Yeah, actually, the game plan is very matchup-dependant.
Against non-interactive decks like Ezuri, it is pretty safe to go for an early Dark Depths combo. In this case, you usually need to sweep the board once or twice beforehand, but then you can quickly close the game with Marit Lage. The Engineered Explosives engine is not as strong here, because you have to set it to 3 charge counters, otherwise they can just regenerate everything with Ezuri. This matchup is extremely good though. I have only lost one game against it, and that was because I went for the EE package with Intuition instead of triple boardwipes. Darkblast is a house here.
Against decks that can apply pressure early, disrupt you and have a critical mass of exile/bounce effects, like Thalia D&T or Geist, it is extremely dangerous to go for Marit Lage before having a proper engine online. This is where cards like Crop Rotation are really bad (you still have to pay the additional cost if they counter it), and where the EE/O-Stone package really shines. Most hatebears in Thalia (herself included) cost 2; and most threats in Geist (himself, True-Name Nemesis, Swords of X and Y) cost 3, so it's easy to hit everything relevant with EE. Spell Snare is also very important on the draw against Thalia. Once you have a recursive control engine, you can win with pretty much anything: 1/x and 2/x creatures beatdown (including your generic commander), Creeping Tar Pit (will have to test Treetop Village), Ashiok and, eventually, Marit Lage, after you've exhausted their resources (Swords to Plowshares, Path to Exile, Vapor Snag, Wasteland, etc).
I prefer having a strong and versatile maindeck, rather than having to rely too much on my sideboard to win some matchups, especially since I'm going for a transformational sideboard approach so the slots are very limited.
I guess I should have called this thread "BUG Academy Control" instead, to avoid confusion, because it's not really a Dark Depths combo deck, even though it's generally the win condition. Rather, this deck is a highly synergistic control deck with a potential combo finish. The Academy Ruins package (Trinket Mage, Expedition Map, Engineered Explosives and Oblivion Stone) is what really makes this deck competitive, and is usually the first engine to come online, as a way to control the board and ensure I get my land drops in the mid-game.
Raven's Crime was Inquisition of Kozilek before, but I wanted to test it first before dismissing it. IoK is probably superior, since Raven's Crime is really bad without Loam, doesn't help solve problems beforehand, can blow up in my face if they have a Loxodon Smiter or such, and usually only comes online when the opponent is already in top-deck mode, or close to.
I replaced Cursed Scroll with Ashiok, Nightmare Weaver (who was in the side) to free up a sideboard slot, since they fill a similar role anyway (non-graveyard-based win condition). While Ashiok is not fetchable, it can give us valuable information about our opponent's deck, and as such, deserves a slot in the main deck. I put Glacial Chasm in its spot in the sideboard, to help against burn and creature-based decks.
Maelstrom Pulse is a good catch-all, but so are EE, O-Stone and Pernicious Deed, and I'm not sure what nonland permanent I would want an extra out to. If you find one, I'll reconsider.
Here's a list of cards that I've already considered, but either (1) they failed to live up to the standards of the (current iteration of the) deck by way of being too slow/focused/awkward/inefficient or filling a niche that's already covered or unnecessary, or (2) they are currently benched while I test other cards:
Sylvan Library is already in the deck. The idea is to swarm the opponent with card advantage, so I prefer to run value cards like Far // Away and Repeal (which can also be used on my own creatures for more value) than focused card disadvantage spells like Entomb, Mystical Tutor and Crop Rotation. I had those in before, but they were too awkward for a control deck so I cut them.
Yes, the win condition is slow, but it's also inevitable; Marit Lage is massive card disadvantage and can be answered so I'm in no rush to get it out early. I prefer to first establish control of the game, and then proceed to win. The critical turn seems to be turn five, or, rather, once I have five mana. The plan is very proactive (Tap-Go Control), so I only run the most efficient counterspells. Mental Misstep can be played when I'm tapped out, and Spell Snare is very important on the draw and against cards like Thalia, Guardian of Thraben, Scavenging Ooze and Rest in Peace, in addition to hitting approximately a third of all spells in the format (more than that actually, because most decks usually run more 2-drops than 3-drops).
Oblivion Stone can destroy some of my board (never my lands), but it also has another not insignificant ability, and I can recur most of my permanents anyway (or any, with Eternal Witness + Volrath's Stronghold). Exploration is one of the hardest pieces to recur, but by the time I destroy it with my own Stone or Deed, it has probably done its job (which is primarily to help me reach 5ish mana ASAP). I have Azusa for late game land abuse that I can also recur with the Stronghold.
Cursed Scroll gives me more reusable removal, and is also a win condition that doesn't depend on the grave for game one (a necessary evil), in case the opponent hit key spells in my graveyard with a Scooze or something.
Cabal Pit is definitely an interesting card... I'll have to try it.
