The New Blue-White Control Thread; For all your Wrath and Counter needs!

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BLUE-WHITE CONTROL

IMAGE(http://resources.wizards.com/Magic/Cards/CSP/en-us/Card121247.jpg)IMAGE(http://resources.wizards.com/Magic/Cards/LGN/en-us/Card42049.jpg)IMAGE(http://resources.wizards.com/Magic/Cards/9ED/en-us/Card83339.jpg)



History
Blue-White Control was the original "Best Deck", winning the first (Vintage) World Championships in 1994, piloted by the capable hands of Zak Dolan. His deck had Serra Angels and Kismets, but the game and the deck have evolved much in these 12 years.

As of the release of Dissension, UW Control gained some of the most important cards it needed to return to it's rightful place as a competition deck... Hallowed Fountain and Azorius Chancery.

With that, and a few choice cards from the subsequent sets, Coldsnap and Time Spiral, UW Control is a top Tier Standard deck as of Champs, 2006.

What is UW Control?
Like most Control decks, this deck not surprisingly wants to control the flow of the game, and there are numerous paths by which it does so. In general, it wants to use blue's counterspells and card draw to maintain huge card advantage and to stop the opponent's spells from affecting or landing on the board, and white's sweepers and removal to gain still more card advantage & tempo, and stopping anything that does resolve from having a huge impact. It maximises the effectiveness of these by using very few permanents other than lands, making the opponent's removal dead and making sweepers one-sided. UW Control then closes out the game with either long-term attrition devices or a small number of powerful, game-ending creatures.

So, what about a few lists?

Certainly. There are three main 'schools' of UW Control widely played in Standard at the moment, each with it's own advantages, disadvantages, good and bad matchups.

The first is reminsicent of the older decks, masters of card advantage and permission, that essentially play the "Draw, Go." game. Funnily enough, these are known as Draw-Go or Do Nothing decks.

The second is a newer development, a much more proactive deck designed to control tempo, but not procure such stable card advantage as Draw-Go types. These are known as Proactive or Flare-esque UW decks, after the similarly-styled three-colour deck of this and last season, Solar Flare.

The third is an off-shoot of the Draw-Go decks, that replace some cards with 'bad' alternatives to maximise synergy with the Coldsnap "Snow" engine.

Draw-Go White


5 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Island" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Island">Island</a>
1 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Plains" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Plains">Plains</a>
3 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Desert" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Desert">Desert</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Hallowed+Fountain" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Hallowed+Fountain">Hallowed Fountain</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Adarkar+Wastes" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Adarkar+Wastes">Adarkar Wastes</a>
2 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Flagstones+of+Trokair" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Flagstones+of+Trokair">Flagstones of Trokair</a>
3 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Azorius+Chancery" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Azorius+Chancery">Azorius Chancery</a>
2 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Urza%27s+Factory" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Urza%27s+Factory">Urza's Factory</a>

1 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Akroma%2C+Angel+of+Wrath" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Akroma%2C+Angel+of+Wrath">Akroma, Angel of Wrath</a>

4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Condemn" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Condemn">Condemn</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Wrath+of+God" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Wrath+of+God">Wrath of God</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Cancel" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Cancel">Cancel</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Rune+Snag" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Rune+Snag">Rune Snag</a>
3 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Rewind" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Rewind">Rewind</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Think+Twice" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Think+Twice">Think Twice</a>
3 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Sacred+Mesa" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Sacred+Mesa">Sacred Mesa</a>
2 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Tidings" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Tidings">Tidings</a>
3 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Repeal" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Repeal">Repeal</a>
1 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Commandeer" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Commandeer">Commandeer</a>
3 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Compulsive+Research" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Compulsive+Research">Compulsive Research</a>


2 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Circle+of+Protection%3A+Red" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Circle+of+Protection%3A+Red">Circle of Protection: Red</a>
2 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Shadow+of+Doubt" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Shadow+of+Doubt">Shadow of Doubt</a>
3 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Disenchant" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Disenchant">Disenchant</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Dodecapod" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Dodecapod">Dodecapod</a>
2 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Sacred+Ground" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Sacred+Ground">Sacred Ground</a>
2 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Tormod%27s+Crypt" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Tormod%27s+Crypt">Tormod's Crypt</a>




Card Choices

// Lands
Yesterday's Mana, Today's Removal, Tomorrow's Win Conditions. The manabase is an essential part of any Control deck. We need to run a high number of land, usually at least 23, at most 27. Depending on your choices, you can cut slots back, but 23 is about a hard minimum. Basics, Ravnica Picklands and Ice Age Block Painlands; Obvious, run as many as you like. Covered below are the 'interesting' lands.

Show
Calciform Pools - These are really good, in my opinion. For the long-CA battles, dumping random spare mana into this storage land allows you to make decisive plays like hardcasting Akroma with 8 mana open, or making 8 1/1 Flyers off a Mesa at end of turn.

Azorius Chancery - Karoos are also spectacular lands. They are essentially card advantage in a land, and although they hurt against LD, they still maintain your next land drop. They allow you to cheat on the number of lands you run slightly.

Boreal Ledge - A nice manafixer for Snow builds, but it's annoying in the turns 2-4.

Flagstones of Trokair - A defence against Wildfiring, a good tempo disruption for your opponent if you get yours down first, and useful colourfixing and deck thinning. Not essential, but useful if you can get them.

Vesuva - It's okay as colourfix, has good synergy with Flagstones, but it's not essential. Can be a Factory in the Factory wars.

Terramorphic Expanse - Runnable, but be wary. I personally have had games where otherwise great 7-card openers have to be shipped back because of this land.

Scrying Sheets - The main benefit behind the Snow build. This is card advantage supreme. If you're running Snow, you should probably have 3 of these minimum.

Desert - A great addition. While you still take a hit from the opponent's creature, this is a great help against Looter il-Kor, Saprolings, Savannh Lions, the Crusaders, Soltari Priests... and you can even get double-desert action to hit even more potential targets! Also synergises well with token chump blockers.

Mouth of Ronom - Great removal for a snow build. Gets rid of Teferi, Firemane Angel, Hierarch, and most other dangerous creatures with 5CC or less.

Urza's Factory - Control matchups are won on who gets this active first. Play it.

