Passive Aggressive

The white-blue color combination is not really known for its aggressive capabilities, as aptly embodied by the Azorius guild. White and blue in combination are very good at controlling the game, to react to threats played by the opponent or opponents and they have done so with great success during the existence of the game.

It counters, it gains life, a typical white-blue control card

But playing a reactive game means you wait for the other(s) to do stuff and I’m not really good at that. I don’t want to react, but to proact, so to say. Does that mean I don’t have white-blue decks? Not at all! Today I present to you my latest white-blue deck, although it is not typically white-blue. I present to you Chimera Trip

UW Chimera Trip
CreaturesSpellsLands
4 Kor Skyfisher
3 Drake Familiar
4 Riptide Chimera
3 Heliod’s Pilgrim
1 Restoration Angel
1 Thassa, Deep-Dwelling
3 Oppressive Rays
3 Sky Tether
4 Favorable Winds
4 Momentary Blink
4 Staggering Insight
3 Reality Acid
4 Flooded Strand
3 Glacial Fortress
2 Nimbus Maze
1 Hallowed Fountain
7 Plains
6 Island

It might seem as a weird concoction of several ideas, and that is exactly what it is supposed to be! It started out as a deck based on white-blue Reality Acid decks using the Acid to remove opponents permanents. I played the controlling list a couple of times, but I thought it was kind of boring and I was not the only one. I played it once against my good friend Sem and afterwards he said the deck could use a win condition. He was right.

My original Reality Acid deck was good at controlling games, removing permanents by bouncing the Acid with Kor Skyfisher for example. Blinking the Skyfisher could bounce the Acid again, but this game plan is quite slow. And just removing permanents is not going to win games by itself. I decided the deck needed some beef. I was already playing Riptide Chimera, which is quite big for its cost and has some nice synergy with Reality Acid. The Chimera demands you return an enchantment to your hand every upkeep. If you control none, you must bounce the Chimera, being an enchantment itself. But in an enchantment-heavy deck it is quite a beatstick.

Problem: I played only two of them, so I was not guaranteed to draw them during a game or maybe only very late. Adding more Chimeras should increase my chances of drawing one. I already played four copies of Kor Skyfisher, a 2/3 flyer itself with the ability to bounce a permanent when you play it. Both the Chimera and the Skyfisher give quite some offensive power. 

To increase the aerial attack force I added three Drake Familiars. Not necessarily a great card, since it requires you to return an enchantment to your hand upon playing. Of course that could be a Reality Acid, but maybe I should play some more enchantments to further support it. 

Since I play some flyers now that are supposed to finish games for me, I thought about recent Azorius Flyers decks. Aggressive decks, capitalizing on flyers and pumping them with anthem effects like for example Favorable Winds. The Winds also happens to be an enchantment, so in it goes! Another nice, aggressive enchantment is Staggering Insight: it gives a nice permanent pump effect, a way to draw extra cards and gain extra life. Typically white-blue!

Besides the Reality Acid as removal, I need some control in the early game. My flyers need to connect to win the game. Also I’m still light on enchantments to offer support for Drake Familiar and Riptide Chimera. Now white has some cheap enchantments to deter enemy creatures from blocking, which is nice for my aggressive strategy. I chose to play Oppressive Rays and Sky Tether. They are cheap to play, so you can get them down early and they are cheap to replay after bouncing.

With a lot of auras in the deck, it is only natural to play some Heliod’s Pilgrim. It searches for Reality Acids or other auras if needed. It is also a nice blocker. There is not much more to say about it.

Momentary Blink is used to blink creatures that bounce enchantment, also a trick from Reality Acid decks. Also, it can protect my creatures at instant speed if my opponent tries to remove them. For the same reason I play one Restoration Angel. Thassa, Deep-Dwelling is also in the deck for blinking, but both the Angel and Thassa are quite expensive mana wise. The deck aims to bounce auras and replay them, which puts quite some pressure on your mana.

Because the deck needs quite some mana to run smoothly, I play 23 lands. Flooded Strand and Hallowed Fountain make sure you have easy access to both white and blue. They also work well with Nimbus Maze and Glacial Fortress. Of course some Plains and Islands and the deck is done. I can’t wait for the passive aggressive reactions when I play Reality Acid.

If you have ideas for this deck or just like the deck, let me know by sending an email to simplysixtymtg@gmail.com. See you at the next sixty!

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