Hey guys, new to the thread. I got the cards I needed to build a UW control deck about 6 months ago then just procrastinated putting it together and taking it to my locals, then AV got unbanned and I don't have my set unfortunately. Finally took it last night and wow was it great. 4-0 for 60$ in store and a 15$ die. Now, before I state the list I should say my meta is a LOT of aggro, last night alone, out of 26 players, there was 6ish burn players, 1 affinity, 1 infect, several aggro company decks of different flavors, and a couple delver lists. With that said here's the list:
(sorry if I just butchered that, kinda new to posting decklists on this forum)
Torney report:
Round 1: Face off against a new magic player, real nice guy playing mono green stompy-ish 2-0
Round 2: Ad nauseam. I reallllly hate facing this deck, I've never beaten it with a control deck before. Game one I mana leak his combo and double resto beat down. Game two I get down a stony silence and a kataki, making him slower. He pushes through the combo and I lose. Game 3 the pivotal turn in the whole tournament for me: I have hallowed fountain, island, tec edge up. He angel's graces. Casts spoils to get an ad naus. He spoils again, I negate leaving up hallowed fountain with a dispel in hand, he goes for it anyways and I dispel, my opponent is left with 1 card in hand and I drop gid father and beat down for the win. 2-1
Round 3: Mono red burn. My opponent this round new to magic and modern again, although he played well for how new he was. This deck was running browbeat if that tells you anything, although the rest was solid. game one I had my maindeck timely in my hand and knew what he was playing, snapped it off. went from 17 to 23, felt great, about 20 turns later elspeth tokens killed him, although I did get to 5 life after double browbeat had me take 10. Game 2 he kept a really slow hand and I got so late game that I revved up to 23 from 17 and the rest is history. 2-0
At this point it's me and affinity/titanshift at 3-0, me and affinity agree to ID the last round if we get paired, no such luck.
Round 4: Titanshift. I was really dreading this matchup because of how little interaction I have with lands. Game one: my opponent does very little, later he tells me his turn 2-5 draws were all scapeshifts. Double resto beats have him dead quickly. Game 2 was verrry close. Turn 3 I tap out to serum visions and wall of omens instead of holding up aven mindcensor or negate in my hand, he was on the play so I think I'm safe while he's at 5 lands, with me at 19. I pass, his search comes off suspend. He hardcasts a topdecked search and 18's me with scapeshift. I'm at 1, he's empty handed. so I untap and immediately tec edge the one valkut he had. I have blessed alliance in hand to gain 4 if he prime times me, although I'd probabaly lose from that point anyways so I clique him in his draw step and see a foothills. he draws his card each turn and plays it, and by the time he finds anything relevant I had cryptic into snap cryptic for his next draw step. I beat him down with a clique and a snap for the win 2-0.
Took 1st over affinity who also won his pair-down match against infect, was able to finish off my frontier deck with the winnings and I'm overall very happy with how the deck performed against the two matches I expected to to badly against. (ad naus and titanshift)Although those were both there in the quantity of 1, and they were the only matchups in the room I dreaded, I still faced them both and won. Very good night overall.
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Catch me playing control in every format I can!
Modern: UW, Jeskai, Grixis, Blue moon, Esper, Sultai, UB, UWish
Legacy: Miracles
Just wanted to say thanks! I've been building UW Spirits (I know, different deck but the way I've built mine it's actually quite similar) and this primer, particularly sideboard options have been a tremendous help!
I beat a budget Naya Burn deck 2-0, Affinity 2-0, Merfolk 2-0. Deck felt pretty smooth all night. Detention Sphere wasn't great, and I feel like the deck almost definitely needs 1 Sphinx's Revelation in the maindeck primarily as a way to gain life in the endgame to prevent any narrow losses due to stabilizing at 1-4 health. I never drew Aven Mindcensor, but feel like it can almost definitely be cut. It's just not necessary. Shadow of Doubt was great game 1, but I usually sided it out due to lack of surprise factor in post board games, but opponents will still tend to respect the threat of it. Manabase was okay, but there were games where my hands were slowed down by come into play tapped lands when I really would have preferred a basic or mystic gate.
Jace, Architect of Thought was very good against Affinity and Merfolk buying me enough time with his +1 buy time and then using the -2 to find Verdicts. I never cast Gideon Jura. If I were to play the deck again next week I'd likely sleeve up the following.
