Focused on going off with Saheeli + Felidar, Felidar + Felidar + Decoction Module, or Whirler + 3 Decoction Module. The Puzzleknot is a bit weak on its own, but I'm rarely unhappy to see it. There may be better options, but it enables both our Rainbow lands, as well as being a solid turn 2 dig to enable going off on turn 4.
Not sure about the Rebuff main or the Baral's expertise in the side. Everything else has been pretty solid. Declarations are new - haven't had enough of a chance to try them out. Any suggestions?
I'm yet to try out the Controlling version. Curious if that works out better.
Here's my version 1.3; I've been testing it since the spoiler completed in several iterations. Several combos in one - lots of search. Been running it to success on Cockatrice, though it needs some ironing.
The Unsubstantiate, Radiant Flames main and 23/24 land are the slots I am tinkering with. The rest runs pretty tight. Ran a Mechanized Production main prior. Could be good versus certain decks or G1. Please try it out and enjoy. Feedback welcome.
Thinking about it, Saheeli's Artistry may not be bad as a 1-2 of to enable combos or provide some late game coverage.
Heaven's Cove Legendary Land
Heaven's Cove does not untap during your untap step.
Whenever a creature dies, you may tap Heaven's Cove to put a 1/1 White Spirit creature token with flying onto the battlefield under your control. T: Add W to your mana pool.
Sacrifice a creature: Untap Heaven's Cove.
I've been running straight UB - but decided to delve into Esper for Anguished Unmaking to remove problem enchantments/artifacts. It has been invaluable in the mirror; punishing UB by dropping a Metallurgic Summonings, and if they do the same, we have the removal for it. Works versus Panharmonicon and is an instant-speed tool against Planeswalkers or creatures, as well.
Before I get into description, here is the list I've been running on MTGO. Before this version, I've tested strict UB, full Esper with WW, and slightly different versions to get to this one. Since MTGO, I've done 17 practice matches (16-4, though a lot of these aren't tournament decks but it's important to be able to consistently beat rogue decks), 15 single queue matches (10-5) and one Standard league (3-2), which means it can still be tuned. I'll run a few more leagues and then decide on some changes.
Gearhulk: This one doesn't need much of an introduction. I don't however like to see more than 1 in my opening hand - especially with 2 other 5CMC cards. Would go to 4 if I cut summonings, but "dies to removal" so it's more of a "game furtherer" than a consistent finisher for me.
Summonings: Provides inevitability. I've lost few games where this has landed. It does have its drawback, however: doing nothing when it first comes out. I've rarely used it on turn 5. It usually ends up coming out turn 8 with a counter back up or removal vs aggro. I have used its activated ability a few times, as well. PErhaps cutting one for a Jace, Ob, or Lili. The finisher suite definitely needs a slight tuning.
Draw Spells: Never unhappy to see either. I could see cutting one or sideboarding it versus aggro, but in any other matchups, these are incredibly useful.
Anguished Unmaking: A catch-all at instant speed, which I'm happy to play. The life hurts versus aggro, though it'll usually come out. However, its biggest drawback is what it does to our manabase. Given that it's the only white spell and rarely played turn 3, white isn't needed particularly early, though. The manabase DEFINITELY can be made more efficient.
Grasp: Premier removal currently; hits all the usual suspects except Hulk and Ishkanah, which we'd simply rather not let resolve period. Extraction: Hits anything aggro throws at us, and buys us a bit more time. Murder: To hit the occasional big guy at instant speed. May consider lowering to 1. Path: With Anguished main, I've seen myself less excited for this one, though its Awaken is occasionally useful. May consider cutting, though is useful versus aggro's Chandras/Gideons without hitting ourselves for 3.
Void/Scatter: Bread and butter counters. Is mana intensive - even the strict UB list runs Spell Shrivels often, which I may have to test with, but overall their late game usefulness, which we need has been great. May try a 3-1 or 2-2 split with Spell Shrivel if the mana continues to be an issue. Negate: A useful miser for the Turn 3 Lili/Marvel - or Turn 2 Copter on the play. Solid singleton. May consider another if I cut rebuffs. Rebuff: While I find myself often bringing these out, their versatility G1 is fantastic. Easy to play around at times, but buying us 2 turns is sometimes all we need. However, I may consider cutting these for a Negate and other card.
