I'm guessing the win-cons are about prolonging the game as you're only doing 2 to 3 damage per creature. I can see it working, possibly, primarily because you're mopping up the board. But if that doesn't work out the way you plan you're totally screwed.
Eventually a creature will hit, or the opponent decks themselves. It has the Sphinx/Elixir plan for the very long game (talking a 53 turn game if the opponent doesn't concede) and 2-3 power guys for the 30 turn game. The main problem I've come up with right now is dealing with Elspeth. There's only 4 Dissolves that can handle her so you're losing a counter war against the 4 Dissolve/2 Syncopate/1 Negate decks unless Sin Collector can even things up. No sphere and no cleansing, maybe I should include some of those to even out game 1, or perhaps just Downfall as it fits the flash gameplan best.
Really the win condition is to just not lose, if you do that long enough your opponent loses instead.
I'm guessing the win-cons are about prolonging the game as you're only doing 2 to 3 damage per creature. I can see it working, possibly, primarily because you're mopping up the board. But if that doesn't work out the way you plan you're totally screwed.
9 creatures is far more proactive than most control lists. UW these days wins by using two Mutavaults and recycling them until the opponent runs out of ways to kill them.
It's not so much milking the clock as it is playing a superior attrition game. I'm a fan of either the hyper aggro decks or the hyper grind decks. This is more of the latter (my two standard decks right now are Boss Sligh and UW Control).
Part of me really likes the idea of this deck, getting to recycle Sin Collectors over and over until I can exile every card in my Elixir mirror opponents deck. Getting to play at instant speed for the most part is nice too, I'm just not sure the deck is any good. Hero's Downfall really needs to be in here as a 3 of or more but I can't decide on the cuts.
Honestly, I might throw in a Psychic Spiral as an additional win con. With your repeated use of the sin collectors, they're bound to have less cards in their deck than you do.
The main issue I see with this deck is its hyper-grindyness. The format has slowed down a bit, but I'm not sure even with your control you're able to slow it down as much as you need to.
Elixir and Psychic Spiral do similar things but are different enough that you could feasibly run both. Psychic Spiral doubles as a win-condition whereas Elixir is merely a game extension.
How is Elixir not a win condition? Assuming their deck is 60 cards they have a maximum of 53 turns (without a mulligan) to win the game. Psychic Spiral is faster, but it also doesn't recycle itself and it costs way more mana.
Pithing Needle doesn't really matter, I'll throw Planar Cleansings in the sideboard to deal with it. Cleansing isn't the greatest with a creature plan but it's very good at getting to the point where the creatures matter.
In addition to Elspeth I've identified another weakness which is Last Breath (notice these are both in regular UW control). That might be a problem. Elspeth is solved by Downfall though I still don't know the cuts. Last Breath can be countered by Deputy but I want something beyond that.
4 Temple of Enlightenment
2 Temple of Silence
2 Temple of Deceit
3 Hallowed Fountain
3 Watery Grave
2 Godless Shrine
6 Island
3 Plains
1 Swamp
4 Deputy of Acquittals
3 Sin Collector
2 Notion Thief
Spells 24
4 Sphinx's Revelation
2 Doom Blade
2 Ultimate Price
1 Devour Flesh
3 Essence Scatter
1 Cyclonic Rift
4 Dissolve
3 Azorius Charm
1 Altar's Reap
4 Supreme Verdict
1 Elixir of Immortality
Any opinions on this?
Eventually a creature will hit, or the opponent decks themselves. It has the Sphinx/Elixir plan for the very long game (talking a 53 turn game if the opponent doesn't concede) and 2-3 power guys for the 30 turn game. The main problem I've come up with right now is dealing with Elspeth. There's only 4 Dissolves that can handle her so you're losing a counter war against the 4 Dissolve/2 Syncopate/1 Negate decks unless Sin Collector can even things up. No sphere and no cleansing, maybe I should include some of those to even out game 1, or perhaps just Downfall as it fits the flash gameplan best.
Really the win condition is to just not lose, if you do that long enough your opponent loses instead.
9 creatures is far more proactive than most control lists. UW these days wins by using two Mutavaults and recycling them until the opponent runs out of ways to kill them.
Part of me really likes the idea of this deck, getting to recycle Sin Collectors over and over until I can exile every card in my Elixir mirror opponents deck. Getting to play at instant speed for the most part is nice too, I'm just not sure the deck is any good. Hero's Downfall really needs to be in here as a 3 of or more but I can't decide on the cuts.
The main issue I see with this deck is its hyper-grindyness. The format has slowed down a bit, but I'm not sure even with your control you're able to slow it down as much as you need to.
That said, I actually like your deck. But why not run some of the new colorless artifact/creatures?
But it's your deck. I can only make suggestions that I think might work. But it's your playstyle.
In addition to Elspeth I've identified another weakness which is Last Breath (notice these are both in regular UW control). That might be a problem. Elspeth is solved by Downfall though I still don't know the cuts. Last Breath can be countered by Deputy but I want something beyond that.
EDIT: sorry if the text is really big. Probably just a glitch on my phone