Here's my BUG deck built as one big card advantage engine. Most of the cards in this deck are either 2-for-1s or better, or have some powerful synergistic interaction with the rest of the deck, mostly through graveyard or land abuse. This deck has pretty good matchups against some of the most played decks, but it can struggle against Thalia D&T and RDW, hence the very focused hate in the sideboard (Dread of Night and Chill). Speaking of the sideboard, I'm using a transformational approach, where if they bring in the grave hate, I can just switch to a mill deck. The rest of the cards in the sideboard are used to fight Rest in Peace, Blood Moon and the mirror.
Cut the dorks to add the 17th land (Treetop Village) and more control/draw in the form of Sensei's Divining Top, Tangle Wire, Skeletal Scrying and Black Sun's Zenith. The deck is performing great so far, having no bad matchups really and being able to defeat some of the most popular decks (Ezuri, Geist, Merieke) with considerable consistency. It absolutely crushes non-refined decks, and only the most tuned lists or the luckiest of hands actually stand a chance against this.
I'm thinking about cutting Skylasher and Krosan Reclamation from the sideboard, because the decks they are good against are already pretty good matchups. I'm considering Phyrexian Crusader and Sword of War and Peace as replacements, to give me more of an edge against white decks (Thalia D&T) and RDW (Zozu).
Against non-interactive decks like Ezuri, it is pretty safe to go for an early Dark Depths combo. In this case, you usually need to sweep the board once or twice beforehand, but then you can quickly close the game with Marit Lage. The Engineered Explosives engine is not as strong here, because you have to set it to 3 charge counters, otherwise they can just regenerate everything with Ezuri. This matchup is extremely good though. I have only lost one game against it, and that was because I went for the EE package with Intuition instead of triple boardwipes. Darkblast is a house here.
Against decks that can apply pressure early, disrupt you and have a critical mass of exile/bounce effects, like Thalia D&T or Geist, it is extremely dangerous to go for Marit Lage before having a proper engine online. This is where cards like Crop Rotation are really bad (you still have to pay the additional cost if they counter it), and where the EE/O-Stone package really shines. Most hatebears in Thalia (herself included) cost 2; and most threats in Geist (himself, True-Name Nemesis, Swords of X and Y) cost 3, so it's easy to hit everything relevant with EE. Spell Snare is also very important on the draw against Thalia. Once you have a recursive control engine, you can win with pretty much anything: 1/x and 2/x creatures beatdown (including your generic commander), Creeping Tar Pit (will have to test Treetop Village), Ashiok and, eventually, Marit Lage, after you've exhausted their resources (Swords to Plowshares, Path to Exile, Vapor Snag, Wasteland, etc).
Against control decks with greedy mana bases, you can go for an early Wasteland/Raven's Crime/Life from the Loam lock since they don't apply much pressure.
I prefer having a strong and versatile maindeck, rather than having to rely too much on my sideboard to win some matchups, especially since I'm going for a transformational sideboard approach so the slots are very limited.
I'm currently testing Raven's Crime and Exploration.
Raven's Crime was Inquisition of Kozilek before, but I wanted to test it first before dismissing it. IoK is probably superior, since Raven's Crime is really bad without Loam, doesn't help solve problems beforehand, can blow up in my face if they have a Loxodon Smiter or such, and usually only comes online when the opponent is already in top-deck mode, or close to.
I replaced Cursed Scroll with Ashiok, Nightmare Weaver (who was in the side) to free up a sideboard slot, since they fill a similar role anyway (non-graveyard-based win condition). While Ashiok is not fetchable, it can give us valuable information about our opponent's deck, and as such, deserves a slot in the main deck. I put Glacial Chasm in its spot in the sideboard, to help against burn and creature-based decks.
Maelstrom Pulse is a good catch-all, but so are EE, O-Stone and Pernicious Deed, and I'm not sure what nonland permanent I would want an extra out to. If you find one, I'll reconsider.
Bitterblossom and Maze of Ith are nonissues, because I run several board wipes, Abrupt Decay and Wasteland.
Here's a list of cards that I've already considered, but either (1) they failed to live up to the standards of the (current iteration of the) deck by way of being too slow/focused/awkward/inefficient or filling a niche that's already covered or unnecessary, or (2) they are currently benched while I test other cards:
0 Maze of Ith
0 Tolaria West
-= Creatures =-
2 Dark Confidant
2 Vampire Hexmage
3 Courser of Kruphix
3 Wood Elves
-= Planeswalker =-
3 Jace Beleren
3 Liliana of the Veil
-= Artifacts =-
0 Mox Diamond
3 Sands of Delirium
-= Enchantments =-
3 Dark Tutelage
3 Engineered Plague
3 Gloom
3 Phyrexian Arena
3 Underworld Connections
1 Blue Elemental Blast
1 Brainstorm
1 Crop Rotation
1 Entomb
1 Force Spike
1 Hydroblast
1 Mystical Tutor
1 Stifle
2 Counterspell
2 Diabolic Edict
2 Lim-Dûl's Vault
2 Mana Leak
2 Memory Lapse
2 Miscalculation
2 Prohibit
2 Remand
2 Smother
3 Realms Uncharted
3 Thirst for Knowledge
1 Deathmark
1 Inquisition of Kozilek
1 Thoughtseize
2 Chainer's Edict
2 Explore
2 Into the North
2 Regrowth
2 Sylvan Scrying
3 Drown in Sorrow
3 Maelstrom Pulse
3 Perish
3 Sadistic Sacrament
3 Virtue's Ruin
Please save some salt for my fries.