Trangress: Useful vs Deirium/Control and gives us a nice way to see what's going on. I always enjoy seeing this card.
Manabase: Hubs have been all-stars, though 4 may become an issue if we have 2 in our opening hand. All we need is UU, BB, and at one point in the game a BW for Unmaking. Considering dropping 1 Evolving Wilds, 1 Swamp, and 1 Concealed Courtyard for a Port Town, Choked Estuary and Island. U has been the biggest issue for Turn 3 Shatters. This spot definitely needs some work.
Esper does give us the opportunity to use manlands, though the ability to come in untapped is almost necessary later. There may be room for 1-2 however.
vs Delirium: Tends to differ on the play vs draw, and specific cards I may have seen but overall the issues to deal with are Lili, Ishkanah, Tracker, and Emrakul.
-2 Extraction, -1 Murder, -1 Grasp; +1 Dismissal, +1 Negate, +1 Lost Legacy, +1 Transgress
Tendrils, Unmaking, Murder/Grasp split, and the second Negate are all options, as well. Specifically if you're worried about a Lili on the draw.
vs UW Flash: Also differs. Gideon isn't as big of a problem as aggressive beats and Always Watching is.
-1 Dismissal, -2 Transgress, -1 Unmaking, -1 Summonings; +1 Extraction, +1 Negate, +2 Tower, +1 Tendrils.
Extra Tendrils/Negate are always an option - as is changing up the finisher suite.
vs Marvel: Can't let Marvel resolve, need to deal with Trackers, walkers, and late game Emrakuls.
-2 Extraction, -1 Murder, -1 Unmaking, -1 Summonings, -2 Rebuff; +1 Lost Legacy, +1 Tower, +1 Transgress, +1 Tendrils, +2 Negate
Tendrils/Rebuffs can be moved around, as well as the finisher suite.
vs Vehicles/Aggro: -1 Dismissal, -2 Rebuff, -1 Unmaking, -1 Summonings, -2 Transgress, -1 Shatter; +1 Extraction, +3 Kingpin, +2 Tower, +3 Tendrils
Counters can be swapped around.
vs Control: -2 Extraction, -3 Grasp, -1 Murder, -1 Summonings; +1 Transgress, +1 Unmaking, +2 Negate, +2 Tower, +1 Dismissal
Move the finishers around, and if there are no manlands/creatures, you can go more removal light as well.
UR Control with Towers/Fevered Visions has been the worst match-up. Aggro can be somewhat troublesome; it's dependent on if we see our removal. UW is annoying but winnable. Delirium and Marvel are winnable. There have been very few easy games, but the deck is powerful if you play tight. Anything new/random, just evaluate what must not be allowed to resolve/persist, and if it's not a problem, draw cards. More often than not, you have to be willing to take the hit for better information/not allowing a 2nd main phase spell.
I'll be further tuning it and running it through dailies.
my UB deck had a hard time against both GB Delirium and Zombie decks tonight. I only won when I was able to ultimate Liliana. The problem with those decks is our cards put their cards into the graveyard. And those decks thrive on that.
Looking through the "Power Rankings," a lot of cards do seem to thrive on the graveyard, which white has better answers to than black. Descend Upon the Sinful, Anguished Unmaking, Declaration in Stone, and Stasis Snare seem a better set of answers. Also, black's only viable sweeper is Flaying Tendrils I believe, which suffers from a similar issue, as well as missing x/3's and higher.
In strict UB, Lost Legacy or Shamble Back may be an answer to problem cards. Alternatively, you could wall them out. Thing In the Ice is a popular choice and is the best in terms of raw power, but if you fear Grasp of Darkness or red removal, Tide Drifter can fill a similar early wall role, though has significantly less upside. Kalitas is also a very powerful option, which is highly recommended and often played.
im currently running this list for about 2 weeks now. so i need some opinion of my take on the ub control deck. im still getting myself familiar with this deck.
matchup wise, i have no trouble going against those control decks.
most of the time i had a 50-50 chance against aggro decks.
but i did badly against GB Delirium and zombies deck.