Gideon Jura honestly feels like the best walker we can be playing. He does come down a turn later than Jace, but I feel he does do a much better job "fogging" and dealing with stuff on board. I played against Merfolk at the SCG Regionals last weekend, and Gideon single-handedly won me game one by keeping pressure off me to stabilize with Kitchen Finks, and then Gideon started picking off threats one by one. Jace always felt better in the board for me, usually for midrange and control matchups.
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EDH GWSelvala and the Return to HumanityGW UWDragonlord Ojutai, Control's Elder DragonUW UBGTasigur, the God-Pharaoh's Gift to EDHUBG UBRNicol Bolas and his SuperfriendsPawnsUBR
Modern UWUW Control/Midrange/Bad JundUW WUBRGHumansWUBRG BGMidrangeBG
Gideon is definitely a powerful card that is great against aggressive decks and creature decks in general, but a bit slow to the board and largely irrelevant in a few matchups. I like the versatility that Jace, AOT gives and would like to see how he performs as a 2 of.
I've honestly considered going up to two of both Gideon Jura and Jace AoT and just dropping Elspeth, they both do things this deck wants to be doing.
I've tried a little bit of testing with AV and the card is just such a house against any blue control deck. I'm going to be changing my main board to 3 AV with 3 spreading seas in the board since big mana decks aren't much of a thing around me locally.
Anyone else tried Secure the Wastes in place of the walkers? If you're playing a more draw-go build featuring 4 snaps, secure the wastes is a great way to finish the game. It's been working in some Esper lists, and UW lists with a similar draw-go strategy could use it just as well. It's been a great addition to my Myth realized build. Highly recommend trying Secure the wastes as a flexible removal-resistant win-con.
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Modern Decks
KnightfallGWUR
Azorius Control UW
Burn RBG
Anyone else tried Secure the Wastes in place of the walkers? If you're playing a more draw-go build featuring 4 snaps, secure the wastes is a great way to finish the game. It's been working in some Esper lists, and UW lists with a similar draw-go strategy could use it just as well. It's been a great addition to my Myth realized build. Highly recommend trying Secure the wastes as a flexible removal-resistant win-con.
So the reason I use Gideon, Jace, Elspeth, isn't as win cons, but as ways to generate value to either help stabilize the board or pull myself ahead. I'm not sure if UW midrange/control needs another win con since it already has several in the deck, and if it did personally I'd want something like Ojutai myself.
I specifically referenced a draw-go shell, not midrange/control. Secure the wastes can be used early as a fog, and later as an instant-speed win-con that is resistant to removal.
I'm not a fan of Secure the Wastes. I just don't see the value in dedicating deck space to it. We have a lot of early interaction in Path, Condemn, Blessed Alliance, and Spell Snares and want to play turn 4 Wrath to clean anything else up. The deck doesn't really need additional win conditions since Colonnade is more than sufficient in most matchups and you have a lot of incidental win conditions in Jace, Gideon, Snapbeats, Restoration Angel, and Clique.
Esper tries to use it since they play zero planeswalkers, and most of the time only 3 Snapcasters, 3 Colonnades. It's a bit of a different situation there.
You say it's different, but it's basically the exact same build eschewing ghost quarter to be able to play esper charm (and fatal push now). Again, if you are planning on playing at sorcery speed with finks,omens, and a walker, then Secure the wastes doesn't fit your game-plan of playing to the board.
This is a draw-go card that fills an important role, and does it well. There really isn't a better card that lets you hold removal/counter mana and then fire off your win-con if you don't need to use the counter. Again, if you are on tap-out control, the role this card fills is not needed. I was suggesting it for builds with no omens or finks (draw-go) as an option to avoid 4-6 mana sorcery speed investments that take a few turns to pay off.
edit: This brings up another topic... I've played the midrange/control build a lot, but after a while I abandoned it due to how dangerous it felt to play these cards at sorcery speed. Finks at 3 mana is a pretty big tempo investment at sorcery speed - if you want to hold up mana leak you'll be waiting until turn 5 where it always felt lackluster to me. Tapping out for a gideon jura or elspeth, sun's champion has likewise been very dangerous against most the decks in modern (except bgx/grixis). Do those playing finks/omens tend to play them on curve, or are you holding interaction and playing them late? I've justlosttoomanytimes trying to play those on curve.
