I love mono blue tempo however it has never been a great cube archetype. While it does pray on combo decks and the clunkier of opponents, it also tends to roll over dead against most aggressive decks with their actual proper creatures. Overall the deck has historically had a below average win percentage, lower still in an unpowered cube. I still love to play it because it is super option rich and you always feel like you really earned it when you win. You get a lot of game out of the deck, win or lose. Typically you will improve the build a lot with the addition of a second colour for a bit of actual removal, some juicy gold and powerful cards, and some half reasonable dorks! While usually better you do need the fixing, blue is colour intensive at the best of times and tempo decks tend to roll over dead if they have mana issues. So, if the mana doesn't support it you can raw dog your tempo and run it mono. I also just love the purity and challenge of a mono blue iteration.
Back at the dawn of cube the mono blue tempo list was a kind of skies deck that had a pitiful couple of threats and would try and get you with cheap and free counters. Over time the routes to winning as a blue tempo mage have evolved. These days the most success I have had is with a "instants and sorceries in the graveyard" strategy. It isn't purely self mill nor is it prowess. It is a mix of the two strategies where you cast a lot of cantrips, loot a bunch more away, mill some, and then cast very large and very cheap dorks. While somewhat of a glass cannon archetype, it is about as consistent a deck as you can get. There is a lot of redundancy in the parts for one. A bunch of generic counter magic and a nice pile of cheap cantrips all look much the same. Then you get to look at most of your deck with a variety of looting, scry, and draw. Just so long as you get enough of the appropriate threats you should be able to cobble together the rest and be good to go. Below is the most recent list I cobbled together from a sealed pool.
25 Spells
Delver of Secrets
Mental Note
Brainstorm
Gitaxian Probe
Consider
Preordain
Sleight of Hand
Unable to Scream
Spell Pierce
Silent Hallcreeper
Chart a Course
Memory Lapse
Suspicious Stowaway
Dress Down
Jace, Reawakened
Falliji Archeologist
Floodpits Drowner
Brazen Borrower
Repulse
Cryptic Coat
Time Warp
Sublime Epiphany
Tolarian Terror
Sailor's Bane
Murktide Regent
15 Islands
While you will play most of the cheap cantrip cards that come your way there is a surprising preference for instant speed stuff. Even if your turn is just a Consider, being able to leave up that mana in their turn will get you a lot of free tempo. You are blue, you are known to be a tempo deck with cheap disruption. People hate running into things like Force Spike, Mana Leak and that sort of thing. You will tend to find leaving up mana worthwhile and thus the various non-disruptive elements of your deck; the card quality and the threats, do better for you if they have flash. I'll take and Opt over a Ponder in this list every day. Malcom is my favourite looter thanks to that flash etc.
This list was a long way from perfect but it had the core bits in place without missing anything. I had a nice spread of answers, both to stuff in play and to stuff on the stack. Not the best of the options but the appropriate areas all covered. I also had pretty premium support tools ensuring I would get off the ground in most games. Lastly I had sufficient depth of threat payoff. It can get a bit scary if you are thin in this department and want to loot threats away early, mill a couple too many, or just eat a lot of removal. So while the deck isn't perfect there are not many clear cuts, just upgrades. Jace, Reawakened is very much a clear cut, not just from the deck but also from the cube. This was me testing the card and it is insufficient. Certainly quite cute and fun when it works but mostly I'll take any two mana looter in preference here, perhaps even OG Merfolk Looter... The other cut is the Cryptic Coat. There are builds of this where you might want such a card. It is evasive and persistent which are good attributes for a threat. However it is also mana intensive and offers no real synergy in this build. Show me a Proft's Eidetic Memory and I start to get more into this kind of card. If you want access to delirium or artifact synergies for some reason then this is certainly a pretty playable one. I could even see running Enduring Curiosity or Grazliaxx, Illithid Scholar in some settings where I have enough smaller evasive dorks, all be it more fun than good! That direction is more towards the old school skies route of having cheap low quality evasive stuff that you can empower to do some real work.
