I. Introduction
So I decided to make a mono-blue deck. That's right, it's the color that I probably use the least. I don't like instants, and I don't like "I win" combos. I'm going to try something infinite and hopefully not going to do anything broken in the deck. So you won't be seeing any of these combos:
or
and 
Admittedly none of these are infinite. They are just the combos I could immediately think of off the top of my head that had been played against me recently, and they are truly annoying. Although I am going to include some of the above cards, I am not going to include the entirety of any of these combos. I am not against any of the cards above on an individual basis, I'm just not a huge fan of the combos themselves, mainly because they are typically non-interactive and easy to assemble. However, this is just my opinion.
I am going to play a few counterspells, but generally only ones with high casting costs and are goofy that wouldn't see play in a 60 card deck. I will play some theft, as I never really had a problem with that before. But the idea is to pick a Commander where people aren't going to immediately gun for me, and I don't want to be "that guy" at the table that sets up the huge storm count to Brain Freeze the entire table on turn 5. Now, I don't want to get into a whole "what is casual?" debate. I understand why people play the decks or combos, and if you like playing this kind of stuff, more power to you. It's just not my style. Keep in mind that if you play enough games of Commander, you will see each of the above combos played, and you should likely be prepared for them, or just let the player combo out so you can move on to the next game. But the deck I'm showing you today is not going to be a hugely powerful monster that wins 95% of the time and make people throw down their keyboards or laptops in frustration every time they play against it. Hopefully it will be fun. Let's see how I do with this goal.
II. The Deck: A Blue Deck?!? You Impostor!
So being mono-blue, people are generally going to expect me to play a mess of counters or other things that bug them, and they are going to gun for me pretty quickly. I don't want people to freak out right away, so I need to avoid certain Commanders. I don't want to use Teferi, Mage of Zhalfir, who basically says "You can't play instants. And by the way, all my dudes have flash." I don't want one of the Card Advantage Royalty, aka Arcanis the Omnipotent and Azami, Lady of Scrolls. I don't want to try and lock people out of playing the game with Erayo, Soratami Ascendant. I also don't want to use Arcum Dagsson, who will try and kill all opponent's lands with some frustrating Mycosynth Lattice/March of the Machines combo. Keep in mind these observations are based upon my experiences.




Annoying.
What I do want is a non-threatening Commander who has a useful ability. I want someone who isn't going to jump right out and say "Take your punishment and like it" like the Commanders above typically do. That's why I went with this guy(? I can never really tell with some of the Kamigawa legends.):