Ghost Quarter - A neat colour filter if you have a Flagstones of Trokair in play, but mostly used to Wasteland the opponent's Tron, Scrying Sheets, Duals, Storage Lands, etc.

Vitu-Ghazi, the City-Tree - If you're splashing green, this is a faster but less effective Factory.

Prahv, Spires of Order - Not a common staple, but playable. Unfortunately doesn't get around Hellbent Demonfires.

Orzhova, Church of Deals - A singleton if you splash black.


// Gamewinners
These are the main ones. Triskelavus, Clockwork Hydra, etc. are all also playable, but are generally inferior to those listed here.

Show
Akroma, Angel of Wrath - She's big, she's fast, she flies, she's tough to kill, and most players would want to tap her, but they can't do it to attack. Downside is that she costs 8, which is very precarious. That's why people like using Debtor's Knell and Ressurrection, or so I have read.

Windreaver - Windreaver is fairly cheap on the wallet and on the mana, but he's more fragile than many creatures, particularly with Sudden spells floating around. They're not -too- common, but be wary. Otherwise, this guy is almost indestructible in the long term, and can end games very quickly by Transmuting itself swinging for 5, and then reverting for defense at end of turn.

Teferi, Mage of Zhalfir - A master of temporal control, shutting down almost all of the Time Spiral mechanics, combat tricks, EOT burn, opposing counterspells and more besides, with Flash speed so you don't have to worry about tapping out for a monster play by the opponent, awesome artwork and 3-power, 4-toughness of double jesus-stick bashing goodness. This guy is the nuts. He's Control's answer to Muhammed Ali... while he was in his prime!

Draining Whelk - Mana Drain is all grown up. This guy is amazing for his ability to shutdown ANYTHING your opponent casts on their own turn, instant speed (so he has effectively got Haste), and he flies. He is also famous for swallowing Akromas and making himself a two-turn clock.

Grand Arbiter Augustin IV - He's got a savage tempo-wrecking ability, but he loses significance rapidly as the game progresses. Best out of the SB for those matchups where busting him out Turn 3 off a Signet can be a spinebuster.

Adarkar Valkyrie - Not a bad winner, and also replaces itself should you need to sweep the board. Two of them together are essentially invincible. Good in a Scrying Sheets build too.

Rimefeather Owl - I've seen many a Snow deck packing a single of this guy, but i honestly don't think he's all that great, not without the Dragon to support him. He's playable, at the least.

Heidar, Rimewind Master - Not awful, but there are a lot of better things.

Phyrexian Ironfoot - Sheetable, 3/4 for 3, easily counter-protected, a fast clock against Control, and a good wall against Aggro, with vigilance for a measly 1S upkeep cost. Run 4 in any Snow build.

Sacred Mesa - Remember Meloku? This is like him, but with less chance of massive screwover if you go all-in. And it's much harder to Char it. Or Putrefy it.

Debtor's Knell - Decent against some decks, auto-win against others.

Dodecapod - A SB option against the heavy discard/Rack decks. It's always cool to get a first turn 5/5.


// Card Advantage/Selection
If in doubt, draw more cards.

Show
Think Twice - Subtle, but insanely useful. Insanely. I wouldn't play Draw-Go without 4 of these.

Whispers of the Muse - Old-timer is back for play again. Running a playset means you can cycle them early to find your land drops, and recur them in the lategame to out-draw your Control opponents. Sometimes found to be useless, however, as you'd rather make tokens, and dead early on.

Compulsive Research - Strong draw, good depth, but is a sorcery. This means Draw-Go has to be careful with it, but the Resurrection decks love it because they can go T3: Research, dump Akroma, T4: Resurrection on Akroma, GG?

Careful Consideration - Not actually CA unless you play it on your turn, but it's useful in either deck as it digs deeper than pretty much anything else.

Telling Time - Again, not card advantage, but digs deep, smooths draws, clears chaff, and can be played at the end of your opponent's turn.

Tidings - Fantastic explosion of CA to restock your hand midgame. Best against non-U decks, because you don't have to worry about them countering it, and anytihng the opponent plays can probably be dealt with when you untap.

Court Hussar - Like Telling Time, but you get a free 20-turn clock and a wall against Aggro. Solid stuff. Good with Debtor's Knell with empty graveyards, too, basically a super-Phyrexian Arena.

Plagiarize - A useful SB addition for mirror matches and decks like Tron or Flare. When they play their Compulsive Research, respond with your Plagiarise and net a healthy +4 CA (You draw 3, use 1, they discard 2 or a land). Similarly, Tidings or Careful Consideration is a good grab.


// Counterspells
While Counterspell is not considered appropriately costed anymore, we still have a variety of useful "No"s available to us.

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Mana Leak - The generic two-mana counter. Solid early and midgame, and weaker in the end game.

Rune Snag - Arguably better Mana Leak, it's weaker in it's first copy but gets stronger and stronger afterwards. The most used two-mana counter.

Remand - Not a hard counter, but a useful one for cantripping into answers early, and for protecting your dudes from big spells late. Good tempo counter.

Spell Snare - A limited hard counter, but useful nonetheless. It hits Confidant. Watchwolf, Helix, Smallpox, Signets, and other counterspells, making it great MD or SB.

Cancel - A three-mana hard "No". 'nuff said.

Rewind - Another good hard counter, expensive but allows you to counter again or Flash in a Whelk or Teferi at end of turn, or use the mana to make dudes.

Commandeer - Not actually a counterspell per se, but a solid choice. It flips uncounterable Demonfires, steals Debtor's Knells and Mirari's, reflects Persecutes or removal or Faith's Fetters.

Flashfreeze - A SB card mainly, but could have possible MD uses in a Gruul or Zoo heavy metagame.

Shadow of Doubt/Trickbind - Useful against multiple decks, but mainly a SB strongarm against Dragonstorm decks.


// Removal and Hate
The actual 'control' cards. Essential to the function of the deck.

Show
Wrath of God - The one and only Wrath. The single most important card in the deck. Sweeps out the field, smashes tempo, removes almost anything, and nets CA.

Condemn - Good targeted removal. The closest to the classic StP they're going to reprint any time soon.

Faith's Fetters - Life against Aggro, a Pacifism, shuts down opposing Vitu-Ghazi and Factories. Very few creatures it doesn't stop.