Time to take a look at the archetype in general and the sorts of cards you want to be packing, and in what sort of ratios. Due to how the cards key off each other in this archetype there are far fewer general rules to follow and lots of little tweaks and interactions to pay attention to in this archetype. I group the cards in to four main camps; threats, support, disruption, and filler. The filler is a bit different to usual. What I would normally consider filler is the actual support side of the deck you need for it to function. Padding might be a better term for it just to differentiate. Regardless, all shall be more clear when we look at the cards in each group.
Threats
Threats come in three main camps, cheap, mid, and payoff. Cheap are one or two mana to deploy, and can be deployed on the first or second turn consistently, even if they are not immediately very threatening. The good ones of these are great and I would play all that I can get my hands on but they are pretty limited in number. The mid stuff is typically 3 or 4 mana to deploy and is usually packing some extra utility to work with. There is lots of choice and power here but it is important to be sparing and play relatively few in this group, ideally those with flash or alternative utility beyond being just a threat. Lastly the payoff stuff that looks like your top end can be cheap as chips to deploy but they need to be setup by filling up the bin.
Generally speaking these threats are in two caps, utility dorks with some evasion, and very over statted beaters (evasion here is still great if it can be found). You want some of both, probably about 50/50 although I tend to end up with slightly more utility stuff because there is a bit more of a bottleneck on the good blue beaters. You also obviously want a spread of the cheap, mid and payoff cards for curving reasons. you also need to consider the means in which your cards consume the payoff. You cannot play too many delve cards. Two or three at most, to include the Oculus. You certainly don't want to waste precious delve spots on cards like Treasure Cruise. You want to convert that resource into game ending power not value.
Delver of Secrets
Pteramander
Ledger Shredder
Silent Hallcreeper
Astrologian's Planisphere
Wan Shi Tong, Librarian
Malcom, Alluring Scoundrel
Suspicious Stowaway
(I guess manlands go here)
True-Name Nemesis
Cryptic Coat
Kiora, the Rising Tide
Brazen Borrower
Vendillion Clique
Kitesail Larcenist
Whirler Rogue
Quantum Riddler
Abhorrent Oculus
Ethereal Forager
Eddymurk Crab
Tolarian Terror
Sailor's Bane
Murktide Regent
Support
This is the simplest category as it is basically any instant or sorcery that cheaply and easily gets itself and/or more things into the bin. Some come with card quality, some with a bit of utility. Play a lot of these cards, a good third of your nonland cards want to be in this group. I also toss the looters that dont have evasion into this group.
Thoughtscour
Mental Note
Consider
Gitaxian Probe
Brainstorm
Opt
Peek
Careful Study
Preordain
Sleight of Hand
Serum Visions
Lorien Revealed
Chart a Course
Jace, Vryn's Prodigy
Kitsa, Otterball Elite
Fallaji Archeologist
Picklock Prankster (Free the Fea)
Occult Epiphany
Disruption
Disruption comes in a couple of guises. Mostly in blue we have bounce things and counter things. We do also now have a couple of "make things useless" effects which round out the colour fairly well and leave it able to deal with most kinds of threat it will face, at least in a round about way. This was always a critical weakness of blue as a card like Grim Lavamancer would be too cheap to counter and bounce profitably while it would just wreck you while sat in play. Much as I don't love putting things in my deck that are not instants and sorceries there are some threats that bounce isn't an answer to. Having a smattering of these transform and turn off types of cards can go a long old way. It has made the deck a whole lot more robust to the likes of Blood Artist. While none of these cards are great cards they do a lot of great work in giving blue access to such an important tool. I am pretty happy with a couple of these cards in any of my lists.
Unable to Scream
Dress Down
Fresh Start
Floodpits Drowner
Kitesail Larcenist
Then there is of course the bounce. Nice versatile high tempo trickery. Play a bit but not too much. Play a range too, there is convenient bounce, cheap bounce, and big bounce. The more you spread your bounce types around the more you can usefully fit in. There are a few big name bounce cards I would typically avoid. Things like Venser are just a bit clunky and slow. You have no real use for a 2/2 dork with no evasion and so the extra cost is just a burden. Equally, Cyclonic Rift is merely fine. You can play it and sometimes you will even get to overload mana and win with it. The thing is it is mostly too slow or low value against your weaker matchups and really strong against your good ones. Overkill in the wrong place. There are some other pretty big spells on this bounce list and I stand by them. I am happy running two such things in my lists. Being able to do some large scale trickery can be really swingy. These cards can both help you get back into a game or actually close one out. They give you the control your big vanilla threats fail to so that you can manoeuvre into a win.