Not so annoying.
Sakashima is actually pretty useful. He is your friendly Clone variant. He can copy the best creature on the board, and he can bounce himself to avoid being tucked. I think those are two generally pretty useful abilities that won't keep my opponents from playing their decks. And my opponents will hopefully end up taking that into consideration when deciding who to go after. Early on I can use him to copy a Solemn Simulacrum to ramp up the mana. Later, I can copy someone's Seedborn Muse. I have copied these creatures, as well as Woodfall Primus, Deus of Calamity, Reya Dawnbringer, Maelstrom Archangel, and Baneslayer Angel. Sakashima can even copy an Eldrazi like Emrakul, the Aeons Torn in the late game, as well as other people's Commanders and legends without repercussion. Good stuff.
Choosing Sakashima as my Commander brings to the forefront the role of politics. If you want, when playing this deck you can start off by letting everyone know you aren't going to be "that guy." Or you can just let the cards do the talking. Oftentimes someone will make a comment about hoping that I don't counter their spells. I this commend to tell my opponents that I only run 5 hard counters, or that I don't have any broken combos in my deck. But people are going to be wary of you because you are the blue player and they may not always believe you. Just be prepared for games when everyone starts attacking you and you haven't done anything of consequence yet.
When I first put together the deck, I wanted to avoid Counterspells entirely. I really wanted to focus on the copying, theft and card draw, as well as other fun cards and stuff that I don't typically see used. However, I noticed that due to blue's inability to deal with permanents, there were sometimes spells that just needed to be countered, or I would be completely hosed. There were also times when others at the table looked at me to have an answer for when an opponent dropped a game changing bomb. I guess it pays to be prepared. So I bent my rule a little and added a few counters. Let's take a look at the deck.
Creatures
1 Aeon Chronicler
1 Arcanis the Omnipotent
1 Body Double
1 Clone
1 Draining Whelk
1 Duplicant
1 Inkwell Leviathan
1 Keiga, the Tide Star
1 Kira, Great Glass-Spinner
1 Magus of the Future
1 Memnarch
1 Sakashima the Impostor
1 Scrivener
1 Solemn Simulacrum
1 Soramaro, First to Dream
1 Sower of Temptation
1 Sun Quan, Lord of Wu
1 Teferi, Mage of Zhalfir
1 Thada Adel, Acquisitor
1 Trinket Mage
1 Uyo, Silent Prophet
1 Venser, Shaper Savant
1 Vesuvan Doppelganger
1 Vesuvan Shapeshifter
1 Willbender
25 cards
Other Spells
1 Crystal Shard
1 Everflowing Chalice
1 Expedition Map
1 Extraplanar Lens
1 Gauntlet of Power
1 Journeyer's Kite
1 Mana Crypt
1 Mind's Eye
1 Nevinyrral's Disk
1 Oblivion Stone
1 Sculpting Steel
1 Sensei's Divining Top
1 Sisay's Ring
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Tormod's Crypt
1 Worn Powerstone
1 Strip Mine
1 Jace Beleren
1 Future Sight
1 Honden of Seeing Winds
1 Capsize
1 Desertion
1 Evacuation
1 Fact or Fiction
1 Hinder
1 Mystical Tutor
1 Overwhelming Intellect
1 Spelljack
1 Stroke of Genius
1 Twincast
1 Acquire
1 Blatant Thievery
1 Borrowing 100,000 Arrows
1 Bribery
1 Eternal Dominion
1 Fabricate
1 Rite Of Replication
1 Time Spiral
37 cards |
Lands
1 Ghost Quarter
28 Island
1 Miren, the Moaning Well
1 Minamo, School at Water's Edge
1 Reliquary Tower
1 Seat of the Synod
1 Thawing Glaciers
1 Tolaria West
1 Vesuva
36 cards
|
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Strip Mine should be with the lands, bringing our land count up to 37. Let's take a look at the cards:
Counterspells

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Venser, Shaper Savant, Draining Whelk, Desertion, Overwhelming Intellect, Hinder, Spelljack: Your counters. Some are situational, and most cost a lot of mana. Venser isn't a hard counter, and has been a little bit underwhelming for me. Hinder is actually the card that can be most annoying, especially if you counter a Commander. But I will only do this if the Commander is truly something I can't deal with, and I didn't include Tunnel Vision in the deck. They are useful to have. |
Card Draw

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Aeon Chronicler, Arcanis the Omnipotent, Sword of Fire and Ice, Jace Beleren, Honden of Seeing Winds, Fact or Fiction, Stroke of Genius, Mind's Eye, Borrowing 100,000 Arrows, Overwhelming Intellect: Your card draw. Every deck needs some, and blue provides better than most. Arcanis obviously combos with Minamo, School at Water's Edge. Unexpected All-Star is Borrowing 100,000 Arrows, which can sometimes draw up to 6 cards. Occasionally you only get 1, but usually it works out to a Counsel of the Soratami at the very least. Plus, I like the name a lot. |
Copy Effects

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Body Double, Clone, Duplicant, Vesuvan Doppelganger, Vesuvan Shapeshifter, Rite of Replication, Sakashima the Impostor, Twincast, Uyo, Silent Prophet: Your copying effects. Other cards I considered were Dance of Many and Followed Footsteps, but they didn't make the cut. The only problem with these copying cards is that sometimes they sit in your hand while you wait for a juicy target. But usually there's something out there worth getting. I guess Duplicant is more of a removal spell, but it copies stats, so I put it here. |
Theft

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Keiga, the Tide Star, Memnarch, Sower of Temptation, Thada Adel, Acquisitor, Desertion, Spelljack, Acquire, Bribery, Blatant Thievery: Your stealing effects. I admit there is a decent amount in here, and finding the right balance wasn't easy. We don't have a ton of huge beaters and threats in here, so you have to go take them from your opponents. Obviously you need to make certain decisions when using cards like Bribery and Acquire. Specifically, you need to balance the possibility of the player you pick having something useful for you right then versus wanting to see their deck to determine what additional threats and/or game plans they may have. Bribery is going to be even better once ROE comes out and people start packing their decks with Eldrazi. Keep in mind that if you do play with Eldrazi, you need to be able to get rid of it if an opponent is playing it as well. |
Mana Help