The primary difference, in my mind, between Esper and UW besides their significantly worse manabase. They have a ton of air in their deck so if you play draw go with an opponent for a while they will find more action than you will. This means that you need something like Secure the Wastes to turn the corner quicker as it's one of your few actual ways to win.
I don't play Finks or Wall of Omen maindeck.
I also don't agree that Secure the Wastes fills an important role. It's best case scenario is casting it for X = 5 against an opponent who is out of cards and is living off the top of their deck. In these scenarios the game is already won for UW control. You just win with Colonnade over the course of a few turns. In my mind, playing Secure the Wastes is just a way of having a card that's worse in the early game than something like Condemn, Blessed Alliance, Negate, Spell Snare, etc in exchange for having a quicker end game clock.
I'm not interested in trading premium early game interaction for a quicker clock.
Regarding your question about tapping out with UW Midrange. You have to know the matchups. Don't tap out for something when it leaves you in a really bad spot if you're opponent resolves a Liliana of the Veil, has an attacking Inkmoth Nexus, etc. Playing Wall of Omens on Turn 2 when you have Leak/Spell Snare in hand isn't very smart. You can wait a turn or two, cast Wall leaving up Mana Leak/Spell Snare etc.
I think you've shown that you have not tried the card. "It's best case scenario is casting it for X = 5 against an opponent who is out of cards and is living off the top of their deck" is pretty telling. No, that is not the best case scenario.
The best case scenario is that you hold secure the wastes and path/negate. If the opponent plays a threat, you counter/remove and Eot as many 1/1s as you can. This lets you interact using variable amounts of mana, while getting a small or moderate number of tokens. The point here is that you can hold it with interaction and the tokens are not easy to trade one for one with. If secure the wastes was a resto instead, you wouldn't have that line of play until later and still get the same power on the board. And your power is removed by fatal push, where secure can't really be pushed.
As far as Uw midrange/control goes, I stopped playing that build specifically because you had to wait to play your mediocre creatures most of the time, making flash threats much more appealing. Waiting to play finks until turn 5 so that you can interact is a bad proposition as far as I'm concerned. Too slow imo.
I play 3 finks and 3 walls in my build because my local meta has been pretty aggro focused, although infect is down a ton (used to be near 20%). As far as playing them on curve against non aggro decks it depends on my hand, what I'm playing against, and the board state. Just jamming cards to jam them is never a good play.
I've played Esper draw-go a bit and honestly it's just not my deck, it's too slow for me and if your counters/removal don't line up you can just lose outright to a single threat. I like the UW midrange deck because I feel like I have action against all matchups besides storm since I almost never play against it. I like secure the wastes fine enough but the style of UW control I play, and I think everyone else in this thread, is the midrangey build that has plenty of early answers and ability to pressure.
I've played a lot of Esper Control and used 2 Secure the Wastes in the deck. I'm very familiar with how the card plays out. The decks are just very different in how they operate and how they win the game.
I'm not even sure in your example that casting Secure after Negating/Pathing something is correct. I would just hold it forever until my opponent passes without a play. There's no reason to not get maximum value out of it, unless you want the tokens to block or to try and sneak attack a Planeswalker. Restoration Angel plays a similiar role, except it synergizes with Snapcaster, has evasion, and can ambush and leave beyond the body most of the time.
Secure The Wastes
Pros:
Versatile in Early Game/Late Game
Fast clock that's resilient to spot removal in late game vs fair decks
Cons:
Weak against fast decks
Requires large mana commitment late game
Requires deckslot that could be dedicated to more efficient answers
Hello, what's the point about random think twice? I really don't like it
I saw it in a list and figured I'd try it out, honestly I was pretty skeptical too. It's not a horrid card, but I could easily see it being another counterspell instead. I like it because you can just cycle it on an opponents end step, twice.
Think twice is a good card which works reasonably well in the BGx matchup against lily since discarding it isn't a huge loss. That being said, I've never liked them because it is simply not mana efficient enough for +1 CA. Despite my dislike of the card, it sees play in successful list, so it does serve its purpose well.
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Modern Decks
KnightfallGWUR
Azorius Control UW
Burn RBG
Cherios is easy for draw-go. Game 1 just counter retract (and remove critters if you can leave mana up) and they basically can't win. Game 2 watch out for silence, but essentially plays out the same. My experience is that the matchup is close to 80-20 in our favour (might be closer if you are playing sorcery speed threats in a midrange/control build). Post board, if you have Summary Dismissal, counter the silence and let them go off before summary dismissaling away the grapeshot.