Yes, the win condition is slow, but it's also inevitable; Marit Lage is massive card disadvantage and can be answered so I'm in no rush to get it out early. I prefer to first establish control of the game, and then proceed to win. The critical turn seems to be turn five, or, rather, once I have five mana. The plan is very proactive (Tap-Go Control), so I only run the most efficient counterspells. Mental Misstep can be played when I'm tapped out, and Spell Snare is very important on the draw and against cards like Thalia, Guardian of Thraben, Scavenging Ooze and Rest in Peace, in addition to hitting approximately a third of all spells in the format (more than that actually, because most decks usually run more 2-drops than 3-drops).
Oblivion Stone can destroy some of my board (never my lands), but it also has another not insignificant ability, and I can recur most of my permanents anyway (or any, with Eternal Witness + Volrath's Stronghold). Exploration is one of the hardest pieces to recur, but by the time I destroy it with my own Stone or Deed, it has probably done its job (which is primarily to help me reach 5ish mana ASAP). I have Azusa for late game land abuse that I can also recur with the Stronghold.
Cursed Scroll gives me more reusable removal, and is also a win condition that doesn't depend on the grave for game one (a necessary evil), in case the opponent hit key spells in my graveyard with a Scooze or something.
Cabal Pit is definitely an interesting card... I'll have to try it.
Here's my BUG deck built as one big card advantage engine. Most of the cards in this deck are either 2-for-1s or better, or have some powerful synergistic interaction with the rest of the deck, mostly through graveyard or land abuse. This deck has pretty good matchups against some of the most played decks, but it can struggle against Thalia D&T and RDW, hence the very focused hate in the sideboard (Dread of Night and Chill). Speaking of the sideboard, I'm using a transformational approach, where if they bring in the grave hate, I can just switch to a mill deck. The rest of the cards in the sideboard are used to fight Rest in Peace, Blood Moon and the mirror.
3 Sultai
-= Lands (21) =-
0 Command Tower
0 Misty Rainforest
0 Polluted Delta
0 Verdant Catacombs
0 Breeding Pool
0 Overgrown Tomb
0 Watery Grave
0 Creeping Tar Pit
0 Twilight Mire
0 Urborg, Tomb of Yawgmoth
1 Forest
1 Island
1 Swamp
0 Barren Moor
0 Lonely Sandbar
0 Tranquil Thicket
0 Academy Ruins
0 Dark Depths
0 Thespian's Stage
0 Volrath's Stronghold
0 Wasteland
-= Creatures (7) =-
2 Baleful Strix
2 Coiling Oracle
2 Snapcaster Mage
2 Wall of Blossoms
3 Azusa, Lost but Seeking
3 Eternal Witness
3 Trinket Mage
3 Ashiok, Nightmare Weaver
-= Artifacts (5) =-
0 Engineered Explosives
1 Expedition Map
1 Sensei's Divining Top
3 Crucible of Worlds
3 Oblivion Stone
-= Enchantments (3) =-
1 Exploration
2 Sylvan Library
3 Pernicious Deed
-= Instants (7) =-
1 Darkblast
1 Mental Misstep
1 Repeal
1 Spell Snare
2 Abrupt Decay
3 Intuition
5 Far // Away
-= Sorceries (5) =-
1 Raven's Crime
2 Black Sun's Zenith
2 Hymn to Tourach
2 Life from the Loam
3 Toxic Deluge
0 Glacial Chasm
0 Nephalia Drownyard
1 Elixir of Immortality
1 Nihil Spellbomb
1 Dread of Night
2 Chill
1 Nature's Claim
1 Spell Pierce
2 Mind Grind
3 Villainous Wealth
I'm thinking about cutting Skylasher and Krosan Reclamation from the sideboard, because the decks they are good against are already pretty good matchups. I'm considering Phyrexian Crusader and Sword of War and Peace as replacements, to give me more of an edge against white decks (Thalia D&T) and RDW (Zozu).
For your sideboard, I'd cut Scavenging Ooze for Rest in Peace.
For a blind meta sideboard, I'd do something like this:
3 Caller of the Claw
3 Viridian Shaman
2 Compost
3 Choke
3 Fecundity
3 Hall of Gemstone
2 Krosan Restoration
3 Beast Within
2 Gaea's Blessing
These should cover your bases against mass removal, mill, graveyard abuse and Peacekeeper effects (Ensnaring Bridge, etc).