Repeal - A cantripping shortterm solution with tempo boost. Also saves your important cards from destruction. You can boucne something up, and then counter it on it's return to.

Boomerang - : Target thing isn't here anymore. Good for tempo on lands, otherwise an all-purpose short-term solution.

Wipe Away - A great bounce spell. Essentially a better Boomerang for 1 mana more.

Teferi's Moat - A popular card in Japan, not so much anywhere else. It's an easy shutdown of a lot of aggro decks, typically the Boros decks that don't use many flyers and are predominantly white.

Disenchant - A good instant answer to random artifacts and enchantments giving you grief.

Moratorium Stone/Tormod's Crypt - Good SB solutions for graveyard removal, stopping those annoying Proclamation decks or Solar Flare's cheap fact from the 'yard.

Circle of Protection: Red/Story Circle - Good SB or MD answers to Dragonstorm and Aggro decks. If you're SBing it, use CoP, if it's MD consider using Story Circle instead.

Magus of the Disk - Generally considered too slow for the modern tempo, this card is still usable and is also particularly useful against many of the lock-down decks like Glare or Dovescape.

Sacred Ground - A useful SB card against BabyKiller decks and Wildfire.

Reminisce - A useful tool against the ProclamationLife decks that are floating around. Shuffle your library away with two turns left and watch them deck out.


Post Away!

#NB: Discussion on UW Urzatron decks like those that featured at World 2006 should be posted here, the Urzatron Archetype thread.
What else is required, guys? Any suggestions? And anything on G or B or R splashes?
Here is my decklist:

// Lands
3 [TS] Urza's Factory
5 [RAV] Island
4 [DIS] Hallowed Fountain
4 [9E] Adarkar Wastes
4 [DIS] Azorius Chancery
4 [RAV] Plains

// Creatures
1 [TS] Akroma, Angel of Wrath
2 [TS] Teferi, Mage of Zhalfir

// Spells
4 [TS] Think Twice
3 [9E] Tidings
3 [RAV] Faith's Fetters
4 [9E] Wrath of God
2 [TS] Sacred Mesa
4 [DIS] Condemn
4 [CS] Rune Snag
4 [RAV] Remand
2 [TS] Cancel
3 [GP] Repeal

// Sideboard
SB: 3 [DIS] Spell Snare
SB: 2 [RAV] Teferi's Moat
SB: 1 [TS] Cancel
SB: 1 [CS] Controvert
SB: 2 [9E] Sacred Ground
SB: 1 [TS] Sacred Mesa
SB: 3 [9E] Circle of Protection: Red
SB: 1 [TS] Teferi, Mage of Zhalfir
SB: 1 [TS] Akroma, Angel of Wrath

// Extended Sideboard
SB: 3 [TS] Tormod's Crypt
SB: 3 [TS] Disenchant
SB: 3 [TS] Trickbind
SB: 2 [9E] Rewind

--------------------------------
WarSong wtf is an extended sideboard??
It's the other cards I keep with my deck for last minute SB changes depending on what I see before the tourney starts.

Few notes:
1) Think twice is amazing.
2) Teferi went from my SB card to the best addition to my MD ever. Wow is all I can say.
3) Controvert VS "big" decks like solar pox is just soo good. So powerful late game it is ridiculous. Not worthy of a MD slot, but definite SB-in vs the big decks.
4) I AM thinking of replacing tidings. I find 3 is too many, I draw into them often early when I don't want them, but they DO WIN GAMES. I have tested not running them at all, and it is a disaster. When they are used and open mana is left for counters, the tempo swing is ridiculous. I win magic games with my UW because of tempo, something we should all be trying to go for. tempo tempo tempo into a teferi and akroma and plenty of backup control is ridiculously powerful.
5) I originally hought teferi's moat was stupid, until i dropped it down against a zoo deck and it single handedly turned in to a time walk for like 4 consecutive turns.
6) i like poo.
What would be some things to consider splashing for?
2-2 at tonights FNM, after 2 close game 3's went south from lack of WinCons. Played:

3 Hallowed Fountain
1 Calciform Pools (lol im a fourth Fountain)
4 Adarkar Wastes
2 Urza's Factory
7 Island
7 Plains

4 Court Hussar
3 Akroma, Angel of Wrath

4 Remand
4 Cancel
3 Repeal
4 Compulsive Research
2 Careful Consideration
3 Condemn
3 Faith's Fetters
4 Wrath of God
2 Resurrection
1 Debtor's Knell

SB:
2 Trickbind (Unable to find anything before FNM to replace these, looking for 2 more Teferi for this spot)
1 Teferi
2 Sacred Ground
3 Disenchant
1 Condemn
1 Faith's Fetters
3 Story Circle
2 Ivory Mask

Round 1: Boros Deck Wins
Game 1 is slow, Court Hussars blocking some of his threats, trading once or twice, Wrath sweeping, I take a lot of burn damage, and eventually get burned out of the game. Game 2 I get down an early Story Circle and Ivory Mask, essentially winning the game. It's slow finding an Akroma, but eventually I do and he scoops automatically. Game 3 is very close, I stabilize with Story Circle at around 6, taking another round of Lion beats, going to 4, before Fetters land on the Lions and I take over with Akroma beats.

2-1-0

Round 2: Zoo
Game 1 is a land slide for him. I do not draw a Wrath or Akroma the whole game, and he has me dead by turn 6 or 7. Game 2 I get Story Circle naming Red, and it takes me all the way to late game for the Akroma Rez --> win. Game 3 I get a little color screwed with U, and his Cryoclasms (Doh Sacred Ground would be nice) nail my islands. I can't really do much, and he wins in short order.

3-3-0

Round 3: B/U Control
This guy is the top rated player in my area. He is very good, and the deck reflects that. All he plays are Bobs, Hippies, and Shadowmage Infiltrators, backed up by Counters and Bad Moon, for massive card advantage. Game 1 is kinda slow, we exchange Hussar/Bob blows early. I Condemn 2 of his Bobs, leaving him sorta low on creatures. Eventually he hits a Bad Moon and an Infiltrator, to go along with his Bob, which I wrath away. Eventually I hit the Research to dump Akroma, pop a Rez when hes tapped out, and win in short order. Game 2 was the longest game I have ever played. Honestly, we did almost nothing. I get a very early Story Circle Black, and the rest of the game is draw, creature, go. Hes sitting on 4 creatures and 3 Phyrexian Totems. I can't tap out, or the Totems kill me. He Withered Wretches 2 of my Akromas and Teferi out of my graveyard, so I have 1 WinCon left in the deck. I topdeck it when hes tapped out, and hardcast Akroma with dual Cancel in my hand. She goes all the way.