Cheerios is an incredibly easy matchup depending on how many Spell Snares you play. If they can't stick a Sram or Puresteel they can't win and they have to resolve Retracts to win as well. The deck folds to any sort of interaction.
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3 supreme verdict
4 path to exile
4 serum visions
3 mana leak
1 blessed alliance
1 timely reinforcements
1 detention sphere
1 sphinx's revelation
4 wall of omens
3 restoration angel
3 snapcaster mage
1 jace, architect of thought
1 gideon jura
2 elspeth, sun's champion
4 flooded strand
4 glacial fortress
3 celestial colonnade
2 hallowed fountain
2 ghost quarter
2 tectonic edge
1 temple of enlightenment
3 plains
5 island
Sideboard:
1 ethersworn canonist
1 elspeth, sun's champion
1 vendillion clique
1 negate
1 aven mindcensor
1 timely reinforcements
1 geist of saint traft
1 supreme verdict
2 dispel
2 rest in peace
2 stony silence
(sorry if I just butchered that, kinda new to posting decklists on this forum)
Torney report:
Round 1: Face off against a new magic player, real nice guy playing mono green stompy-ish 2-0
Round 2: Ad nauseam. I reallllly hate facing this deck, I've never beaten it with a control deck before. Game one I mana leak his combo and double resto beat down. Game two I get down a stony silence and a kataki, making him slower. He pushes through the combo and I lose. Game 3 the pivotal turn in the whole tournament for me: I have hallowed fountain, island, tec edge up. He angel's graces. Casts spoils to get an ad naus. He spoils again, I negate leaving up hallowed fountain with a dispel in hand, he goes for it anyways and I dispel, my opponent is left with 1 card in hand and I drop gid father and beat down for the win. 2-1
Round 3: Mono red burn. My opponent this round new to magic and modern again, although he played well for how new he was. This deck was running browbeat if that tells you anything, although the rest was solid. game one I had my maindeck timely in my hand and knew what he was playing, snapped it off. went from 17 to 23, felt great, about 20 turns later elspeth tokens killed him, although I did get to 5 life after double browbeat had me take 10. Game 2 he kept a really slow hand and I got so late game that I revved up to 23 from 17 and the rest is history. 2-0
At this point it's me and affinity/titanshift at 3-0, me and affinity agree to ID the last round if we get paired, no such luck.
Round 4: Titanshift. I was really dreading this matchup because of how little interaction I have with lands. Game one: my opponent does very little, later he tells me his turn 2-5 draws were all scapeshifts. Double resto beats have him dead quickly. Game 2 was verrry close. Turn 3 I tap out to serum visions and wall of omens instead of holding up aven mindcensor or negate in my hand, he was on the play so I think I'm safe while he's at 5 lands, with me at 19. I pass, his search comes off suspend. He hardcasts a topdecked search and 18's me with scapeshift. I'm at 1, he's empty handed. so I untap and immediately tec edge the one valkut he had. I have blessed alliance in hand to gain 4 if he prime times me, although I'd probabaly lose from that point anyways so I clique him in his draw step and see a foothills. he draws his card each turn and plays it, and by the time he finds anything relevant I had cryptic into snap cryptic for his next draw step. I beat him down with a clique and a snap for the win 2-0.
Took 1st over affinity who also won his pair-down match against infect, was able to finish off my frontier deck with the winnings and I'm overall very happy with how the deck performed against the two matches I expected to to badly against. (ad naus and titanshift)Although those were both there in the quantity of 1, and they were the only matchups in the room I dreaded, I still faced them both and won. Very good night overall.
Modern: UW, Jeskai, Grixis, Blue moon, Esper, Sultai, UB, UWish
Legacy: Miracles
4 Celestial Colonnade
4 Flooded Strand
4 Ghost Quarter
3 Plains
5 Island
2 Hallowed Fountain
2 Glacial Fortress
1 Mystic Gate
1 Temple of Enlightenment
3 Snapcaster Mage
2 Vendilion Clique
2 Restoration Angel
1 Aven Mindcensor
Spells:24
4 Ancestral Vision
4 Cryptic Command
4 Path to Exile
2 Supreme Verdict
2 Spell Snare
2 Shadow of Doubt
2 Spreading Seas
1 Condemn
1 Blessed Alliance
1 Remand
1 Detention Sphere
1 Jace, Architect of Thought
1 Gideon Jura
I beat a budget Naya Burn deck 2-0, Affinity 2-0, Merfolk 2-0. Deck felt pretty smooth all night. Detention Sphere wasn't great, and I feel like the deck almost definitely needs 1 Sphinx's Revelation in the maindeck primarily as a way to gain life in the endgame to prevent any narrow losses due to stabilizing at 1-4 health. I never drew Aven Mindcensor, but feel like it can almost definitely be cut. It's just not necessary. Shadow of Doubt was great game 1, but I usually sided it out due to lack of surprise factor in post board games, but opponents will still tend to respect the threat of it. Manabase was okay, but there were games where my hands were slowed down by come into play tapped lands when I really would have preferred a basic or mystic gate.