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Solemn Simulacrum, Everflowing Chalice, Expedition Map, Journeyer's Kite, Mana Crypt, Sisay's Ring, Worn Powerstone, Gauntlet of Power, Extraplanar Lens, Thawing Glaciers: Your mana accel/smoothing/fixing. This deck is very mana hungry, just like many decks in Commander. Making sure that you hit your early land drops can be crucial. Don't be afraid to use Sakashima to copy a Simulacrum in the early game. You can also use Vesuva to copy the Glaciers, and just search out lands each turn. And since we are mono-colored, the duo of Extraplanar Lens and Gauntlet of Power go in. Obviously Snow-Covered Islands would be better since we are using Extraplanar Lens, but I didn't have enough. And Sisay's Ring just looks cooler than Ur-Golem's Eye. |
Beaters

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Inkwell Leviathan, Soramaro, First to Dream, Sun Quan, Lord of Wu: Your beaters. Each of these guys has some form of evasion. Leviathan is just hard to deal with. Soramaro is usually pretty large, and can help with card draw if necessary. Sun Quan can make all your creatures get through. In addition, many of your copy and steal effects will net you a large creature or two as well. |
Answers
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Capsize, Oblivion Stone, Nevinyrral's Disk, Evacuation, Time Spiral, Tormod's Crypt: Your answers to problem permanents. Obviously the blue answers are only temporary, but they can usually have a very good effect on the board. They also slow down your opponents, who have to use their resources again to play things they had already played. For a while I had Temporal Cascade to make people shuffle away the stuff I had bounced, but it rarely came up like that, and I like Time Spiral better. The Stone and the Disk are re-set buttons that can be used to change the board position drastically. Time Spiral and the Crypt are your answers to graveyard shenanigans. |
Goofiness

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Eternal Dominion: This is a fun card, and entirely dependent on your opponents. Obviously you are going to want to get a feel for what kind of decks your opponents are playing before casting it, because once you play this card, there is no going back. If there's a mono-white deck out there, there are usually a few defensive enchantments and artifacts that are useful. If you want to go on the offensive, hit the person playing the red/green Stonebrow, Krosan Hero deck. Also, keep in mind the types of cards your opponents are playing. If their deck is full of dual lands and power cards, you obviously want to chose them before hitting the guy using Craw Wurms. However, remember that once an opponent loses or concedes, all of their permanents that you control leave play. I have only played this card a few times, and it did screw me once, but it was still fun. |
So basically in the early going you want to set up your mana, get some accel, and draw cards. Thereafter you can start copying/stealing and go to town. The early game is where people decide whether you are a threat or not. If you play a turn three Teferi, people are going to think you are a threat, and they will gun for you. Teferi on turn 8? Not nearly as big a deal. So keep this in mind when you are making your plays and setting up. I know I won a game where a opponent had a turn 4 Deus of Calamity because all I was doing was using Thawing Glaciers, while another guy had out Land Tax and Sun Droplet. Those two cards by themselves, or even together, aren't threatening. But the player showed that he could recover from Deus' land destruction, and made himself a target. Meanwhile I was discarding large bodies like Inkwell Leviathan to keep using my Glaciers. By the time the Deus was removed, I was set up, and ready to take over.
Like most mono-blue decks, this deck can occasionally have difficulty with enchantments and artifacts that are in play. Like usual, you are going to have to rely on O-Stone to deal with a difficult board position. Capsize can help out with problem permanents as well. Most of the time creatures aren't a problem, as you can copy or steal them.
III. The Game: Fight!
I want to preface this game report with a little blurb. So early on in my testing, but after I'd pretty much finalized the list, I played a series of pretty fun games where people didn't (for the most part) drop. I played two games against a guy using Sek'kuar, Deathkeeper as their Commander who used infinite combo's each game by turn 8 or so. He actually used different combo's each time, and it was actually pretty interesting. I really wanted to report on at least one of these games, basically to show the irony of losing to a non-blue combo deck with my blue non-combo deck. However, they were lost into the replay Aether. Ah well.
There were other games where I the deck worked pretty much as I wanted: Lay low for a little while, then overwhelm people with card advantage and copy/stealing effects. However, the replays would crap out about halfway through, and I couldn't prepare full reports. I really wanted a report where no one dropped. Unfortunately, it wasn't meant to be. So this game is one of the very few where the replay didn't screw it up. Although it isn't entirely representative of the deck, it gives you an idea of what can happen.
So here are my opponents:



Sen Triplets usually means a very controlling deck. Expect mass destruction from white, card draw from black, and occasional counters from blue. Rith decks can go a variety of different ways, but often times use the tokens Rith can create to its advantage. White Crovax mostly means white control, while occasionally leading to tokens and weenies. Sen Triplets win the roll. Here's my opening hand:
Round 1
C:
Snow-Covered Plains. From here on out I'm just going to write Plains, since the fact that they are Snow-Covered has no bearing on the game.
Round 2
Round 3
Me: Draw
Fact or Fiction. Island. I haven't drawn anything useful yet. Luckily there aren't any big threats at this point.
Round 4
Me: Draw
Sculpting Steel. Cast it, copying
Fellwar Stone. This leads to a lot of question marks from the other players. I state that I need land, which is the truth, but also plants the seed that I'm not very threatening right now, which is also the truth. Someone asks why I didn't copy the Top, but I wanted to avoid S putting it on top of his library in response.
Round 5

Another card I've never seen played. Seems powerful.
Pretty unexpected, but I'm not too sad for the chance to draw into more land or accel. Since I had 7 cards in hand, everyone discards and draws 7. My new hand:
This is much better than what I was holding before.
Round 6

Although fragile, there are a couple of nice one-drops out there to search up.
C:
Razormane Masticore using Bandit Lord mana (27). Attaches Warhammer to Masticore and attacks R (31), gaining a bunch (35). Plays
Boros Garrison, bouncing a Plains.
Me: Draw Island, play Island. At this point C says his hand is all lands. This makes a difference, as it leaves him with few other plays. Spin the Top, seeing Island,
Evacuation and
Everflowing Chalice. I'm not to worried about the threats on the table yet. I put Island on top. I’m laying low, expecting C and R to keep beating on each other. I am planning on using
Oblivion Stone when things look like they are getting out of hand. I don't think S will stop me, since he seems to be in the same position as I am at this point.
Round 7
C: Plains, Crovax with Bandit mana (21), killing Lavamancer, BOP, Dragonmaster and Ruinblaster. That's some card advantage right there. Attaches Warhammer and attacks R (24), and goes up to (28).
Me: Draw Island, play Island, spin the Top, nothing exciting.
Fabricate for
Solemn Simulacrum. Again, this is basically showing that I need more land.
Round 8
S: Plains, casts
Sen Triplets.
Animate Dead, targeting the Teferi in my graveyard. All of a sudden S looks a lot more powerful.
R: Forest,
Qasali Pridemage. Attacks C with Goyf and Ranger (19). Right here, S concedes. No warning or anything. Bummer, but probably better for the rest of us. If he hadn't, I would have tried to use the O-Stone next turn. R taps out to play Rith. C casts
Swords to Plowshares, targeting Pridemage (27), presumably to save his Warhammer.
C: Plains. Uses Generator to put another Plains out. Attacks R with Crovax (20), going up to (26). I’m still at (40) at this point. C pays 2 (24) to return Crovax to hand, then re-casts him so that he can have a blocker, since he's assuming, as am I, that R is going to attack him next turn.
Me: Draw Island. I can cast Sakashima now, or cast Sower, but I still want to lay low. Cast
Solemn Simulacrum, getting another Island.
Round 9
R: Forest. Attacks me with Ranger, Goyf and
Raging Ravine, I block everything but Ravine (37), killing my two creatures, since I'm still planning on playing O-Stone shortly. I draw
Journeyer's Kite from Sad Robot's death. Also attacks C with Rith, but C returns Crovax to hand before damage (16). R pays to get 3 Saprolings.
C: Plains. Uses Bandit Lord mana for Crovax (13), killing the Saprolings and leaving R without blockers. Equips Warhammer, and attacks R, killing him with General damage and going up to (20). R admits that he forgot about the possibility of Crovax having haste. Uses
Terrain Generator to put another Plains into play. Has two cards in hand now. I use SDT to put
Gauntlet of Power on top of my library.
Me: Draw the Gauntlet. Play Island. Cast
Oblivion Stone. I don't want to deal with the Warhammer or the Rune-Tail enchantment.
Round 10
Round 11
Me: During my upkeep, C uses
Blinkmoth Well to tap my Kite. Since there was nothing exciting on top of my library, I search up an Island. Draw Island, play Island. I cast Arcanis and SDT, and spin the top. I see
Uyo, Silent Prophet and