5-3-0

Round 4: R/B Gorgadon/Wildfire combo
I win. He can't sac out to play Gargadon, because he knows I have the counter. I get to take my sweet time setting up the Rez. He doesn't get a Wildfire, and I beat him down. Game 2, I get turn 2 Sacred Ground, but Akroma does not show up even after numerous Hussars/Researches, so I basically have to try to hold the fort. I get caught with my pants down on 2 Persecutes, which really just rip me apart. I lose to dual Gargadons. Game 3, again is slow and long. I can't draw a WinCon, even with the game very well under control. He gets some discard, that hits me pretty hard. I just can't draw a WinCon before his Gargadons come out to play. Really disappointing loss.

6-5-0

The sideboard is being reworked. It will eventually look like

3 Teferi
3 Disenchant
2 Sacred Ground
3 Story Circle
2 Faith's Fetters
2 Ivory Mask

The 4th Condemn is going MD, as it was a SUPERSTAR card this week. Urza's Factory may be dropped to 1 MD, it really hurt me more then it helped, as it aided the color screws more often then it made guys. I may drop a Repeal or Fetters for a Sacred Mesa. My friend who played a near identical build won the tournament, the only difference being he had Sacred Mesa MD.
What would be some things to consider splashing for?

Red gives you things like Electrolyze, Firemane Angel and Demonfire. Nothing particular, but something consderable.

Green gives you the most, with Hierarch, Vitu-Ghazi, Seed Spark or Krosan Grip, among other things.

Black gives you Mortify. And a couple of other bits and bobs.

Nothing major, but could be worth a mention.
Here's my short FNM report

Game 1 vs Zoo

Match 1. I fetter and condemn his early threats, stabilize and go aggro with 3 hussars, and the game is over in less than 10min, probably a new record for this deck =)

Match 2. He has sided in 4 cryoclasm, 4 stone rains and some soilifuges, and he resolves cryoclasm turn 3, 4 and 5, and then kills me with a lion.

Match 3. A mix between Match 1 and 2, he resolves two cryoclasms, but I manage to stabilize and win quite fast.


Game 2 vs GhaziGlare-Aggro

Match 1. Pretty uninteresting, he overextends, I wrath and win. That's it.

Match 2. This is a long game of him trying to play creatures and me fettering and countering, but not putting any preasure on him either, but finaly I manage to drop my mesa just before time is called and kill him on the last turn.

Game 3 vs Zoo

See game 1 except I go 2-0 instead of 2-1

As I'm now ranked #1, I get paired against #2, which is the monowhite lifegain deck.

Game 4 vs stupid stupid lifegain

Match 1 (as if there'd be more than 1)

He drops an early wayfarer, but I draw karoos to stay on the same amount of land even though he holds back lands to find his tron pieces. He plays a second wayfarer and I wrath. He manages to drop a howling mine, and I start making factory tokens. From here on every turn from my side is: draw 2 cards, play a land, swing with everything, discard a card, and his turn is proclamation in upkeep (and later double proclamation), sacrifice 1 or 2 martyrs, gain a bunch of life, pass the turn, I make a token and repeat.
I finally draw mesa and start making 7 pegasi/turn. He tries to wrath, but fat chance. It ends with me getting decked with 16 assembly tokens , 37 pegasi
and a court hussar swining for 70 damage/turn, but he's gaining about 50 lives/turn, and he ends the game on about 200 lives. All in all I probably dealt 500 damage, and he gained about 700. This is an unwinnable matchup pre-sideboard I'd say, and you'll never get to sideboard unless you conceed game 1 to try to get 2 quick wins post-sideboard.
What else is required, guys? Any suggestions? And anything on G or B or R splashes?

More than that, I will focus on sideboard choices (i.e. run Repeal if aggro is spreaded in your area.... run Moratorium Stone or crypt inf Solar Pox is commonly played.... etc.)

For budget players and creatvive builders, I'll also focus on choices of cards (i.e. drawing: telling time, think twice, whispers of the muse, tidings; finishers: windreaver, Akroma, whelk, Teferi; removals: fetters, condemn, wraths; etc.).

What was to say about splash, you more or less already said it.
Right, so, for the purpose of discussion, and getting this thread moving, here is the list that I have been working with:

7: Island
6: Plains
4: Hallowed Fountain
3: Urza's Factory
3: Azorius Chancery
2: Calciform Pools

2: Teferi, Mage of Zhalfir
2: Draining Whelk

4: Wrath of God
3: Condemn
3: Faith's Fetters
2: Story Circle
2: Sacred Mesa
4: Rune Snag
4: Cancel
3: Rewind
4: Think Twice
2: Tidings

SB is still in the works, but it is shaping up to be:
2: Circle of Protection: Red
3: Spell Snare
1: Condemn
1: Faith's Fetters
1: Teferi, Mage of Zhalfir
1: Draining Whelk
4: Annex
2: Disenchant
Here's what I've been attempting to build as of lately...


Land-24

Hallowed Founatin x4
Adarkar Wastes x4
Azorius Chancery x4
Urza's Factory x2
Island x
Plains x

Creatures-7

Akroma x2
Teferi x2
Court Hussar x3

Spells-29

Cancel x4
Rune Snag x4
Remand x4
Wrath Of God x4
Think Twice x4
Condemn x3
Faith's Fetters x3
Sacred Mesa x2


Sideboard-15

CoP: Red x3
Draining Whelk x2
Spell Snare x3
Disenchant x2
Faith's Fetters x1
Sacred Ground x2
Ivory Mask x2
I have two serious question about the deck.

1) How many card-drawing spells one should run (6 is the accepted minimum, or not?)?

2) It is just my impression, or CoP: Red > Story Circle pretty much always (wich would take the CoP to the SB freeing 2 spaces in the deck)?
I have two serious question about the deck.

1) How many card-drawing spells one should run (6 is the accepted minimum, or not?)?