At first glance, I'd recommend adding another Anticipate/Glimmer/Jace and possibly a land. Especially against zombies, who have so many ways to gain card advantage, you're going to want ways to refill your hand, or seek out the exact cards you need to change the game.
If you want to stay straight UB, I'd recommend taking a look at the list that placed 9th at GP Santiago. A full playset of Glimmer, Anticipate, and an added Jace to make sure you have a CA engine.
Since the two decks you seem to have an issue with are graveyard oriented, running the full playset of Void Shatter may help. Amalgam will be an issue, as it survives a Flaying Tendrils and keeps coming. Lost Legacy may be a way to solve specific problems.
In your experience, what have been the biggest problems out of BG Delirium and Zombies?
Regardless, I would recommend upping the numbers for your card draw, and possibly an extra land to make sure you're hitting every turn.
Currently running a UWb deck as my first return to Standard and Magic in general. Every season I've played, I've always ran a tuned UX(x) control and piloted them to a few PTQ and States Top 8's. In short, I'm a control enthusiast.
With all the indestructible features and threats recurring from the grave, Descend Upon the Sinful seems useful. Here is the initial list I'm currently running.
Definitely still a rough draft, though currently 9-0 in testing. Granted, the matches have been mostly against jank, though a few against UW Aggro.
I am considering a playset of Spell Quellers and 3/4 Dead Weight in the side. Also, potentially, Flaying Tendrils if these hyper aggressive decks continue. The spot removal is really only necessary against large, single creatures and before casting a sweeper is viable.
Gideon is fantastic at creating meatshields, closing the game, or simply generating an advantage post-sweeper; however, I'll take a look at Dovin Baan as well. Anguished Unmaking is a nice catch-all in the current meta since Enchantments, walkers, artifacts, or creatures may be the primary threat we need to address, though I'm careful not to run too many based off the life gain.
I played with Take Inventory - and while it was good in the long, drawn out matches, when I was on the back foot, Anticipate and Glimmer helped me dig out what I needed - which was often a sweeper or counter.
If anyone has any questions regarding the deck/choices, please feel free to ask. I always welcome criticism and testing help; there is definitely some more tuning to be done.
Still testing it thoroughly, but it should bring you some success if played right. If anyone would like SB strategy, I can explain.
The goal is to setup multiple card draws per turn for each player and once the board becomes too clogged, start bouncing/fogging your opponent. Reap Intellect is to deal with problematic cards that we don't want to bounce continuously or can become a threat (Stormbreath Dragon, Hydras, Grey Merchant, Brain Maggot, etc.)
Pygmy RampagerGR Creature - Beast (U)
Trample
Whenever Pygmy Rampager becomes blocked, it gets +3/+3.
2/2 The beast bore down on the Fomori camp, undeterred by their large size.
Dreadful Feast1BG Sorcery (U)
Target player sacrifices a creature. Then put X +1/+1 counters on a creature he or she controls, where X is the sacrificed creature's toughness.
Nyxian RopeWW Legendary Enchantment Artifact {R}
Creatures you control have W,t: Tap target creature. The warring sides seemed nearly equally matched. Piety was their only difference.
Next:
A humanoid character using his hand to cover his face; the uncovered parts of his face reveal a sinister, inhumane grin.
I believe Esper will go deeper into black. With the printing of Banishing Light, Detention Sphere is longer safe preboard in the mirror - making Hero's Downfall the only surefire way to remove planeswalkers, in addition to being a good catch-all.
I also predict more BG decks, meaning more Abrupt Decay, so cards like Detention Sphere and Banishing Light will lose their autoslots in the deck. This means control has to react to most decks having removal for Detention Spheres, which means they can either go full tap-out control, value threat after value threat - or an almost complete draw-go style.
It's hard to formulate an exact control deck without seeing how the meta will shape, however. But going in blind, I'd move into a heavier draw-go build of Esper, removing Detention Spheres and replacing them with Hero's Downfall, as well as a singleton Deicide instead of the singleton Revoke Existence I was previously running, as there's really nothing you miss out on by switching over.
Edit: In conclusion, I assume that UWx will turn into a midrangy control topped off by Revelation by branching into other colors, as well as a near permanentless draw-go deck in Esper and straight-UW colours.
