deck in the format. The problem lies with finding decent creature cards that not only share a certain synergy, but also a casting cost that is relatively equal as well. With the current speed of the format already, it was obvious that an entirely new pool of cards would have to be used to fully utilize this sleeper artifact.

This concept of free creatures brought to mind a deck that demonstrated the qualities that this card embodied: Blue Skies.

Blue Skies was a deck created in the Mercadian Masques block that used cheap fliers to provide a somewhat unblockable barrage against the opponent while also using free counters like Daze and Foil. It was not heavily noted in its time, but nevertheless, it did yield decent results.

At first glance, any reasonable deckbuilder would dismiss the notion of any cards that even relate to that deck in this format. Even worse is the concept of any mono-Blue beatdown being able to provide an offense in an environment filled with Goblin Piledriver and other cheap, heavy hitters.

Nevertheless, after playtesting three days after the release of Darksteel, and after countless failures, one version finally came out of the blueprints which, in my opinion, embodied the concept of fully using Aether Vial to pump out beatdown and relatively cheap counterspells to boot.

Blue Skies Reborn
4 Aether Vial
4 Spiketail Hatchling
4 Phantom Warrior
4 Spire Golem
4 Wizard Replica
4 Mana Leak
4 Skullclamp
4 Echoing Truth
3 Sword of Fire and Ice
3 Lightning Greaves
18 Island
4 Blinkmoth Nexus

Sideboard:
4 Scrabbling Claws
4 Stifle
4 Stabilizer
3 Bribery

Aether Vial
The focus of the deck, this is one of the decks only one-drops. This artifact allows you to drop your counter creatures in response to a spell and drop your aggro creatures at the end of your opponent's turn or on your turn with a Lightning Greaves out.

Spiketail Hatchling
This two mana counter creature provides the deck with an option for a two-drop using the Vial. It can be used to stall an opponent's spell and to attack while keeping your opponents waiting for that extra mana to pay for the ability.

Phantom Warrior
This long-forgotten card from 8th Edition is the only creature in the deck that does not have flying. It is also the mana limit that you should have for your Aether Vial. This three for a 2/2 beatstick ensures that you will be able to damage your opponents, especially if you equip him with one of the seven Equipment cards that deal extra damage.

Spire Golem
The golem is the only creature that should not be cast with the use of Aether Vial. This guy is a perfect fit in the deck, since the more land you play, the cheaper he gets. He provides an airborne offense as well as a solid defense for your deck.

Wizard Replica
This card is one of the most important to your deck. It uses the three-counter limit for your Aether Vial, but it is very flexible in usage. He can be cast with the Vial as an instant to counter a spell. It can be used to stave off a weaker attack or provide yet another flying attacker on your enemy, especially with equipment attached. He also provides a weird combo with Skullclamp. Equipping this guy provides you a limited counterspell with card draw. It makes one question if this combo was had in mind when Skullclamp was designed, since Wizard Replica is the one being equipped in the Skullclamp art.

Mana Leak
This card should not need explanation; it is a staple in almost any deck that utilizes blue since Counterspell was dismissed.

Skullclamp
Yet again, Skullclamp appears in another deck. This definitive beatdown staple can be equipped to most of your creatures and provide replacements in case of a Wrath effect. It was a debate at first to put this card in, but the synergy provided with the high toughness creatures in your deck was a welcome fit.

Echoing Truth
This brand new bounce card was only added into the deck in the most recent version of the deck. This card, although an unorthodox choice, turns out to be a great foil for the format. It can bounce those pesky soldier tokens from Decree of Justice, remove counters from Arcbound Ravager, or to just bounce a nuisance card you were not able to counter.

Sword of Fire and Ice
The abilities stacked on this Equipment when it hits a player are too good to ignore in a deck full of virtually unblockable creatures. It provides an answer to Goblins with protection from Red if you are able to play it quick enough, which can happen. It also gives your deck more damage to finish your opponents as quickly as possible while drawing more threats to deal with.

