4 Color Blue

Beyond Dominia: The Type 1.5/1.X Magic Mill: 4 Color Blue

By Marcus on Friday, January 04, 2002 - 06:55 am:

Well Originally I was playing 5 Color blue, but then I realized that most of the card draw was wasted on finding my colors. So, I decided to take out the red to make the deck more stable. What do you think?

4 Tundra
4 Underground Sea
4 Tropical Island
2 Savannah
2 Bayou
3 Flood Plain
3 Wasteland
2 Farie Conclave

4 Counterspell
4 Absorb
4 Undermine
4 Force of Will

3 Swords to Plowshares
3 Pernicious Deed

4 Impulse
4 Shadowmage Infiltrator
2 Gaea's Blessing
3 Extract

1 Morphling
1 Rainbow Efreet

4 Chill
3 Duress
2 Perish
4 Ebony Charm
2 Sacred Ground

Well, Chill is obviously for Sligh and any red decks out there. Duress deals with your control decks along with things like Donate. Perish deals with green. Ebony Charm does really well against decks like Reanimator, Rock, and Turbo-land. Well....Sacred Ground didn't have much thought put into it, but it does get around armageddon and obliterate. What do you think about this deck??

By Marcus on Friday, January 04, 2002 - 02:39 pm:

would someone please help me??

By Guapeton on Friday, January 04, 2002 - 04:12 pm:

a couple of thoughts:
- rainbow efreet is pretty bad compared to morphling
- extract is card disadvantage and isnt really useful except maybe against decks packing blassings... take them out for maindeck duress
- absorb & undermine are both probably too slow for extended
- about the sb: hydroblast is strictly superior to chill, its true that a 2nd turn chill agaisnt sligh is basically game but thats not enough, also hydroblast helps agaisnt any deck packing pyroblast (trix)...
Another suggestion for the sb is funeral charm to kill boas and lynxes since they get around the deed
-Add 1 more swords and u probably need some kind of disenchant effect.
Thats it...

By BrianB, the Patron of Elves and Silly Combos (Brianb) on Friday, January 04, 2002 - 04:18 pm:

Absorb and undermine are subpar. Taking 3 life from your opponent is absolutely useless, and gaining 3 life yourself is only a little better. Forbid , mana leak, and even dissipate are all more solid choices that don't require a certain color of mana to work. I don't like extract. At best, it's soso when you manage to nab an oath decks morphling or weaver or someone's blessing or an ak. At worst, it's absolutely useless, wasting a card in hand and a mana during your main phase to very, very slightly hurt your opponent's future draws. If you must play something like that, use furnace. It can stop recursion, hoses reanimator, and cycles to boot. Blessing probably is marginal. It's dead early on and only slightly improves your draw quality in the mid/late game. No disenchant effects main or side is a big mistake. Maybe if you played 4 deeds, you could rely on them for maindeck removal, but you want a few more in the side at least. Duress is not a sb card. Run it main (i'd suggest that), or take it out to make room for cards that can really turn particular matchups. Last, i think i'd like FoF over the infiltrator as my card-advantage engine. With no other creatures but your late-game closers, those infiltrators make good those otherwise dead creature-control cards. FoF would make blessing more justifiable, too, to score those handy free reshuffles.

By Marcus on Friday, January 04, 2002 - 05:28 pm:

well, I've though about what's been said, and I think that this is what I'll do.

Undermine will be exchanged for 2 Dissapate and 2 Forbid.

1 Flood Plain will become 1 Bad River

Extract will become 3 Duress

Infiltrator will become 3 Fact or Fiction and 1 more Blessing//Deed.

I'm kinda wondering why you say that I should put in fact or fiction. I recall a while back that people were discouraging it in a deck similar to this because it wasn't cheep enough and that there was "so much better" stuff to work with. (probably because the other deck had 22 land)

I know for sure that Absorb and Undermine aren't too slow. They only cost 3 (just like Forbid and Dissapate). You may be correct about undermine, but absorb forces Trix to go off twice (or try to find a morphling) and not only that, but the deck has no problem trying to find white (or even black) mana seeing how I have the Library Lands and even Impulse if it comes down to it.

So after making these changes, Where would you reccomend that I put in 2 Erase?? I'd rather use erase because there really aren't any artifacts that bother me and Seal of cleansing goes away with the deed.

By shimrod on Wednesday, January 09, 2002 - 07:58 pm:

Cut the infiltrators.
Cut the efreet.
Add in 2-3 diabolic edicts.
When playing, hold edicts until you deed,
then edict the straggler.
Cut the extracts, and replace with brainstorm.
Donate will beat you by casting ruination.
I would consider some seals of cleansing
in the board, because they work equally well
vs donate and people sporting back to basics.
Back to basics and dustbowl both tear your deck
a new hole.

A blue control deck will probably be able to outdraw you, because you have no card drawing other than the infiltrator. Each AK/FOF/Whispers they resolve after the first means bad news for you. Your build looks to me like a revamp of Donais 5CU, but without any cantrips or serious card drawing.

By platipus on Wednesday, January 09, 2002 - 08:48 pm:

Winter Orb sounds like an artifact that might hurt you, so you might want to run a disenchant card that kills artifacts because winter Orb is popular, especially with Miracle Gro decks.

By Paul on Saturday, January 19, 2002 - 07:48 am:

marcus could you send or write youre 5-color variant (the one with the rages)

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