3 Steel Wall
4 Sensei's Divining Top
4 Condescend
4 Fellwar Stone
4 Mana Leak
4 Thirst for Knowledge
4 Krark-Clan Ironworks
4 Eternal Dominion
3 Wayfarer's Bauble
2 Darksteel Ingot
16 Island
4 Quicksand
4 Stalking Stones |
Su
Casa.
Description of deck by Jay
Moldenhaurer-Sakazar @ www.wizards.com
(quoted):
The games with this deck come in two halves.
In the first half, I'm playing a combo deck. I do care a little about
what my opponent is doing on her side of the table thanks to my
Quicksands and eight counterspells, but mostly I'm trying to dig through
my deck in order to "go off." Going off in this case means a) finding a
copy of Eternal Dominion, and b) having the mana to cast it. The usual
way I achieve (a) is through spinning Sensei's Divining Top, scry, and
Thirst for Knowledge. The usual way I achieve (b) is through Krark-Clan
Ironworks. This was Zed's original idea and it works beautifully. Thanks
to the Ironworks, I've cast a Turn 4 Eternal Dominion several times. I
have no hesitation about sacrificing my Tops, Ingots, Baubles, or even
Steel Walls if I can successfully cast a Dominion.
After Eternal Dominion has resolved, it's time for the
second half of the game. In this half, I can no longer cast anything
except one of my opponent's best spells each turn. Quicksand and Stalking
Stones help me cheat the epic rule a little. If I have any Fellwar Stones
or Darksteel Ingots around, they can help me with activated abilities of
things like Arc-Slogger or Eight-and-a-Half-Tails.
This second half of the game is strategically really
difficult. It's often hard to decide which card is going to most slant the
game in my favor, especially knowing it's my only non-land card of the
turn. It's difficult to know when to focus on defense versus offense.
Weenie decks with no real game-altering creatures are probably the
toughest to win, but each deck has its own challenges. On the plus side,
every game with this deck is different, and it's an incredibly fun
challenge to win with my opponent's cards.
What the deck loses from Mirrodin... I'm not going to
lie, the deck hinges on Krark-Clan Ironworks. Without it, Blue's only hope
of massive mana-acceleration involves the Urza cycle of lands in 9th
Edition. This is a fine strategy, but it's a lot less explosive than the
Ironworks and isn't ever going to result in a fourth-turn Eternal
Dominion. The combolicious first half of the game evaporates without
Krark-Clan Ironworks, which means any deck post-Ravnica is going to need
an entirely different strategy.
The other losses are severe, but not quite as
devastating. Apart from the Ironworks, the two hardest cards to lose are
Wayfarer's Bauble and Steel Wall. Stalking Stones is again gone, which is
probably just as well if the deck is using Quicksand and the Urza lands to
power out a spell. Darksteel Ingot is out, but Fellwar Stone was better
anyway. Condescend and Thirst for Knowledge are both terrific diggers, but
Blue has lots of ways to sift through my library. All of these losses are
tough, but none so tough as losing the primary mana engine of a very
mana-hungry deck.
What the deck gains from Ravnica... The relatively minor
stuff can be replaced. Either Compulsive Research or Telling Time fits in
Thirst for Knowledge's spot, never mind things like Sift in 9th Edition.
Remand isn't quite as sexy as Condescend but would probably do in a pinch.
Lurking Informant might be a non-counter way to search for Eternal
Dominion, and I wouldn't be surprised if a Tunnel Vision or two made its
way into the deck.
Unfortunately, there is no replacement for Krark-Clan
Ironworks. The Signets are fine. Spectral Searchlight is a fair proxy for
Darksteel Ingot. Terrarion is an okay boost for the deck, but otherwise I
think the Monoblue answer is to focus on defense. Drift of Phantasms and
Junktroller are some worthy defenders, with the latter serving as a way to
keep myself from running out of cards if the game goes long. Minamo
Scrollkeeper also probably makes sense from Saviors of Kamigawa. Even with
the defense, the deck starts to feel like Urza lands or bust.
If I can figure out the mana, I think the other big
question is what place, if any, Eye of the Storm has for my deck. Adding
Eye changes the focus quite a bit, of course, but I'm interested if a "Big
Blue" deck using expensive spells like Eternal Dominion and Eye of the
Storm has a shot at survival in the new world of Standard.
The Verdict... It's a different deck without Krark-Clan
Ironworks, plain and simple. It's also not nearly as fast. Without
Ironworks, the deck is less about combo to get out Eternal Dominion and
more about generating as much mana through conventional means as possible
while staying alive. The Urza lands, as I've said several times, seem to
be the only real means of explosive mana open to Blue, and without the
Ironworks the deck loses its reliance on artifacts. Thus any new Eternal
Dominion deck is either going to play very defensively in the early game
or is going to add Green for its explosive mana. Neither feels like Su
Casa reincarnated so much as a way of making a viable Eternal Dominion
deck. This deck is the one deck today devastated by the new Standard. |
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