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4 Kami of the Crescent Moon
4 Aether Spellbomb
4 Serum Visions
4 Ebony Owl Netsuke
4 Howling Mine
4 Echoing Truth
4 Boomerang
4 Eye of Nowhere
4 Regress
2 Crystal Shard

20 Island
2 Mikokoro, Center of the Sea

Blue Owl.

Description of deck by it's author (quoted):
Games with Blue Owl are unlike most other Magic games I've played. The idea is to overload my opponent with cards while simultaneously limiting her ability to play those cards. It's sort of like Blue's version of a land destruction deck, but with lots of card drawing. On the first turn, I play Serum Visions or AEther Spellbomb and after that my job is to bounce everything my opponent places on the table. Boomerang, Eye of Nowhere, and Regress target lands while the Spellbomb, Crystal Shard, and Echoing Truth handle the rest. Thanks to Kami of the Crescent Moon, Howling Mine, and Mikokoro, Center of the Sea, I'm constantly refilling my hand with bounce. Eventually my opponent is discarding cards by the boatload while Ebony Owl Netsuke does its thing. By the sixth or seventh turn, it's usually clear whether my deck is humming or whether I'm going to lose badly.

The second and third turns are the most critical ones with this deck. If I'm going first and my opponent does nothing but play a land on Turn 1, an Ebony Owl Netsuke on my part will often allow me to win the game in five quick turns. If I'm going second, usually the better play is either a Kami/Mine or to bounce an opposing land. The choice of which to do is mostly dependent on my hand--If I have a lot of bounce then I start bouncing now; If I don't then I focus on drawing cards.

If my opponent can get enough land, the game gets a lot harder for this deck to win. As a result, bouncing a land (or more) each turn is important. I also target Mana-producing cards like Llanowar Elves and Fellwar Stone with bounce, as well as any expensive card that takes my opponent an entire turn to cast. If I handle the resources, the deck takes care of itself. This means that huge weak spots are against White Weenie decks and aggressive Green decks that can produce a lot of cheap threats. I've won against these decks, but it often requires a good start from me and a marginal start from them.

What the deck loses from Mirrodin... Although the total number of cards that Blue Owl loses to Mirrodin Block are high, none of them feel particularly devastating. The one I miss the most is Regress, since having twelve ways to bounce land is vital to the deck. AEther Spellbomb and Echoing Truth are both really solid bounce spells but replaceable. The great thing about the Spellbomb was that it gave me both a first-turn play and potential card-drawing in a pinch. Echoing Truth's stock would have gone up in the token-friendly environment of Ravnica, but if my deck is working I shouldn't see those hordes of tokens in the first place. Serum Visions is terrific, serving as a way to dig for meaningful cards cheaply, but Blue has lots of card-drawing available to it. Crystal Shard, frankly, was a nice-to-have card but never struck me as a cornerstone.

That said, the key card-drawers are still there. The win condition is intact. The best bounce (Boomerang and Eye of Nowhere) remain. If I can find enough bounce to fill what I lost, I feel fine about this deck's transition.

What the deck gains from Ravnica... Unfortunately, I'm not thrilled with what Ravnica has to offer this deck. I suppose that Mark of Eviction is decent as a replacement for AEther Spellbomb. Peel from Reality is awful given that I am only relying on one creature in the deck and it's a creature I want to stay on the table. Vedalken Dismisser simply costs too much, and I would be better off with Kiri-Onna if I needed a bad Man-o'-War. After that, most of Ravnica's Blue cards slant towards House Dimir, a guild much more interested in milling an opponent to death than bouncing her permanents. Maybe Phantom Wings can come back into the deck as more creature bounce, but I would prefer something more reliable.

The only gem in Ravnica is Clutch of the Undercity. Although it costs one more mana (and to boot), it's more than a worthy replacement for Regress. Not only is it instant-speed, but it helps supply some extra damage to support Ebony Owl Netsuke. The transmute cost is lost on this deck, but that's fine since the card's effect is exactly what I want to use. The only problem with Clutch, of course, is that it involves splashing a second color. If I had access to Underground River and Watery Grave, I wouldn't mind at all. Without these cards, splashing Black becomes dicey at best.

Three other cards I think might fit into the deck are Lore Broker, Remand, and Telling Time. If I squint, Lore Broker is sort of like a non-legendary Mikokoro with legs. Telling Time is worth considering as a replacement to Serum Visions, though it makes the first turn empty and crowds the second turn. Finally, Remand is a viable option if I end up patching the deck with low-end counterspells like Mana Leak.

The Verdict... It feels a little too soon to reincarnate Blue Owl. I have a feeling that once we've seen Guildpact, Dissention, and the other three Blue-based guilds that enough pieces will fall into place to make a resource-denial strategy viable. Right now the cards seem one power level too low to be effective, even as a casual deck. File the idea away, though, because Ebony Owl Netsuke, Kami of the Crescent Moon, Howling Mine, Boomerang, and Eye of Nowhere are going to be part of Standard for a long time.

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by Jay Moldenhauer-Salazar @ www.magicthegathering.com

S.C.S. : Ebony Owl Netsuke

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