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Blue Decks for Lost Caverns Standard

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Hello everyone. Last week I started a series of articles that feature two-color decks. The decks from last week were focused around White mana, and this week we'll be taking a look at some decks focusing on Blue mana. Let's get started by taking a look at our first deck.

Azorius Mentor

We'll get started by looking at an Azorius deck that can put a serious amount of Monk tokens into play. Let's take a look at the deck.


Monastery Mentor
While Monastery Mentor is on the battlefield, you'll be able to create a 1/1 Monk creature token that has prowess every time you cast a noncreature spell. Since this deck includes a playset of Monastery Mentor, it's possible to have multiple copies out at once, multiplying your Monk production output. Since every noncreature spell in this deck has a mana value of one or two, you'll often be able to cast multiple spells each turn, creating a bunch of Monk tokens in the process.

Another helpful creature in this deck is Haughty Djinn. It has an ability that will reduce the cost of instant and sorcery spells you cast by one colorless mana. By having a single copy of Haughty Djinn in play, every noncreature spell in this deck will now cost only a single mana. Also, since every noncreature spell is either an instant or a sorcery, Haughty Djinn's power can grow to be quite large, providing you with an evasive threat to end the game with.

Dimir Horrors

The next deck exchanges White mana for Black mana and focuses on the kindred of Horrors. Let's take a look at the deck.


Roaming Throne
As a creature type, Horrors don't seem to have as much cohesion as other types do. Take Angels, for example. When you think of an Angel, you're pretty much guaranteed to have a creature with flying, and possibly lifelink. It's similar with Faeries, where most Faeries will have flying and a relatively low power and toughness. But when you think of a Horror, there's really no telling what you'll get, as they are all very different from one another.

The Lost Caverns of Ixalan provided us with a creature that helps bring some level of cohesion to the Horrors. That creature is Roaming Throne. Since each of the Horrors in this deck has a triggered ability, they can all benefit from having Roaming Throne on the battlefield. If you've chosen Horror as Roaming Throne's additional creature type, each triggered ability that a Horror has will trigger an additional time for each copy of Roaming Throne you have in play. This is certain to cause your opponent a ton of grief.

Izzet Pirates

The next deck I have for you features a Pirate theme and includes a lot of new cards from The Lost Caverns of Ixalan. Let's check it out.


Captain Storm, Cosmium Raider
Every creature in this deck is a Pirate, which brings a lot of thematic unity to this deck. But, in addition to this unity, these Pirates have some built in synergies that make playing this deck super fun. For example, Captain Storm, Cosmium Raider allows you to put a +1/+1 counter on a Pirate you control whenever an artifact enters the battlefield under your control. This ability works well with other Pirates such as Breeches, Eager Pillager, who can create Treasure tokens, and Spyglass Siren, who bring a Map token with it when it enters the battlefield.

Captain Storm, Cosmium Raider has a lot of good choices for where to place the +1/+1 counters she creates. One option is to place them on a creature with flying, such as Malcolm, Alluring Scoundrel. This will allow Malcolm to attack more easily, which allows him to get four chorus counters quickly. Those chorus counters can allow you to cast a card for free, which can result in some amazing turns for you.

Simic Merfolk

The final deck I have for you this week focuses on the Merfolk creature type, which has a tendency to do a lot of exploring. Let's take a look at the deck.


Nicanzil, Current Conductor
Nicanzil, Current Conductor provides extra benefits from exploring while she is on the battlefield. If one of your creatures explores and finds a land card, you will be able to put that land card or a different land card from your hand onto the battlefield tapped. If the exploring creature finds a nonland card, that creature will get the usual +1/+1 counter, but Nicanzil will also get one.

With those +1/+1 counters gained from exploring, and the +1/+1 bonus that Vodalian Hexcatcher provides to your Merfolk creatures, you'll certainly be in a position to attack your opponent. If you happen to have a copy of Deeproot Pilgrimage in play, you'll be able to reinforce your army by creating a 1/1 Merfolk creature token with hexproof each turn you have at least one nontoken Merfolk become tapped. Alternatively, you can tap a creature to crew the Subterranean Schooner, which will also result in the creation of a Merfolk token.

Wrapping Up

As you can see from these decks, Blue mana can be used for many more things than just countering your opponent's spells. Each of these decks utilize Blue mana in the way I prefer to play, which is more aggressive than control. If you prefer playing control decks, fear not, as I'm sure to find more decks in the future that suit your playstyle.

What do you think of these decks? Feel free to share this article with your friends anywhere on social media. And be sure to join me here again next week as I continue my search for innovative decks in Standard. I'll see you then!

- Mike Likes

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