Lightning Greaves
I felt this equipment card was necessary in this deck to further allow the deck to compete with the current metagame. It can be sideboarded out if necessary, but for the most part, this card gives your creatures another outlet to deal more damage before your opponent draws an even bigger threat.

Blinkmoth Nexus
The new man-land, although not as good as Mishra's Factory, is a flying creature that can pump others of its type and provide an unexpected last resort defense for your deck. It can also utilize Equipment cards after a Wrath to draw cards with a Skullclamp or a Sword of Fire and Ice to provide another flying beatdown on your opponent.

Scrabbling Claws
This artifact is an obvious choice to dig out such pests as the Eternal Dragon and other recurring creatures found in such decks as the Rock.

Stabilizer
Another cheap artifact that hoses down a powerhouse deck in the format, it is necessary to halt Slide from stopping your win conditions.

Stifle
Stifle is one of those cards than can be used against almost any deck in the format, but most notably for putting up another answer for Decree of Justice. If the format uses any style of Mind's Desire, this is the sideboard choice for the match.

Bribery
Bribery was almost good enough to make the main deck, but with so much Ravager Affinity flooding the format, it had to be placed on the side. This allows you to dig out your opponent's greatest threats and use it against them. Any deck that uses Exalted Angel or any White powerhouse is a great target. This card allows even quicker beats with a Lightning Greaves out on the field.

Blue Skies versus Ravager Affinity (50-60% win percent)
This will be the percentage most under fire, but after countless matches, it turns out to be a great matchup. Your early countering ability comes into play to halt your opponent until you can get a solid offense mounted. If you can get out the Sword of Fire and Ice here, you can easily shock off the smaller creatures of the deck. Echoing Truth will save your life, as it can remove counters in a snap. No sideboard is necessary for this matchup.

Blue Skies versus Land Destruction: R/G or Ponza (55-60% win percent)
This is the best matchup you can hope for. An early Aether Vial will allow you to ignore most of the land destruction your opponent throws at you. Plus, your advantage with running a mono-color deck allows you to come back easily after a few turns. Do not sideboard for this match; everything in the deck is built against this type of deck.

Blue Skies versus Goblins (35-40% win percent)
If you win this match-up, you either got a God hand or your opponent drew nothing. There is often little offense or defense your deck can put up without destroying your own tempo in the first three turns of the game. If you can chump block or counter your way to about turn 5, drop the Sword of Fire and Ice and equip that sucker. Either way, your sideboard will not help here, and you will have to use the deck's unique qualities to outmaneuver your opponent.

Blue Skies versus White Control: Slide, Mono-White, or U/W (40-50% win percent)
The keyword here is Echoing Truth. This card will keep your opponents from tapping out for the Decree or not playing it at all, based on the version being run. Mono-White is the hardest match-up by far, due to the high amount of mana produced by the deck, especially with the Urza Lands. Overall, if you can drop an Aether Vial or even a Skullclamp in the first two turns, you stand a chance in winning. Sideboard Scrabbling Claws or Stabilizer for Lightning Graves; it will have to be your discretion which one to sideboard.

Blue Skies versus The Rock (50-55% win percent)
The first game against this deck is all about countering Ravenous Baloth. If you can stop this beatstick from reaching the table, you will be in good shape. Either way, this deck will probably beat you first game if you can't pull a counter against them. The biggest mistake is countering Oversold Cemetery. This idea sounds a bit stupid, but you should save your counters for their threats and perhaps bounce the enchantment before their upkeep. Sideboard in Bribery for Echoing Truth to either capture a Nekrataal to kill their creature or grab another beatstick to help you win. If you want to play methodically, take out the Lightning Greaves for Scrabbling Claws to try for to win the marathon.

Overall, this deck is designed to throw a curveball to help you win over your metagame. This current format is greatly lacking in early flying threats, which Blue Skies tries to take advantage of. Even though the entire notion of a deck that uses Blue alone, rather than as a helping color in Mirrodin seems out of place, I think this deck in playtesting and design has a rightful place as an underdog in the format. May the skies be clear for your victory.

-Mike Schuman


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