Alright, so I've updated my list after playing against a few locals in the shop where I hang out and against some of my friends using random black highlander decks I've been trying to make (mono-black is harder than mono-blue, or so it seems because I don't have as many good black cards as I do blue cards). I'd appreciate anymore feedback you guys might have.
Here's the new list:
Lands
Any good utility lands I'm missing? I've never had manabase troubles, so the number of islands seems to be good.
Wasteland
Ghost Quarter
Polluted Delta
Flooded Strand
Mishra's Factory
Faerie Conclave
Maze of Ith
Academy Ruins
19x Island
Artifact Mana
Every one of these has come in useful everygame I've drawn them. Lotus Petal actually won me a game against someone; my opponent was down to 2 life and I was holding Fire//Ice with Petal in the yard and Academy Ruins in play.
Lotus Petal
Chrome Mox
Mox Diamond
Sol Ring
Grim Monolith
Creatures
These guys have some tricks to them, and they can all make decent beaters with a Sword of Fire and Ice attached.
Voidmage Prodigy
Spiketail Hatchling
Rootwater Thief
Erayo, Soratami Ascendant
Trinket Mage
Augury Adept
Ophidian
Man-o'-War
Solemn Simulacrum
Karn, Silver Golemn
Morphling
Counterspells
Working on getting more 3cc counters, otherwise I think I have them all covered besides Mana Drain (which is a bit pricey).
Condescend
Stifle
Spell Snare
Daze
Memory Lapse
Mana Leak
Muddle the Mixture
Counterspell
Faerie Trickery
Cancel
Dismiss
Last Word
Force of Will
Card Draw
Are there any other good 2cc or 1cc draw spells? I'm interested in buffing those up if I can find good replacements for some of the things in there.
Brainstorm
Sleight of Hand
Ponder
Serum Visions
Portent
Mystic Remora
Standstill
Impulse
Telling Time
Counsel of the Soratami
Windfall
Frantic Search
Fact or Fiction
Deep Analysis
Gifts Ungiven
Gush
Utility/misc
These are cards I have in here that didn't really have a "synergistic" purpose, but rather work to counter the enemy's strategy and manipulate the board. One neat idea I had was Academy Ruins + Mindslaver = I win.
Zuran Orb
Isochron Scepter
Transmute Artifact
Merchant Scroll
Fire//Ice
Brain Freeze
Crucible of Worlds
Sword of Fire and Ice
Fabricate
Relearn
Savor the Moment
Control Magic
Bribery
Misdirection
Mindslaver
Control
These cards work to destroy, bounce, takeover, tap, etc. enemy cards that get through the counterwall. One cool idea: Flipped Erayo + Arcane Lab = I win. I haven't played enough games to see it come to fruition, but my deck usually slows things down enough for stuff like those to happen. I just need to perfect my draw/counter package.
Engineered Explosives
Chain of Vapor
Powder Keg
Shadow of Doubt
Echoing Truth
Tangle Wire
Vedalken Shackles
Propaganda
Energy Flux
Rushing River
Back to Basics
Arcane Laboratory
Nevinyrral's Disk
If you see any card choices that just seem weird or you're wondering why they're there, feel free to ask. I've thought long and hard about each of these.
Here's the new list:
Lands
Any good utility lands I'm missing? I've never had manabase troubles, so the number of islands seems to be good.
Wasteland
Ghost Quarter
Polluted Delta
Flooded Strand
Mishra's Factory
Faerie Conclave
Maze of Ith
Academy Ruins
19x Island
Artifact Mana
Every one of these has come in useful everygame I've drawn them. Lotus Petal actually won me a game against someone; my opponent was down to 2 life and I was holding Fire//Ice with Petal in the yard and Academy Ruins in play.
Lotus Petal
Chrome Mox
Mox Diamond
Sol Ring
Grim Monolith
Creatures
These guys have some tricks to them, and they can all make decent beaters with a Sword of Fire and Ice attached.
Voidmage Prodigy
Spiketail Hatchling
Rootwater Thief
Erayo, Soratami Ascendant
Trinket Mage
Augury Adept
Ophidian
Man-o'-War
Solemn Simulacrum
Karn, Silver Golemn
Morphling
Counterspells
Working on getting more 3cc counters, otherwise I think I have them all covered besides Mana Drain (which is a bit pricey).
Condescend
Stifle
Spell Snare
Daze
Memory Lapse
Mana Leak
Muddle the Mixture
Counterspell
Faerie Trickery
Cancel
Dismiss
Last Word
Force of Will
Card Draw
Are there any other good 2cc or 1cc draw spells? I'm interested in buffing those up if I can find good replacements for some of the things in there.
Brainstorm
Sleight of Hand
Ponder
Serum Visions
Portent
Mystic Remora
Standstill
Impulse
Telling Time
Counsel of the Soratami
Windfall
Frantic Search
Fact or Fiction
Deep Analysis
Gifts Ungiven
Gush
Utility/misc
These are cards I have in here that didn't really have a "synergistic" purpose, but rather work to counter the enemy's strategy and manipulate the board. One neat idea I had was Academy Ruins + Mindslaver = I win.
Zuran Orb
Isochron Scepter
Transmute Artifact
Merchant Scroll
Fire//Ice
Brain Freeze
Crucible of Worlds
Sword of Fire and Ice
Fabricate
Relearn
Savor the Moment
Control Magic
Bribery
Misdirection
Mindslaver
Control
These cards work to destroy, bounce, takeover, tap, etc. enemy cards that get through the counterwall. One cool idea: Flipped Erayo + Arcane Lab = I win. I haven't played enough games to see it come to fruition, but my deck usually slows things down enough for stuff like those to happen. I just need to perfect my draw/counter package.
Engineered Explosives
Chain of Vapor
Powder Keg
Shadow of Doubt
Echoing Truth
Tangle Wire
Vedalken Shackles
Propaganda
Energy Flux
Rushing River
Back to Basics
Arcane Laboratory
Nevinyrral's Disk
If you see any card choices that just seem weird or you're wondering why they're there, feel free to ask. I've thought long and hard about each of these.