Eternal Dominion, and a plan forms in my head. I use SDT to draw Uyo and play her.
Round 12
C: Equips Shield and attacks with Crovax. I block with Arcanis, since his ability to draw isn't going to help me anytime soon after the next turn.
Me: Draw SDT, cast it and use it to draw then cast
Eternal Dominion. I use Uyo to copy it 5 times, to have 6 copies in total. I’m hoping for at least an Akroma, another large creature and a
Lightning Greaves.
Round 13
C: Doesn’t draw an answer, and concedes. I wanted to know if I would get multiple copies of
Eternal Dominion during my upkeep, but I don't think I would have.
IV. Conclusion
This wasn't a typical game. Basically two of the players had a grudge and beat the heck out of each other (Rith and Crovax), and the person that appeared to be setting up a dominant board position Sen Triplets quit. The remaining player complained of mana flood, and didn't do much beside play his Commander. That left me with the ability to swoop in and sweep up the mess. The Rith player stuck around to watch the game, and basically said he didn't think I had a chance before I pulled it off. Although this isn't typically the way that I like to win (doing nothing then winning with one big play), the fact that I copied Eternal Dominion so many times makes me happy. So I guess the moral of the story is not to let the grudge match weaken you so much that you can't finish the game out.
I will be honest: With the high amount of steal effects, the deck can be kind of annoying. But I think that blue decks just annoy people in general. Actually the two most commented cards by opponents were Memnarch and Kira, Great Glass-Spinner. I'm fine with Kira, but while Memnarch is pretty mana intensive, it is used as a late game card to steal away stuff and win and people just don't like that. However, if you think that there is too much theft in the deck, it may go out for something like Darksteel Colossus, Sphinx Ambassador or the new sphinx from ROE, Sphinx of Magosi. No one really complained about Teferi, Mage of Zhalfir, which surprised me, I think mainly because they knew once it was gone it wasn't likely to come back.
Kederekt Leviathan is another answer card that can be added, to help you get out or sticky situations. A card which can be added but isn't necessary is Tolarian Academy. There are a decent amount of artifacts in the deck, so I'm guessing it would often tap for 3, which isn't completely broken. Ixidron is sort of a blue version of Humility, which can come in handy. And if you really want cool points, add Vizzerdrix. Please get a screenshot if you get him into play and another if you kill someone with him.
Like I said in the beginning, politics plays a big role with this deck. If you show that you aren't trying to do anything broken, people will often leave you alone. However, after you Spelljack someone's Blatant Thievery, their feelings often change. But I am actually fine with this deck. It has some fun cards, and doesn't do anything too broken. You can sometimes get rushed early game and get put on the defensive just because you're the blue deck, but that's just part of the game. Keep in mind, this is all my personal preference. You may hate this type of deck, just like I hate Armageddon and Winter Orb. But I'm putting it out there so you can at least look into what's possible.
Finally, although this was one of the rare games where I had mana problems, I think adding in one or two more Islands may be helpful as well. Candidates for cutting include Willbender, Jace Beleren and Stroke of Genius.
Thanks for reading! Until next time, when I look at a deck using Bladewing the Risen!
Leviathan, aka Tarasco on MTGO
2 Comments
This is the same kind of deck that has blown up my late game many time. Nothing like killing two other players just to have the monoblue guy ruin you the turn after. =P very good, and I do recommend those card switches, as Jace makess you a target or at least he doesn't last long. Willbender just isn't powerful enough to warrant a slot in the deck and there is much better card draw than the Stroke.
Yeah its hard not to make a mono blue deck douchey but I tried. It is the reason for the inclusion of the sub optimal cards you mentioned including Eternal Dominion. You can make the deck stronger by including the combos I mentioned at the top, but I didn't want to. This wasn't the best game to show how the deck works, but at least the ending was semi- interesting.