MagicField guides
UB

Villains Connive

Blue–Black (UB)

Use Villains and connive to improve draws, remove the opposing threats, then lift a developed board into the air.

DesignedAllied, then enemy order · no 17Lands data yet
Mode

How it wins

Use Villains and connive to improve draws, remove the opposing threats, then lift a developed board into the air.

Early
Develop an early creature and the colored mana your hand needs.
Middle
Connive away Swarm, then cast it for mayhem while the same turn’s permission remains. It adds another flying Villain for later attacks.
Finish
Use Villains and connive to improve draws, remove the opposing threats, then lift a developed board into the air.

What it needs

Commit when repeated useful cards and enough support make a complete deck in these colors.

Four checks while you draft

  1. 1
    A functional opening

    Can I affect the board before the payoff?

    Connive can grow any creature you control while setting up mayhem. Its hybrid cost lets it support either blue or black decks.

  2. 2
    The cards that make it work

    Do my actual cards enable this plan?

    Connive away Swarm, then cast it for mayhem while the same turn’s permission remains. It adds another flying Villain for later attacks.

  3. 3
    Interaction and a finish

    Can I stop their strongest play and finish a stalled game?

    Use Villains and connive to improve draws, remove the opposing threats, then lift a developed board into the air.

Choose the missing job before another reward that needs it.

What to take next

The key card is present but its support is thin.

Prioritize useful support such as Mob Lookout or Mechanical Mobster.

Connive away Swarm, then cast it for mayhem while the same turn’s permission remains. It adds another flying Villain for later attacks.

Your deck already enables the plan but is losing the early turns.

Take a castable early creature or efficient answer before a second expensive payoff.

Connive is not extra cards by itself: it draws and discards. Its value comes from selection, counters and useful discarded cards.

The support is missing

Favor independently useful creatures and interaction if the narrow support does not arrive.

Signals to watch
  • More than one late card such as Mob Lookout or Mechanical Mobster is stronger evidence than one gold card.

Repeated useful cards are clues, not proof that the colors are open.

Don’t
Avoid the setup mistake

Connive is not extra cards by itself: it draws and discards. Its value comes from selection, counters and useful discarded cards.

Playing against this plan

Reduce their Villain count before Vulture’s attack, and avoid giving them extra time to filter toward their best cards.

Cards for this pair

Worked turns

1 examples

Examples apply the printed rules; judge the board, costs and timing.

Use the interaction

  1. Connive away Swarm, then cast it for mayhem while the same turn’s permission remains. It adds another flying Villain for later attacks.
  2. Connive is not extra cards by itself: it draws and discards. Its value comes from selection, counters and useful discarded cards.

Adapt the plan to your format

One-pickSealed
With one pick, fill the missing early play, answer or support card before adding another narrow payoff. The plan must work without drawing its key card.Compare complete builds from the cards you opened. Keep the castable curve and interaction even if the draft theme is only partly supported.

More card pairings

Rules for every deck →What every two-color deck needs before the plan: early plays, answers, a curve and mana · BuildOpen the workshop →