2) It is just my impression, or CoP: Red > Story Circle pretty much always (wich would take the CoP to the SB freeing 2 spaces in the deck)?

Story Circle is better if you MD it. If you're just SBing it, you'll only bring it in against Boros and Dragonstorm, then run CotP: Red.

I run 4 Telling Time, 1 Tidings, but I also have Remands. It's really up to you, I've seen people running just Tidings or just Whispers of the Muse.
Hi i need some help on my decklist does this look good?, or should i make some changes, and what would be a good sideboard?

2x Teferi, Mage of Zhalfir
3x Grand Arbiter Augustin IV
3x Serra Avenger
4x Knight of the holy nimbus
3x Azorious Guildmage
3x Court Hassar
3x Paladin en-vec
21 creatures

4x Psionic Blast
4x Remand
4x mana leak
3x Ancestral Vision
15 Spells

9x Island
8x Plains
3x Azorious Chancery
4x Hallowed Fountain
24 land
Hi i need some help on my decklist does this look good?, or should i make some changes, and what would be a good sideboard?

2x Teferi, Mage of Zhalfir
3x Grand Arbiter Augustin IV
3x Serra Avenger
4x Knight of the holy nimbus
3x Azorious Guildmage
3x Court Hassar
3x Paladin en-vec
21 creatures

4x Psionic Blast
4x Remand
4x mana leak
3x Ancestral Vision
15 Spells

9x Island
8x Plains
3x Azorious Chancery
4x Hallowed Fountain
24 land

You run a large number of creatures, but very little to actually Control the game; your deck is closer to Aggro than Control. And Ancestral Vision is bad.
You run a large number of creatures, but very little to actually Control the game; your deck is closer to Aggro than Control. And Ancestral Vision is bad.

Should i replace the visions with lotus blooms?
Should i replace the visions with lotus blooms?

No. Blooms are only good in one deck, and all other Suspend cards except about 2 are too slow.
Should i replace the visions with lotus blooms?

Ancestral Vision and Lotus Bloom are subjective cards. If you get them on turns 1 or 2 they are useful. Anything beyond that and they are slightly slow for your immediate needs in my opinion. I tried playing the lotus using a programme. Most of the time after getting the first one off on your first turn, the subsequent ones aren't really that effective anymore. I always hope to draw something more useful.

I think you may want to have something to deal with your opponent's creatures like Condemn, Devouring Light and maybe bounce spells like Repeal. Maybe even Wrath of God since your creatures only come into action after the first few turns.

Think Twice I believe is good. Sometimes leaving mana open shortchanges you because there's nothing to counter. Think Twice can fix that.

As for sideboard, I honestly, really think running 2 Return to Dust would be good... and perhaps an additional 1 or 2 Disenchant.

(removing two signets from a solar flare and solar pox deck is deadly)

For lands... Flagstones of Trokair is good. Not to mention it's absolutely ok to run 4 of these and either explode them to thin your deck or Perilous Research for card advantage and deck thining.
2x Teferi, Mage of Zhalfir
3x Grand Arbiter Augustin IV
3x Serra Avenger
4x Knight of the holy nimbus
3x Azorious Guildmage
3x Court Hassar
3x Paladin en-vec
21 creatures

4x Psionic Blast
4x Remand
4x mana leak
3x Condemn
15 Spells

8x Island
7x Plains
3x Azorious Chancery
4x Hallowed Fountain
2x Flagstones of Trokair
24 land

how does this look?
I played in a big local money tournament today with the Perilous Research-Flagstones version I promoted on the old thread. Decklist:
UW "Chicken" Control
Lands-24
4 Hallowed Fountain
4 Azorius Chancery
4 Flagstones of Trokair
4 Island
1 Plains
2 Urza's Factory
2 Calciform Pools
3 Desert

Creatures-2
2 Draining Whelk

Spells-34
4 Wrath of God
4 Rune Snag
4 Remand
4 Condemn
4 Think Twice
3 Perilous Research
2 Cancel
2 Rewind
2 Sacred Mesa
3 Faith's Fetters
2 Repeal

SB:
4 Moratorium Stone
4 Trickbind
3 Disenchant
1 Cancel
2 Rewind
1 Repeal

I changed the deck to include repeal because of all the Demonfires running around and adapted it to beat all the Angel decks that everyone seems to like. Also because of all the angel decks, Draining Whelk was definately the allstar card for today, with Sacred Mesa a close second. I choose to bash Moratorium Stone because you really dont want to take anything out in the matches where you want to bring it in.

Round 1: Firemane UWR Angel/Japin Deck thing
The first game involved me countering a Firemane Angel with Draining Whelk and killing him 3 turns later. 7/7 flyers get the job done.

Game 2 involed me killing so many things until i ran out of life. A large Hellbent Demonfire ended it when i thought i had stabilized at 12.

Game 3. I make loads of fun mistakes like forgetting to leave white open to condemn a firemane angel. If i had done that, i could have won this game. Fortunately for me, my opponent forgot to kill me with Demonfire when i had a 5/5 whelk and he was at 5. So i won the next turn. I made a mistake that almost cost me the game, but luckily my opponent made a worse mistake.

Games: 2-1
Match: 1-0

Round 2 Against Glare

Game 1: He got out with Birds and Wood Elves. He should have been playing the other guy, but it didnt really matter. He played Watchwolf so I Wrath. He congregated at dawn in response for Selesnya Guildmage and the guy that costs GW and says Sacrifice: The next time a creature dies, return it to plaly. I condemn that, and fetters the Guildmage. He resolved a glare somehow, but i had Sacred Mesa. I gained control and he scooped when i was attacking with tokens. I was using Poultrygeist as tokens for mesa, Mesa Chicken for Urza's Factory. Just random stuff.

Game 2: He gets a Watchwolf and I can't find Condemn early enough. I try to fetters it, but he has Ghostway. Pretty janky, but just pretend it was the Invocation. It got in there for 12 before i wrath it and a VituGhazi token away. VituGhazi finished me off as i was unable to find a second fetters.

Game 3: Draining Whelk, meet Glare of Subdual. He couldnt deal with a 5/5 block all his stuff, so he stormed off saying i should play with better cards next time. I was able to use the "janky" combo Perilous Research Flagstones at least once in all 3 games, and I guess he didnt really like draining whelk. He went 1-2 drop.