Jace, Architect of Thought was very good against Affinity and Merfolk buying me enough time with his +1 buy time and then using the -2 to find Verdicts. I never cast Gideon Jura. If I were to play the deck again next week I'd likely sleeve up the following.
4 Snapcaster Mage
2 Restoration Angel
1 Vendilion Clique
Instants and Sorceries:24
4 Ancestral Vision
4 Path to Exile
4 Cryptic Command
3 Supreme Verdict
2 Spell Snare
2 Condemn
1 Mana Leak
1 Remand
1 Blessed Alliance
1 Sphinx's Revelation
1 Shadow of Doubt
2 Spreading Seas
Planeswalkers:2
2 Jace, Architect of Thought
Lands:26
6 Island
4 Flooded Strand
4 Celestial Colonnade
3 Ghost Quarter
3 Plains
3 Glacial Fortress
2 Hallowed Fountain
1 Mystic Gate
GWSelvala and the Return to HumanityGW
UWDragonlord Ojutai, Control's Elder DragonUW
UBGTasigur, the God-Pharaoh's Gift to EDHUBG
UBRNicol Bolas and his Super
friendsPawnsUBRModern
UWUW Control/Midrange/Bad JundUW
WUBRGHumansWUBRG
BGMidrangeBG
I've tried a little bit of testing with AV and the card is just such a house against any blue control deck. I'm going to be changing my main board to 3 AV with 3 spreading seas in the board since big mana decks aren't much of a thing around me locally.
KnightfallGWUR
Azorius Control UW
Burn RBG
So the reason I use Gideon, Jace, Elspeth, isn't as win cons, but as ways to generate value to either help stabilize the board or pull myself ahead. I'm not sure if UW midrange/control needs another win con since it already has several in the deck, and if it did personally I'd want something like Ojutai myself.
4x Path to Exile
1x Secure the Wastes
2x Spell Snare
2x Blessed Alliance
3x Negate
2x Remand
4x Cryptic Command
4x Myth Realized
4x Snapcaster Mage
4x Flooded Strand
4x Ghost Quarter
2x Hallowed Fountain
4x Island
3x Plains
3x Polluted Delta
2x Ancestral Vision
4x Serum Visions
3x Supreme Verdict
1x Surgical Extraction
2x Blessed Alliance
2x Celestial Purge
2x Disenchant
1x Runed Halo
1x Stony Silence
2x Geist of Saint Traft
1x Vendilion Clique
2x Summary Dismissal
KnightfallGWUR
Azorius Control UW
Burn RBG
Esper tries to use it since they play zero planeswalkers, and most of the time only 3 Snapcasters, 3 Colonnades. It's a bit of a different situation there.
This is a draw-go card that fills an important role, and does it well. There really isn't a better card that lets you hold removal/counter mana and then fire off your win-con if you don't need to use the counter. Again, if you are on tap-out control, the role this card fills is not needed. I was suggesting it for builds with no omens or finks (draw-go) as an option to avoid 4-6 mana sorcery speed investments that take a few turns to pay off.
edit: This brings up another topic... I've played the midrange/control build a lot, but after a while I abandoned it due to how dangerous it felt to play these cards at sorcery speed. Finks at 3 mana is a pretty big tempo investment at sorcery speed - if you want to hold up mana leak you'll be waiting until turn 5 where it always felt lackluster to me. Tapping out for a gideon jura or elspeth, sun's champion has likewise been very dangerous against most the decks in modern (except bgx/grixis). Do those playing finks/omens tend to play them on curve, or are you holding interaction and playing them late? I've just lost too many times trying to play those on curve.
KnightfallGWUR
Azorius Control UW
Burn RBG
I don't play Finks or Wall of Omen maindeck.