Well, it does a number on UW control. If Detention Sphere could hit itself, the UW deck composition would be greatly different I imagine. I believe we'll start to see a bigger divergence in the UWx decks now with some running more tapout (Sphere/Light) packages and others opting for a more permanent-less build since Banishing Light is a catch-all that also hits UWx's own catch-all.
Here's the list I've been running - dedicated to combo, with only light control aspects:
4 Saheeli Rai
4 Felidar Guardian
4 Whirler Virtuoso
3 Decoction Module
Dig
4 Anticipate
3 Glimmer of Genius
3 Glassblower's Puzzleknot
Utility
2 Nahiri, the Harbinger
3 Unsubstantiate
Counter
2 Dispel
2 Negate
1 Revolutionary Rebuff
2 Radiant Flames
Lands (23)
4 AEther Hub
4 Industry Spire
4 Wandering Fumarole
4 Spirebluff Canal
3 Inspiring Vantage
1 Evolving Wilds
1 Island
1 Plains
1 Mountain
3 Authority of the Consuls
2 Ceremonious Rejection
1 Dispel
2 Negate
2 Radant Flames
2 Fragmentize
2 Declaration in Stone
1 Baral's Expertise
Focused on going off with Saheeli + Felidar, Felidar + Felidar + Decoction Module, or Whirler + 3 Decoction Module. The Puzzleknot is a bit weak on its own, but I'm rarely unhappy to see it. There may be better options, but it enables both our Rainbow lands, as well as being a solid turn 2 dig to enable going off on turn 4.
Not sure about the Rebuff main or the Baral's expertise in the side. Everything else has been pretty solid. Declarations are new - haven't had enough of a chance to try them out. Any suggestions?
I'm yet to try out the Controlling version. Curious if that works out better.
Key combos:
Saheeli Rai + Felidar Guardian = Infinite Haste Cats
Felidar Sovereign + Felidar Sovereign + Decoction Module = Infinite Energy
Decoction Module + Decoction Module + Saheeli Rai + Whirler Virtuoso = Infinite Energy/Thopter
Decoction Module + Decoction Module + Decoction Module + Whirler Virtuoso = Infinite Energy/Thopter
4 Saheeli Rai
4 Felidar Guardian
4 Whirler Virtuoso
4 Decoction Module
Dig
4 Anticipate
4 Glassblower's Puzzleknot
3 Reverse Engineer
Protection
3 Metallic Rebuke
3 Dispel
2 Negate
1 Unsubstantiate
1 Radiant Flames
4 Wandering Fumarole
4 Spirebluff Canal
3 Inspiring Vantage
4 Aether Hub
4 Industry Spire
1 Evolving Wilds
2 Island
1 Plains
1 Mountain
1 Dispel
2 Negate
1 Turn Aside
3 Radiant Flames
2 Ceremonious Rejection
3 Authority of the Consul
3 Shock
The Unsubstantiate, Radiant Flames main and 23/24 land are the slots I am tinkering with. The rest runs pretty tight. Ran a Mechanized Production main prior. Could be good versus certain decks or G1. Please try it out and enjoy. Feedback welcome.
Thinking about it, Saheeli's Artistry may not be bad as a 1-2 of to enable combos or provide some late game coverage.
Instant
Put X 1/1 white soldier creature tokens into play blocking target unblocked attacking creature.
Next: A group of wizards, all casting spells. All of them look incredibly confused, except one who is wearing a grin from ear-to-ear.
Legendary Land
Heaven's Cove does not untap during your untap step.
Whenever a creature dies, you may tap Heaven's Cove to put a 1/1 White Spirit creature token with flying onto the battlefield under your control.
T: Add W to your mana pool.
Sacrifice a creature: Untap Heaven's Cove.
Next: Chittering Madness
Elsewhere Portal
Obfuscate
I've been running straight UB - but decided to delve into Esper for Anguished Unmaking to remove problem enchantments/artifacts. It has been invaluable in the mirror; punishing UB by dropping a Metallurgic Summonings, and if they do the same, we have the removal for it. Works versus Panharmonicon and is an instant-speed tool against Planeswalkers or creatures, as well.