Games: 4-2
Match: 2-0

Round 3: Snow White
Game 1, the first last and only game we played. He gained slightly over 800 life total that game. Luckily, i swung for 850 with Poultrygeists. I had 98 by the end.

Games: 5-2
Match: 3-0

Round 4: Solar Pox
Draw
Games: 5-2
Match: 3-0-1

Round 5: UR Tron
Draw
Games: 5-2
Match: 3-0-2

I finished 3rd in the standings, and had to play the Angel Resurrection Deck in the first round of the top 8.

Game 1: He casts like 23345 Angels, but I played Wrath of God and they died. I think I have stabilized when he makes a token with urza's factory. So, obviously i decided to topdeck a factory of my own. He surprised me and plays Bolgardian Hellkite on my turn, so I countered with a Whelk. His Wrath of God met remand and rune snag, so i got to swing for 9. He proceeds to empty his hand, even after my repeal shenanagins, and Demonfires me out.

Game 2: This was a long, long game. And its the reason i run Perilous Research. My opening hand was Factory, Islnad, Flagstones, Perilous Research, Condemn, Wrath, and Cancel. In this situation, Research fixed my mana for letting me draw cards. I was able to draw into another fountain and my mana base was pretty spicy. I let 2 angels get by and Wrath him away. There was a critical point in the game where i was able to kill the next turn, but he had Demonfire (I hate that card) in his hand. I have enough mana to play think twice once, then play Perilous Research sacking a random land to get the Draining Whelk 2 cards down in my library. Next turn, swing for 18.

Game 3: I draining whelk his akroma. End of story.

Games: 9-3
Match: 4-0-2

We split the top 4, so they let me have like $200. In conclusion, try perilous research. Put 4 flagstones in your deck and 3 Perilous Research. Dont forget that you can sacrifice tokens or doomed fetters or Whelks to the Research. Also forget Akroma. She costs too much and is far more vulnerable then most would care to admit. IMO, the only creatures that should be considered are those with flash, Teferi and Whelk. I chose Whelk because it gains card advantage, but Teferi screws around just as much. A very similar version of the deck made top 8 in Florida if you want to see an older list.
And most players would want to tap her, but they can't do it to attack

Classy.

Anyway, has anyone thought about running Teferi's Moat in this deck. I've been told that it can wreck some decks pretty bad. Dropping it on turn 5 against aggro decks is like often like dropping a mass faith's fetters. I see some in some SBs but does anyone run this main? Or are there just better things to do MD?
I'd rather run CoP Red or Story Circle over it. There's plenty of flying creatures in aggro these days, and I'd rather not lose games because I don't have an answer for Akroma/SSS/Skyhunter/Skyknight/any other played flyer.

Story Circle is better MD, it's just more versatile.
Wrath of God does a better job and its cheaper. I will admit that against land token generators it pretty much shuts them down, but you really dont want to tap out turn 5 against any deck unless you are playing wrath. I like it for the SB against glare, but its simply not good enough main.
Wrath of God does a better job and its cheaper. I will admit that against land token generators it pretty much shuts them down, but you really dont want to tap out turn 5 against any deck unless you are playing wrath. I like it for the SB against glare, but its simply not good enough main.

Wrath does a better job most of the time. Like you said, token-heavy decks like MUC, Mirror, or Ghazi-Glare can just shake off a Wrath. I agree that it shouldn't be MD, though. SB is perfect for a couple copies, especially since Glare has gained popularity.

MrIndigo, I suggested this thread for the DtB.
I'm going to take some spare time to say some of the followings.

1. This thread absolutely rocks as of now. Thanks to mr Indigo. Since we're here at th beginning of it, let's hope we all can give a valid contribution to it.

2. I absolutely LOVE Story Circle x2 in the main, and I will love it even more when the new uber-cool art of 10th is released. I love how it basically say to Simic Sky Swallower and Stonewood Invocation "uhm... whatever" (for those of you who don't know what I'm talking about, Story Circle doesn't target, it choses... is the bane of SSS, fuge, the upcoming troll in 10th and such). But to be honest all the successful version of draw-go I've seen so far -from Jon Finkel's years old counterpost from Laviolette's build- run 3 CoP: red in the SB, and it's no wonder: Story Circle can be useful in may context, but a well placed CoP: red will simply make BDW, Heezy St or Satanic Sligh cry. When facing such decks, I just regret that just the only sided circle is red, while the maindecked ones are Story Circle. This is what led me to this question... wich I'm looking to solve with massive playtesting.

3. since I cannot put my hands on Teferi as of now, and I just own WIndreaver has a finisher (besides of course factory and mesa) I'll take it one step further by running no creatures and seeing how it performs. I know it's a bit extreme, but outside of match with rather dumb players, I always won with Mesa or Factory..... this has to mean something. I also run 3 Mesa and 2 Knell, so that even if they have Krosan Grip they can't have 5 copies of them (and green surely run creatures so Knell hit them hard).

4. Laviolette chose something that make me raise ann eyebrow: Commandeer?!? Even as a single, I cannot see more than 1 or 2 scenarios when it's some uses. Maybe it's just me.
commandeer beats demonfire, akroma and SSS without having to draw story circle or wrath or condemn (at least in the case of akroma, doesn't stop the others)

i like ivory mask in the sideboard though...
Here’s the list I used at FNM this Friday.
I went 2-0-2 and ended up 6th so it still needs work

Land:
4 Hallowed Fountain
3 Adarkar Wastes
3 Calciform Pools
3 Flagstones of Trokair
1 Azorius Chancery
1 Terramorphic Expanse
4 Island
1 Plains
3 Urza&#8217;s Factory
2 Desert

Creatures:
3 Windreaver
3 Magus of The Disk
1 Draining Whelk

Spells:
4 Cancel
4 Remand
4 Rune Snag
4 Think Twice
2 Careful Consideration
2 Whispers of the Muse
4 Condemn
4 Wrath of God

SB
4 Spell Snare
2 Shadow of Doubt
1 Story Circle
1 Debtor&#8217;s Knell
2 Sacred Mesa
1 Draining Whelk
3 Moratorium Stone
1 Ivory Mask

So here’s the report:

Round 1 vs (Rogue) Dralnu, Lich Lord Control

Game1:
The first eight turns or so were quite uneventful, with both of us only playing land or card draw. After that I started to try and cast windreaver, pushing it through in a counter war, only to see it get bounced. When that didn’t work I made factory tokens, which he either blocked or repealed. I can’t recall all the details but after a looong time he finally casts Dralnu and I Draining Whelk. He doesn’t have any more answers and dies in 4 turns.
1-0

Game 2 I bring in 4 Spell Snare and 2 Sacred Mesa, also 1 Ivory Mask because I’m afraid of Persecute. If I had taken the time to read his Dralnu properly I would’ve gotten out my Moratorium Stones.