Into the Floodmaw
(or indeed Aether Spellbomb, Silent Departure, or really any one mana Unsummon effect)
Brazen Borrower
Sink into Stupor
Repulse
Cryptic Command
Mystic Confluence
Sublime Epiphany
Counter magic comes in the free, the cheap, and the meaty varieties. The meaty stuff that can counter is stuff I would play is mostly already to be found on the bounce list. I actually try and play low countermagic counts in this kind of deck. You never want to get stranded with too much of it in hand. You are also playing some fat top end that is dead weight until you fill up the bin. As such you cannot afford to have much else dead weight in hand. This makes the counters that are other things a lot more viable includes. The modal stuff, the cycling and MDFC things, all very welcome places to slap a bit of stack disruption! Also part of the reason that those big modal counter/bounce effects are so welcome here. When it comes to the more pure "this is a counterspell and that is all this does" cards, I want two or three at most, and ideally ones on the cheaper side of things. In cube, blue is also pretty spoiled for good counters so these are not the most important pickups.
Force Spike
Spell Pierce
Stern Scolding
Remand
Mana Leak
Memory Lapse
Counterspell
Arcane Denial
Jwari Disruption
The Free
Flare of Denial
Force of Negation (and Will...)
Subtlety
The Meaty
Archmages Charm
Cryptic Command
Mystic Confluence
Sublime Epiphany
Filler
Lastly we have the filler. Some of these cards are more dork based cantrips. They typically give a bit of board presence at low cost such that you dont get over run by weenie decks. They are pretty free inclusions and can help a curve very nicely. They don't really empower your synergies but they are low cost inclusions that help buffer the deck nicely in most situations. They can get in a bit of chip damage, fuel a Flare of Denial, sacrifice themselves to win a race, just nice utility. There are also a couple of cantrip cards that can do nothing and can win the game. These are your win more cards and while you rarely want to be playing many of these sorts of thing, this deck can both afford to and quite wants to. Equipment and vehicles exist in this realm too. You do not have quite the depth of dorks to reliably power such things and so they are best kept to a minimum. The recursion tools, Snappy, Tamiyo, Forager, and JVP love having access to a Time Walk. Really the card should sit in the same camp as the meaty bounce/counter effects but they are very much disruptive while a Time Walk isn't. Recursion effects in general are good in a deck with a lot of cheap targets and a lot of self mill! They are good card quality and give a lot of legs. They are just not great tempo so do need to not be overdone. The filler group is the one group you can afford to have nothing from. It is useful for tuning, tweaking, and patching over holes in your list. It can offer some nice utility but you really need to have a reason to play cards from this category. I think I would probably toss all equipment, vehicles, and planeswalkers into this group of cards as well.
Snapcaster Mage
Stormchaser's Talent
Spyglass Siren
Watcher for Tomorrow
Hard Evidence
Tamiyo, Inquisitive Student
Time Warp
Proft's Eidetic Memory
There are not that many cards not already in my cube that I would want to add. This is just one of those decks that loves good generic blue cards and can consequently play a whole heap of premium cards and have them be appropriate. Tossing in lower powered or real narrow cards isn't going to do much to help this deck and it is going to do plenty to worsen the cube overall. Really this deck is now only in the market for power upgrades on the kinds of thing it already has good access too. A couple more fat dorks with cost reduction effects in line would be nice. Tolarian Terror is a pretty bad card all told, just a necessary evil for a singleton synergy deck in a limited format! Temporal Trespass and Wash Out are the only things I might like to try in this although pretty sure threats is where I want any delve going!
You might note a lack of planeswalkers in the list too. You can play a few. Original Jace is one of the best because of the bounce. Walkers are just real risky in this kind of deck. They don't do enough when you are behind and when you are ahead you should really try and turn that into a win rather than establishing a walker. So there you have it, all the good cube cards for a great fun old school archetype that is having a nice surge in potency.





