Before I get into description, here is the list I've been running on MTGO. Before this version, I've tested strict UB, full Esper with WW, and slightly different versions to get to this one. Since MTGO, I've done 17 practice matches (16-4, though a lot of these aren't tournament decks but it's important to be able to consistently beat rogue decks), 15 single queue matches (10-5) and one Standard league (3-2), which means it can still be tuned. I'll run a few more leagues and then decide on some changes.
The best part is it's only about 50-60 tix.
3 Torrential Gearhulk
2 Metallurgic Summonings
Draw (8)
4 Anticipate
4 Glimmer of Genius
Removal (11)
2 Anguished Unmaking
4 Grasp of Darkness
2 Essence Extraction
2 Murder
1 Ruinous Path
Counter (8)
3 Void Shatter
1 Scatter to the Winds
1 Negate
2 Revolutionary Rebuff
1 Summary Dismissal
7 Swamp
4 Island
1 Plains
2 Evolving Wilds
2 Concealed Courtyard
3 Choked Estuary
4 Sunken Hollow
3 Aether Hub
2 Negate
1 Summary Dismissal
3 Contraband Kingpin
2 Dynavolt Tower
1 Essence Extraction
3 Flaying Tendrils
1 Lost Legacy
1 Transgress the Mind
1 Anguished Unmaking
Gearhulk: This one doesn't need much of an introduction. I don't however like to see more than 1 in my opening hand - especially with 2 other 5CMC cards. Would go to 4 if I cut summonings, but "dies to removal" so it's more of a "game furtherer" than a consistent finisher for me.
Summonings: Provides inevitability. I've lost few games where this has landed. It does have its drawback, however: doing nothing when it first comes out. I've rarely used it on turn 5. It usually ends up coming out turn 8 with a counter back up or removal vs aggro. I have used its activated ability a few times, as well. PErhaps cutting one for a Jace, Ob, or Lili. The finisher suite definitely needs a slight tuning.
Draw Spells: Never unhappy to see either. I could see cutting one or sideboarding it versus aggro, but in any other matchups, these are incredibly useful.
Anguished Unmaking: A catch-all at instant speed, which I'm happy to play. The life hurts versus aggro, though it'll usually come out. However, its biggest drawback is what it does to our manabase. Given that it's the only white spell and rarely played turn 3, white isn't needed particularly early, though. The manabase DEFINITELY can be made more efficient.
Grasp: Premier removal currently; hits all the usual suspects except Hulk and Ishkanah, which we'd simply rather not let resolve period.
Extraction: Hits anything aggro throws at us, and buys us a bit more time.
Murder: To hit the occasional big guy at instant speed. May consider lowering to 1.
Path: With Anguished main, I've seen myself less excited for this one, though its Awaken is occasionally useful. May consider cutting, though is useful versus aggro's Chandras/Gideons without hitting ourselves for 3.
Void/Scatter: Bread and butter counters. Is mana intensive - even the strict UB list runs Spell Shrivels often, which I may have to test with, but overall their late game usefulness, which we need has been great. May try a 3-1 or 2-2 split with Spell Shrivel if the mana continues to be an issue.
Negate: A useful miser for the Turn 3 Lili/Marvel - or Turn 2 Copter on the play. Solid singleton. May consider another if I cut rebuffs.
Rebuff: While I find myself often bringing these out, their versatility G1 is fantastic. Easy to play around at times, but buying us 2 turns is sometimes all we need. However, I may consider cutting these for a Negate and other card.
Trangress: Useful vs Deirium/Control and gives us a nice way to see what's going on. I always enjoy seeing this card.
Manabase: Hubs have been all-stars, though 4 may become an issue if we have 2 in our opening hand. All we need is UU, BB, and at one point in the game a BW for Unmaking. Considering dropping 1 Evolving Wilds, 1 Swamp, and 1 Concealed Courtyard for a Port Town, Choked Estuary and Island. U has been the biggest issue for Turn 3 Shatters. This spot definitely needs some work.
Esper does give us the opportunity to use manlands, though the ability to come in untapped is almost necessary later. There may be room for 1-2 however.
vs Delirium: Tends to differ on the play vs draw, and specific cards I may have seen but overall the issues to deal with are Lili, Ishkanah, Tracker, and Emrakul.