This game goes more or less like game 1, with the difference that we both have operational Urza’s factory now. After a while he casts Dralnu while I don’t have a counter. I WoG. He casts another Dralnu, I can’t get rid of it. His Dralnu goes active and I’m staring at a graveyard full of bounce and counter. Needless to say I don’t get to cast anything any more and my tokens get bounced. I roll over to Factory tokens.
1-1
We have about 30 seconds left in the round so we just draw.

Round 2 vs Four color control without blue
(0-0-1)

I saw Firemane Angel and Angel of Despair as his primary wincons and for the rest stuff like WoG, Persecute and faith&#8217;s fetters, tutored for by Demonic Collusion

Game 1
I counter most things he drops (like loaming shaman) but let through a firemane angel. He swings, I condemn. I have to counter another angel because I don’t have any WoG or Condemn any more. I stop some large threat with a Draining Whelk but he kills it with Mortify. After a while he gets an Angel of Despair through and the 10 mana needed to recur his Firemane Angel. I don’t have condemn in hand so I scoop to have a chance in game 2.
0-1

SB in 2 Sacred Mesas, 1 Ivory mask, 3 Moratorium Stones, 1 Draining Whelk, 1 Debtor’s Knell

Game 2
First turn drop Moratorium Stone. For the rest of the game, anything the least threatening in his graveyard gets removed EOT, even persecute, because he runs Loaming Shaman
I counter most threats or just use WoG or Condemn. He tries to fetter the stone but I cancel. He tries Persecute, I cancel. He stops casting for a while to increase his mana and I’m stuck withou Wincons in hand, only 2 Draining Whelks. Eventually he casts Demonic Collusion, I get a 6/6 Whelk. He mortifies I counter. He gets down a defense grid with his last mana, I don’t have the mana to whelk. My turn, I swing for 6. He casts Wrath of God. I pay nine for a 5/5 Whelk. He casts Phyrexian Arena. I swing for 11, taking him to 3. He goes to two in his turn, draws two cards and scoops. We have 2 minutes left on the clock so we draw.
1-1

Round 3 vs Solar Pox
0-0-2

Game 1:
I can’t really remember all that much about this game. Just that I countered most of his stuff. Got windreaver out, bounced it back, cast it again and eventually killed him with it. He did cast an Akroma but I had condemn ready. I also kept a remand for his Haakon, Stromgald Scourge in the grave, but he never even attempted casting it. After a while my Windreaver gets him.
1-0

I bring in 2 Sacred Mesa, 1 Debtor’s Knell, 1 Ivory mask, 3 Moratorium Stones and 1 Draining Whelk

Game2
I get out an early Moratorium stone and that’s prettty much good game, even though I make a huge mistake and counter his Dread Return, I should’ve just removed his target with the stone. He beats me to 12 with a lone court hussar and then I drop Debtor’s Knell. He doesn’t stop it so I steal his Akroma. (I wanted his foil Akroma but he didn’t want to give it ):P
We go into time and I start Swinging with akroma but sadly I don’t kill him fast enough.
1-0

Round 4(last round) vs Gruul aggro
1-0-2

Game 1
He starts with Magus of the Scroll. I go island. He goes Stomping Grounds, another Magus and Kird Ape. I go “sh*t” because I don’t have WoG or Condemn in hand. Luckily I can start countering or drawing like crazy EOT. He beats me to 2 when I finally draw Wrath, tapping out to cast it. He draws… land. He continues to draw land until I’m stocked up on counters again. I get a Magus of the Disk. He goes Ape. He attacks into Magus, Lightning Helixes it and I blow the board with Magus. He doesn’t draw anything but land, I go Windreaver while keeping counters open. Eventually my Windreaver kills him.
1-0
This deck was not a top-list Gruul Beats and the player wasn’t very good either. I made the mistake of tapping out EOT a couple of times, but he always burned in main phase, when I had counter mana ready.

I side in Ivory Mask, 4 Spell Snare, 2 Sacred Mesa, 1 Story Circle

Game2:

I control the early game with Counters and WoG but he still gets me to 14. Then I drop Ivory Maskn, he plays Char in response, I go to ten. He gets me to seven with something, I drop Magus of the Disk. He tries to kill it, I counter. My memory is a bit blurred here but he gets me to 5 and I get a Windreaver. Then I get Story Circle set to Red. (this may have been a mistake, as I didn’t really need it and if I blow Magus it would be destroyed. I finally get to play Sacred Mesa, but this is really overkill because he can’t deal with my windreaver. He scoops when he sees the mesa. Finally a game where I don’t go into time.
2-0

End Result: 2-0-2 6th place
I’m glad with how the deck worked but going into Time is a serious problem. I need to win faster, I need better WinCons than Windreaver. I think I’m going to maindeck Mesa to tests it. I kept all my enchantments in SB to make the opp side aout enchantment removal and then bring them in but it’s better to have more chances in game 1. 3 factories is too much, I never have mana to use 2 at a time or even use 1 plus windreaver. Opposing factories were a problem, so I want Ghost Quarters. 3 Caldiform pools also seem a bit much.

I really like Draining Whelk against control. Moratorium stone is also a must, especially in my Meta. If I’m not facing Solar, then I’m playing vs Firemane and the stone rules against both.
There was one Dragonstorm deck and one Renewal Storm deck, but I didn’t play them. So I’m keeping the shadow of doubt and maybe one extra Ivory mask.

These are the changes I’m going to make
Out 1 factory, 1 terramorphic expanse, 1 Calciform pools
In 1 Plains, 2 Ghost Quarter
Out 1 Magus of the Disk, 2 Windreavers, 1 Careful Consideration
In 1 Story Circle, 2 Sacred Mesa, 1 Moratorium Stone

New SB
2 Moratorium Stone
4 Spell Snare
3 Shadow of Doubt
1 Debtor&#8217;s Knell
1 Draining Whelk
1 Ivory mask
3 Faith&#8217;s Fetters

I’d like to have Teferi or more Story cicle or Ivory Mask but I don’t have them yet.

