Modern Mono U Control (Budget)

by dknight27 on 23 November 2017

Main Deck (60 cards)

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Deck Description

I've always had problems with builds like this as they have extremely little interaction effects once something hits the field without a side. Any ideas out there about how to solve this problem?

Deck Tags

  • Modern
  • Control
  • Mono Blue

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

051000

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Modern Mono U Control (Budget)

The problem is that you have no win conditions, and you have no engine. Firstly you have to figure out what it is that you're trying to get this deck to do, then build around that. Only then can you create real synergy.

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Posted 24 November 2017 at 01:57

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As for this one, let me start by saying that this is positively a work in progress, and I admit its not ready for the factory floor. To my knowledge, no direct interaction (besides high mana cost enchantments and psionic blast) has been printed for modern, which is a HUGE problem for mono-blue decks. That being said, I refuse to believe this mechanic is untenable, and thus the search continues.

Secondly, let me be clear in saying that nothing I say here is meant to demean you, put you down, or dissuade you from playing or pursuing magic. I say this because I gathered from your two comments on my decks that you are a newer player. I think this because you said my other deck has no win conditions and is missing a point, when in fact the structure (if not the cards or strategy) is a cookie cutter control build, which occupies about 1/3 of the decks its possible to build in magic (the other 2/3 being aggro and combo).

So, going on the assumption that you're a newer player (not an insult, and maybe im just reading the whole thing wrong), but let me explain some of the synergy and strategy this deck has going for it.

Basically, a control build like this stops the opponent from fielding their win condition if its aggro or stops the search and execution process if its combo, long enough to get a win condition on the board (while having the resources available to protect it and still maintain control). This deck accomplishes that with disciple of the ring (which I've never used before but wanted to test) and gearhulk, which is arguably one of the best additions to control in the history of the game (it flashes in with a control effect and then sits as a 5/6 beater putting opponent on a 4 turn clock). Yes, that's only 5 cards in the whole deck that act as a win condition, but the rest of the deck supports this few win conditions because they provide tactical advantage (rearrangement of the hand/moving through the deck), as well as tempo advantage (making opponent waste time/mana so you see more cards from the deck anyway), so really the consistency of seeing a win condition is much higher than it seems. In addition, search for azcanta is is just a plain old stupid card for control as it initially acts as a better version of a scry effect (like sensei's divining top), but turns, rather easily and quickly into a mana/card advantage producing engine of control doom. In a deck like this, and so many others, that mainly relies on instants/sorceries, the land version of azcanta is about as good as it gets. Plus, even if you don't have enough mana to consistently use its grab effect, it ups your available mana count, which is wonderful in a control deck that is starving for that gearhulk.

As for the idea of real synergy, yes I admit this isn't the most synergetic deck ever built, as I've said above this is very much still in beta stage, but the way the win conditions fit into the control elements is solid, search for azcanta feels right at home, and for the budget this deck is made for, its synergy isn't half bad. Disciple of the ring can be a real powerhouse considering that all it needs is a surplus of instants/sorceries and available mana (both of which this deck has). You can completely shut down non-creature spells, buff itself past the competition, buff itself for the win, tap its way past the competition, untap itself to block, untap a gearhulk to block, etc. And, being a 3/4 in base, its immune to the rule of 3 (3 damage being the standard burn damage used to murder creatures).

So, to overview what the deck does again, it has turn 1 and 2 plays basically every time to make sure you stop opponent's tempo grab, solidly holds onto the middle game, activates a win condition, protects it, and finishes out a grind. Every card is meant to further this purpose, and with the edition of supreme will and censor, I couldn't resist at least trying this build (as both cards are effective in the early game as affordable and diverse counters but if they can't be used to counter they work as a draw engine).

Just an explanation to perhaps clarify what my intentions were. Again, I'm not trying to be an ass at all.

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Posted 28 November 2017 at 01:39

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