The advantage of going mono in cube is two fold, it typically increases your consistency but it also means you don't have to fight over things as much and can get on with picking the most powerful things you want for your deck. Another advantage of going mono when building new decks is limiting yourself and the build. Restricting your options helps you focus in on the key aspects of the deck's plan, I find even though I will have a weaker deck it will be more on the money strategically. It will point me in the best direction for when I do chose to complicate things. With a mono deck you learn the weaknesses quicker and we will get to that after the list;
23 Spells
Path to Exile
Condemn
Enlightened Tutor
Mana Tithe
Tithe
Land Tax
Orim's Chant
Thraben Inspector
Abeyance
Treasure Map
Scroll Rack
Wall of Omens
Unexpectedly Absent
Forsake the Worldly
Gideon of the Trials
Council's Judgement
Settle the Wreckage
Wrath of God
Cast Out
Elspeth, Sun's Champion
Approach of the Second Sun
Decree of Justice
17 Lands
Secluded Steppe
Mistveil Plains
Myriad Landscape
Mage-Ring Network
Arch of Orazca
12 Plains
The better plan, as mentioned, is going blue or black and using their tools to find the Approach. White has no dig or tutor effects for sorceries nor does it have much in the way of card draw at all. Palace Jailer feels a bit risky in a deck with so few creatures. Pursuit of Knowledge always feels risky! Karn, Scion of Urza would be great except that if you +1 him and happen to hit your Approach and they can deal with the Karn you shot yourself in the foot pretty hard. Artifacts present some value options, the Treasure Map proved outstanding in the games. My mate played Solemn Simulacrum too which is passable filler but feels a bit low impact these days. This list is a pretty reasonable housing for Isochron Scepter with a number of strong targets and a tutor for artifacts naturally in the deck. With the addition of some cheap cantrip cards, perhaps over some of the cyclers, you could give this deck a whole extra dimension whilst also partially solving the card draw issue. Sometimes you will just get a nice annoying Unexpectedly Absent, Path or something, sometimes you will get powerful disruption and ongoing draw with Abeyance and sometimes you will randomly steal games with the Orim's Chant combo. If going the Scepter route I would try and play Hallowed Moonlight as a nice utility draw card to go alongside Abeyance. I would probably also replaced the Renewed Faith with Blessed Alliance. While you are doing cheesy things like Scepter locking people why not throw in cards like Moat to further abuse your Enlightened Tutor at the mere cost of peoples enjoyment and your popularity! Winning with Moat or Worship is like winning at Street Fighter by spamming the E. Honda slap or Baraka's lightning thingy. No one had fun or felt good. A reference even older than Moat itself!
My mate ran Terminus which was fine. You could go heavier miracle and pack the Divining Top and the Entreat the Angels (the latter over the Decree as a neat swap) and that would also be a fine way to go. I don't think the deck needs it to compete and not having miracles is totally fine as well, better running no miracle things than building in a bad miracle theme, so my list is safer and on that front and user friendly! Much like the Scepter package this miracle theme is an optional bolt on to add some depth and bite but it should be done once you have mastered the underlying base deck first for best effects.
This deck being mono, having a high curve and a low colour requirement allows you to pack a lot of colourless lands. Mostly these are best used as ramp cards but you can patch over some of the issues the deck has. I used the new Arch to add in some card draw although Geier Reach Sanitarium might be a better option. My mate ran Rishadan Port which is probably the most powerful and rounded of the options. Boseiju, Who Shelters All is another way to combat permission if you are that keen. If I was going down that route I think I would want a Weathered Wayfarer to help me find it.
Despite being mono there was a wealth of options for this deck. While it may be better with access to more colours it is really nice to know you can make it work in just the one. It makes it a lot more viable for the more exotic constructed style formats in cube. The list has other strengths as well, having a card that literally says "win the game" on it is a big deal. There isn't a lot of counterplay or defense to that for a lot of archetypes and it gives you that lovely certainty of inevitability. It isn't even that slow if you can get the Rack with a decent hand size on the go which does usually mean also having Taxed but still, this list can win on turn seven, up to two turns sooner if you pack some more extreme ramp. That is all quicker than an Entreat deck will do and those are about as punchy and quick as control decks tend to be excluding the pseudo control decks like Splinter Twin. There is also more counterplay to Entreat kills. One good suggestion on how to build this deck is like an Astral Slide deck from back in Onslaught block. Amonkhet brought lots of lovely new cycling cards to run with it and they seem like a nice overlapping set of strategies. I have been meaning to do a post Amonkhet cycling deck for ages now but can't work out what colours to do it in, let alone how to go about building it. I suspect I will try and refine that before going for some combi deck containing both elements. Approach feels like a slightly improved Aetherling in a lot of ways and is a very space efficient way of enabling your control deck to win games. It might actually be worthy of a drafting cube slot!?!
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