All comments appreciated!
We split the top 4, so they let me have like $200. In conclusion, try perilous research. Put 4 flagstones in your deck and 3 Perilous Research. Dont forget that you can sacrifice tokens or doomed fetters or Whelks to the Research. Also forget Akroma. She costs too much and is far more vulnerable then most would care to admit. IMO, the only creatures that should be considered are those with flash, Teferi and Whelk. I chose Whelk because it gains card advantage, but Teferi screws around just as much. A very similar version of the deck made top 8 in Florida if you want to see an older list.

This reaffirms my belief that Draining Whelk is an absolute bomb in this deck. I also choose Debtors' Knell as my one-of Big Mana Bomb TM instead of Akroma. Here's my list from the other thread:

// Lands
4 [DIS] Hallowed Fountain
4 [9E] Adarkar Wastes
3 [DIS] Azorius Chancery
2 [TS] Urza's Factory
2 [TS] Calciform Pools
3 [UNH] Plains
5 [UNH] Island
2 [DIS] Ghost Quarter

// Creatures
3 [TS] Draining Whelk

// Spells
4 [RAV] Remand
4 [CS] Rune Snag
4 [TS] Cancel
4 [TS] Think Twice
4 [DIS] Condemn
4 [9E] Wrath of God
1 [GP] Debtors' Knell
2 [MM] Story Circle
3 [MI] Sacred Mesa
2 [9E] Tidings

// Sideboard
SB: 3 [TE] Disenchant
SB: 4 [DIS] Spell Snare
SB: 4 [RAV] Faith's Fetters
SB: 3 [9E] Ivory Mask
SB: 1 [TE] Circle of Protection: Red
@ the Perilous list: I like it. Its been good to me in testing. The addition of Flagstones lets you have a better degree of survivability against Smallpox and Wildfire, so thats really not an issue. My list:

7: Island
4: Hallowed Fountain
4: Flagstones of Trokair
3: Urza's Factory
3: Azorious Chancery
2: Calciform Pools
2: Plains

3: Draining Whelk

4: Think Twice
3: Perilous Research
4: Wrath of God
3: Condemn
3: Faith's Fetters
2: Story Circle
2: Pegasus Mesa
4: Rune Snag
4: Cancel
3: Rewind
1: Repeal

SB is still up in the air.
commandeer on a demonfire is one of those most fun things ive done in a while, but i removed the 1 of from my sb cause its just not that great in hand to be honest.

debtors knell is something i strongly want to put in my SB. Solar Pox is running the show in my meta right now, and so is boros/zoo, and end game against the fast aggros its just tons of little free critters, and against pox its , well, big bombs. :P But im having trouble with room.

Also, Draining Whelk IS amazing. Im thinking of maybe putting 1 akroma, 1 teferi and 1 whelk MD, instead of the 2 teferi. I will test it out.
Even with all the different little techs people are putting into this deck, the main reason the deck will win is the skill of the pilot, which is why I like this deck. The core of the deck that pretty much everyone runs is the same, and it has answers to pretty much anything your opponent will throw at you. I look forward to this deck being a contender in the new 10+ viable-deck-format for a long time to come.
commandeer beats demonfire, akroma and SSS without having to draw story circle or wrath or condemn (at least in the case of akroma, doesn't stop the others)

i like ivory mask in the sideboard though...

About Demonfire, Commandeer is actually a house against it; you can even consider it a SB tech against Demonfire or Debtor's Knell. But I don't see how it stops Akroma or SSS, since both are creature spells.
the main reason the deck will win is the skill of the pilot, which is why I like this deck.

this is the key of UW.
Wow, Commandeer is a very good card, not only against Demonfire. Take a Glare of Subdual and you already play token generators. Reverse a Persecute, and I am not sure of the rules, but can you Commandeer their reanimation spell, do you have to change the target? I know Commandeer says you MAY change the target, but most reanimation spells say Target creature in YOUR graveyard. if someone could clarify.
Wow, Commandeer is a very good card, not only against Demonfire. Take a Glare of Subdual and you already play token generators. Reverse a Persecute, and I am not sure of the rules, but can you Commandeer their reanimation spell, do you have to change the target? I know Commandeer says you MAY change the target, but most reanimation spells say Target creature in YOUR graveyard. if someone could clarify.

I'm not sure about this, but I think that you would have to choose a new target for the spell or have it be countered if it was something like Dread Return or Zombify because the 'your' in 'your graveyard' always referes to the controler and the spell will check itself to make sure it has legal targets.
delted cause im an idiot.
Great start on the new UW thread, Mr. Indigo.

I wouldn't complicate the introduction of the archetype with any extensive discussion of B/R/G as third colors, except to mention they exist and provide links to the corresponding dedicated threads.

i think commandeer would give u control to reanimate a creature in your own graveyard. If you cant target something in your GY, then it wouldnt resolve and end up being like a counterspell, i think?

Also, I do not think commandeering a glare will give it to you.

[C]Commandeer[/C] vs. an enchantment or non-creature artifact spell gives you control of the resulting permanent.

[C]Commandeer[/C] vs. [C]Call of the Herd[/C] gives you an elephant too, which is nice.
I just re-read the card and re-read the stupid itallic text, please ignore my stupidity. :P
yes I understand how it wuold give you the elephant from call of the herd

Cause it can't target creature spells. It can target everything else tho.
commandeer beats demonfire, akroma and SSS without having to draw story circle or wrath or condemn (at least in the case of akroma, doesn't stop the others)

How does Commandeer beat Akroma or SSS? Am I missing something here?

EDIT: Beat me to it.
One possible omission I noticed in Mr. Indigo's otherwise excellent intro is no mention of [C]Flagstones of Trokair[/C] and [C]Ghost Quarter[/C], both of which seem to appear in more decklists than some of the other lands discussed as mana sources, and which have a nice deck-thinning, mana-fixing EoT combo between them.
How does Commandeer beat Akroma or SSS? Am I missing something here?

EDIT: Beat me to it.

i dont get it..?