-2 Extraction, -1 Murder, -1 Grasp; +1 Dismissal, +1 Negate, +1 Lost Legacy, +1 Transgress
Tendrils, Unmaking, Murder/Grasp split, and the second Negate are all options, as well. Specifically if you're worried about a Lili on the draw.
vs UW Flash: Also differs. Gideon isn't as big of a problem as aggressive beats and Always Watching is.
-1 Dismissal, -2 Transgress, -1 Unmaking, -1 Summonings; +1 Extraction, +1 Negate, +2 Tower, +1 Tendrils.
Extra Tendrils/Negate are always an option - as is changing up the finisher suite.
vs Marvel: Can't let Marvel resolve, need to deal with Trackers, walkers, and late game Emrakuls.
-2 Extraction, -1 Murder, -1 Unmaking, -1 Summonings, -2 Rebuff; +1 Lost Legacy, +1 Tower, +1 Transgress, +1 Tendrils, +2 Negate
Tendrils/Rebuffs can be moved around, as well as the finisher suite.
vs Vehicles/Aggro: -1 Dismissal, -2 Rebuff, -1 Unmaking, -1 Summonings, -2 Transgress, -1 Shatter; +1 Extraction, +3 Kingpin, +2 Tower, +3 Tendrils
Counters can be swapped around.
vs Control: -2 Extraction, -3 Grasp, -1 Murder, -1 Summonings; +1 Transgress, +1 Unmaking, +2 Negate, +2 Tower, +1 Dismissal
Move the finishers around, and if there are no manlands/creatures, you can go more removal light as well.
-1 Summonings, +1 Jace
-2 Rebuff, +1 Negate, +1 Choked Estuary
-1 Evolving Wilds, -1 Concealed Courtyard; +2 Shambling Vent
SB:
-1 Negate, +1 Fragmentize
UR Control with Towers/Fevered Visions has been the worst match-up. Aggro can be somewhat troublesome; it's dependent on if we see our removal. UW is annoying but winnable. Delirium and Marvel are winnable. There have been very few easy games, but the deck is powerful if you play tight. Anything new/random, just evaluate what must not be allowed to resolve/persist, and if it's not a problem, draw cards. More often than not, you have to be willing to take the hit for better information/not allowing a 2nd main phase spell.
I'll be further tuning it and running it through dailies.
Looking through the "Power Rankings," a lot of cards do seem to thrive on the graveyard, which white has better answers to than black. Descend Upon the Sinful, Anguished Unmaking, Declaration in Stone, and Stasis Snare seem a better set of answers. Also, black's only viable sweeper is Flaying Tendrils I believe, which suffers from a similar issue, as well as missing x/3's and higher.
In strict UB, Lost Legacy or Shamble Back may be an answer to problem cards. Alternatively, you could wall them out. Thing In the Ice is a popular choice and is the best in terms of raw power, but if you fear Grasp of Darkness or red removal, Tide Drifter can fill a similar early wall role, though has significantly less upside. Kalitas is also a very powerful option, which is highly recommended and often played.
Edit: Actually, black has Complete Disregard, which I missed. Titan's Presence is also an option.
At first glance, I'd recommend adding another Anticipate/Glimmer/Jace and possibly a land. Especially against zombies, who have so many ways to gain card advantage, you're going to want ways to refill your hand, or seek out the exact cards you need to change the game.
If you want to stay straight UB, I'd recommend taking a look at the list that placed 9th at GP Santiago. A full playset of Glimmer, Anticipate, and an added Jace to make sure you have a CA engine.
Since the two decks you seem to have an issue with are graveyard oriented, running the full playset of Void Shatter may help. Amalgam will be an issue, as it survives a Flaying Tendrils and keeps coming. Lost Legacy may be a way to solve specific problems.
In your experience, what have been the biggest problems out of BG Delirium and Zombies?
Regardless, I would recommend upping the numbers for your card draw, and possibly an extra land to make sure you're hitting every turn.
With all the indestructible features and threats recurring from the grave, Descend Upon the Sinful seems useful. Here is the initial list I'm currently running.