I also don't agree that Secure the Wastes fills an important role. It's best case scenario is casting it for X = 5 against an opponent who is out of cards and is living off the top of their deck. In these scenarios the game is already won for UW control. You just win with Colonnade over the course of a few turns. In my mind, playing Secure the Wastes is just a way of having a card that's worse in the early game than something like Condemn, Blessed Alliance, Negate, Spell Snare, etc in exchange for having a quicker end game clock.
I'm not interested in trading premium early game interaction for a quicker clock.
4 Snapcaster Mage
2 Restoration Angel
1 Vendilion Clique
Instants and Sorceries:24
4 Ancestral Vision
4 Path to Exile
4 Cryptic Command
3 Supreme Verdict
2 Spell Snare
2 Condemn
1 Mana Leak
1 Remand
1 Blessed Alliance
1 Sphinx's Revelation
1 Shadow of Doubt
2 Spreading Seas
Planeswalkers:2
1 Jace, Architect of Thought
1 Gideon Jura
Lands:26
6 Island
4 Flooded Strand
4 Celestial Colonnade
3 Ghost Quarter
3 Plains
3 Glacial Fortress
2 Hallowed Fountain
1 Mystic Gate
EDIT:
Regarding your question about tapping out with UW Midrange. You have to know the matchups. Don't tap out for something when it leaves you in a really bad spot if you're opponent resolves a Liliana of the Veil, has an attacking Inkmoth Nexus, etc. Playing Wall of Omens on Turn 2 when you have Leak/Spell Snare in hand isn't very smart. You can wait a turn or two, cast Wall leaving up Mana Leak/Spell Snare etc.
The best case scenario is that you hold secure the wastes and path/negate. If the opponent plays a threat, you counter/remove and Eot as many 1/1s as you can. This lets you interact using variable amounts of mana, while getting a small or moderate number of tokens. The point here is that you can hold it with interaction and the tokens are not easy to trade one for one with. If secure the wastes was a resto instead, you wouldn't have that line of play until later and still get the same power on the board. And your power is removed by fatal push, where secure can't really be pushed.
As far as Uw midrange/control goes, I stopped playing that build specifically because you had to wait to play your mediocre creatures most of the time, making flash threats much more appealing. Waiting to play finks until turn 5 so that you can interact is a bad proposition as far as I'm concerned. Too slow imo.
KnightfallGWUR
Azorius Control UW
Burn RBG
I've played Esper draw-go a bit and honestly it's just not my deck, it's too slow for me and if your counters/removal don't line up you can just lose outright to a single threat. I like the UW midrange deck because I feel like I have action against all matchups besides storm since I almost never play against it. I like secure the wastes fine enough but the style of UW control I play, and I think everyone else in this thread, is the midrangey build that has plenty of early answers and ability to pressure.
I'm not even sure in your example that casting Secure after Negating/Pathing something is correct. I would just hold it forever until my opponent passes without a play. There's no reason to not get maximum value out of it, unless you want the tokens to block or to try and sneak attack a Planeswalker. Restoration Angel plays a similiar role, except it synergizes with Snapcaster, has evasion, and can ambush and leave beyond the body most of the time.
Secure The Wastes
Pros:
3 Snapcaster Mage
3 Wall of Omens
3 Kitchen Finks
2 Restoration Angel
Planeswalkers: 3
1 Jace, Architect of Thought
1 Gideon Jura
1 Elspeth, Sun's Chamption
Sorceries: 5
3 Ancestral Vision
2 Supreme Verdict
4 Path to Exile
2 Spell Snare
1 Mana Leak
2 Negate
1 Think Twice
2 Sphinx's Revelation
3 Cryptic Command
Enchantments: 1
1 Detention Sphere
4 Celestial Colonnade
4 Flooded Strand
2 Hallowed Fountain
4 Ghost Quarter
2 Glacial Fortress
1 Mystic Gate
5 Island
3 Plains
I saw it in a list and figured I'd try it out, honestly I was pretty skeptical too. It's not a horrid card, but I could easily see it being another counterspell instead. I like it because you can just cycle it on an opponents end step, twice.
KnightfallGWUR
Azorius Control UW
Burn RBG
Summary Dismissal is an answer I play in the board for for Grapeshot, Valakut, the molten pinnacle, Ulamog, the Ceaseless hunger, etc
KnightfallGWUR
Azorius Control UW
Burn RBG