First thing first, I don’t believe that anything less than four Path to Exile is right. There are too many spots where your opponent is on the play and you are forced to deal with its play immediately. And six removal overall, even with Coatl, is definitely too much on the low side of the spectrum.
I can definitely understand the point on Growth Spiral. I don’t even like the card. The point of splashing green, imho, should be Ice-Fang Coatl. What I would be interested in is, in fact, a Restoration Angel build that complements it.
How can you not get overwhelmed by creatures without sweepers in the deck ?
If you don't want to hit your own creatures there is always Settle the Wreckage.
Also, if this is turning into more of a flash-tempo type deck what about Frilled Mystic to go along with Resto and Coatl ?
It'll probably require some more green sources though like a Temple Garden and an extra Breeding Pool over Waterlogged Grove as fetchable options.
Why is Narset in the maindeck here ?
She seems even worse with the more creature-heavy version so Teferi (or even Jace, UoS) seems like a much better option.
I'd also prefer Search for Azcanta as a card filtering/draw engine instead.
don't agree with it being a 'bad' UW control deck. I think it has the potential to be a better UW control deck; Coatl and Waterlogged Grove are excellent cards for the archetype.
That’s why I think you should focus on their power. Resto Angel configurations are the best way to build this kind of decks since... forever. Instead of crappy Wall of Omens we get a real card, finally.
I think that a control can use the 0/4 blocker better than a 1/1 flyer and "flash" is basically the only real advantage of Coatl (I don't really count on the deathtouch).
Ice-Fang Coatl doesn't seem worth it as it will very rarely have deathtouch, I'd rather play Remand as a tempo cantrip (and it works better as more targets for Snapcaster).
If you want to play more proactive creatures then Vendilion Clique and Spell Queller are still better options imho.
Prohibit seems like an interesting counterspell to try as well since it has applications both early and late in the game.
I'd play it over Spell Snare and Spell Pierce, in the worst case you can just pitch it to Force of Negation anyway.
Wilderness Reclamation seems to lend itself really well to mana sinks like Sphinx's Revelation and finishers like Secure the Wastes so I'd consider them for the deck.
3x copies of the enchantment seems excessive so I'd play 2x max and maybe even just one with more cantrips to reliably find it as it is a late game card anyway.
Think Twice doesn't seem good enough imho and I'd prefer Opt instead for mana-efficiency (which is important before landing a Wilderness Reclamation).
I'd also rather play Remand as a cantrip that slows down the opponent.
For removal I'd consider Settle the Wreckage, maybe over Terminus to have a more reliable (and instant speed) sweeper option at a reasonable mana cost.
How can you not get overwhelmed by creatures without sweepers in the deck ?
If you don't want to hit your own creatures there is always Settle the Wreckage.
I don't really like Winds of Abandon and would prefer Seal Away and Condemn as extra removal besides Path at instant speed.
As sorceries Oust and Declaration in Stone seem better and there is always Detention Sphere as a catch-all for PW's and artifacts/enchantments as well.
Also, if this is turning into more of a flash-tempo type deck what about Frilled Mystic to go along with Resto and Coatl ?
It'll probably require some more green sources though like a Temple Garden and an extra Breeding Pool over Waterlogged Grove as fetchable options.
Why is Narset in the maindeck here ?
She seems even worse with the more creature-heavy version so Teferi (or even Jace, UoS) seems like a much better option.
I'd also prefer Search for Azcanta as a card filtering/draw engine instead.
I think that a control can use the 0/4 blocker better than a 1/1 flyer and "flash" is basically the only real advantage of Coatl (I don't really count on the deathtouch).
If you want to play more proactive creatures then Vendilion Clique and Spell Queller are still better options imho.
Prohibit seems like an interesting counterspell to try as well since it has applications both early and late in the game.
I'd play it over Spell Snare and Spell Pierce, in the worst case you can just pitch it to Force of Negation anyway.
3x copies of the enchantment seems excessive so I'd play 2x max and maybe even just one with more cantrips to reliably find it as it is a late game card anyway.
Think Twice doesn't seem good enough imho and I'd prefer Opt instead for mana-efficiency (which is important before landing a Wilderness Reclamation).
I'd also rather play Remand as a cantrip that slows down the opponent.
For removal I'd consider Settle the Wreckage, maybe over Terminus to have a more reliable (and instant speed) sweeper option at a reasonable mana cost.