4 Glimmer of Genius
3 Fumigate
2 Descend Upon the Sinful
2 Blessed Alliance
1 Immolating Glare
2 Anguished Unmaking
1 Quarantine Field
2 Negate
4 Void Shatter
2 Summary Dismissal
2 Gideon, Ally of Zendikar
1 Sorin, Grim Nemesis
3 AEther Hub
2 Evolving Wilds
3 Shambling Vent
3 Sunken Hollow
4 Prairie Stream
6 Island
5 Plains
1 Swamp
1 Anguished Unmaking
2 Ceremonious Rejection
1 Descend Upon the Final
1 Fragmentize
1 Fumigate
3 Gisela, the Broken Blade
1 Negate
1 Overwhelming Denial
1 Perpetual Time Piece
1 Sphinx of the Final Word
2 Transgress the Mind
Definitely still a rough draft, though currently 9-0 in testing. Granted, the matches have been mostly against jank, though a few against UW Aggro.
I am considering a playset of Spell Quellers and 3/4 Dead Weight in the side. Also, potentially, Flaying Tendrils if these hyper aggressive decks continue. The spot removal is really only necessary against large, single creatures and before casting a sweeper is viable.
Gideon is fantastic at creating meatshields, closing the game, or simply generating an advantage post-sweeper; however, I'll take a look at Dovin Baan as well. Anguished Unmaking is a nice catch-all in the current meta since Enchantments, walkers, artifacts, or creatures may be the primary threat we need to address, though I'm careful not to run too many based off the life gain.
I played with Take Inventory - and while it was good in the long, drawn out matches, when I was on the back foot, Anticipate and Glimmer helped me dig out what I needed - which was often a sweeper or counter.
If anyone has any questions regarding the deck/choices, please feel free to ask. I always welcome criticism and testing help; there is definitely some more tuning to be done.
4 Dakra Mystic
2 Jace, Memory Adept
3 Ashiok, Nightmare Adept
2 Dissolve
3 Swan Song
4 Riot Control
4 Cyclonic Rift
4 Aetherize
1 Hero's Downfall
1 Sphinx's Revelation
2 Reap Intellect
1 Elixir of Immortality
4 Temple of Silence
4 Temple of Deceit
2 Hallowed Fountain
2 Watery Grave
7 Island
1 Swamp
1 Plains
4 Nyx-Fleece Ram
1 Pithing Needle
1 Sphinx's Revelation
3 Negate
1 Swan Song
2 Thoughtseize
2 Blind Obedience
1 Supreme Verdict
Still testing it thoroughly, but it should bring you some success if played right. If anyone would like SB strategy, I can explain.
The goal is to setup multiple card draws per turn for each player and once the board becomes too clogged, start bouncing/fogging your opponent. Reap Intellect is to deal with problematic cards that we don't want to bounce continuously or can become a threat (Stormbreath Dragon, Hydras, Grey Merchant, Brain Maggot, etc.)
Creature - Beast (U)
Trample
Whenever Pygmy Rampager becomes blocked, it gets +3/+3.
2/2
The beast bore down on the Fomori camp, undeterred by their large size.
Next: "If you say so"
Enchantment - Aura (U)
Enchant Land
Enchanted Land has "2: Target creature you control gets +1/-1 or -/1/+1."
Next: 1UB
Sorcery (U)
Target player sacrifices a creature. Then put X +1/+1 counters on a creature he or she controls, where X is the sacrificed creature's toughness.
Legendary Enchantment Artifact {R}
Creatures you control have W,t: Tap target creature.
The warring sides seemed nearly equally matched. Piety was their only difference.
Next:
A humanoid character using his hand to cover his face; the uncovered parts of his face reveal a sinister, inhumane grin.
I also predict more BG decks, meaning more Abrupt Decay, so cards like Detention Sphere and Banishing Light will lose their autoslots in the deck. This means control has to react to most decks having removal for Detention Spheres, which means they can either go full tap-out control, value threat after value threat - or an almost complete draw-go style.
It's hard to formulate an exact control deck without seeing how the meta will shape, however. But going in blind, I'd move into a heavier draw-go build of Esper, removing Detention Spheres and replacing them with Hero's Downfall, as well as a singleton Deicide instead of the singleton Revoke Existence I was previously running, as there's really nothing you miss out on by switching over.
Edit: In conclusion, I assume that UWx will turn into a midrangy control topped off by Revelation by branching into other colors, as well as a near permanentless draw-go deck in Esper and straight-UW colours.