Standard: UW Control Fate

by AZ88 on 21 January 2015

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (6)


Sorceries (3)

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Deck Description

Fate Reforged gave UW some new toys to play with. My Esper deck never really came together because it was too expensive for me at the time but Fate came out in January which means: INCOME TAX! I'll be able to buy all the cards needed for this deck and run it against friends to see how it plays and then FNM. Please leave any comments/input.

How to Play

Usual fault rules with control apply...hold off and annoy your opponent with mass control until you can get Pearl Lake Ancient out and/or pop Elspeth. Resolute Archangel is in here for late game stabilization to reset your life total if needed. I ran Perilous Vault over End Hostilities due to the exile factor. If U/B control can make it work then U/W should be able to work just as well.

Deck Tags

  • Standard
  • U/W
  • Type 2
  • Control

Deck at a Glance

Social Stats

4
Likes

This deck has been viewed 1,994 times.

Mana Curve

Mana Symbol Occurrence

1635000

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Standard: UW Control Fate

Not a bad start, but I think you have a few cards that you might not need, and are missing a few that you absolutely do.

First off, I'd say 24 lands is enough- and of those 24, you should probably run a couple Radiant Fountains- maybe more than a couple, but I'd say def run them. And don't forget your Temple of Enlightenment (+1 spot)

Secondly- As u\w you should def be running 4 main deck End Hostilities. No questions asked. I understand you like the exile portion of the vault, but it's REALLY slow. The Vault costs 9 mana to play and activate... End Hostilities takes 5. If you're in trouble early, you'd have to take 2 turns to play the vault and pop it... and that's 2 turns that you won't be able to counterspell. (vault out\ EH in -even)

Third- Reality Shift, Sandblast, Interpret the Signs, and Jace are all unnecessary. The Reality Shift is card disadvantage, the Sandblast is a worse copy of Devouring Light, Interpret the Signs is not nearly as good as either Dig or Jace's Ingenuity- both of which you have room to play additional copies- and this version of Jace is subpar. (+7)

Forth- You'll probably need more card draw. I'd increase the Dig, Ingenuity, and the Divination all by +1. (-3 spots)

Fifth- You'll also probably need more than 7 counterspells, and maybe more hard counters. Dissapate will help with your exile concern, and depending on your area's meta, play more or less of the Stroke or Blast. So at least 4x Dissolve, 4x Dissapate, and 2x of one or the other? (-3 spots)

So even after all the card swapping I'm suggesting, there are still 2 spots available. Maybe you add 2 vaults back in... maybe you main deck Last Breath. I would do some playtesting and see if there are matches that the deck is weak against.

Hope that helps. Happy building!

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Posted 21 January 2015 at 19:14

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- End Hostilities is a 5 mana board wipe that you HAVE to do on your turn. Vault's ability is a 5 mana board wipe that I can do at the end of my opponent's turn or during their attack phase, or whenever I like. If you don't think that works you should go check out UB control decks that run 4 of them.

-I always run 25 lands in two color control cause with 24 I'd end up getting land screwed

- Jace is in here mostly for the pseudo scry and his bounce. Something to assist in my draw and help out a Dig if I need one so that's why I only have one. Don't see how Reality Shift is card disadvantage. It gets rid of a huge threat for the gamble of having a 2/2 on the field that my opponent can't morph ( a 2/2 morphling is better than a Stormbreath), Sandblast isn't as good and I'm trying to find a replacement for it, and Interpret the Signs is in here strictly as tech. Jace's Ingenuity and Dig can't refill my hand like Interpret the Signs can. Dig and Jace's Ingenuity are not Sphinx's Revelation. There's no reason to run four of them (although nothing against people that do).

- If I increase draw I'll probably drop a Sandblast for one more Divination

- Why would anyone run more than 7 counterspells? Anymore is WAY too many. You'll hardly have room for spot removal which is way more valuable in most cases. If your opponent drops something that you didn't have a counter for and then you draw into a counter, that doesn't help much.

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Posted 21 January 2015 at 19:29

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I do agree with you that Sandblast needs to go. Just can't think of what to put in.

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Posted 21 January 2015 at 19:32

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No, no- I understand the difference between the Vault and EH- and I'm not disputing the effectiveness of the Vault and the benefits of popping it on their turn, I'm saying that it's much slower than EH. U\B runs the vault because it has to. They don't have access to the likes of EH. They rely heavily on their spot removal and going 1 for 1 in the exchanges. I can almost assure you that any U\B control post Reforge will run Crux of Fate over the Vault- or at least 4-2. Not to mention there will be times it's vulnerable to Reclamation Sage or other effects.

Well, to each his own with the land. If 25 is your magic number, I say do what works. I find that when I'm not drawing enough land I either increase the land, increase the card drawing, or both- depending on the type of deck, of course.

Reality Shift is card disadvantage in that you play your card to remove their creature card but in the end they still have a 2\2. Yes, it may put you in a better board position (your Stormbreath example), but in the end, your opponent gets more from the exchange thus making it card disadvantage. Yeah, nothing is quite like Sphinx's Revelation (thankfully :oP), but a 6 casting cost sorcery that could give you 3 cards or less in 33 cards out of your 60 doesn't seem good to me. You could even land 0 cards from that spell. Why risk it? For 5 mana and instant speed you're getting 3 regardless. I think I'd run 4 Dig and 3 Ingenuity and maybe some count of Divination.

And I prefer to run more than 7 Counterspells. I'd rather not rely on the spot removal as much, instead counting on the card advantage of the EH and deciding on which of their creatures I allow to hit the board. When you need to stop a card from hitting the table, I want to have more options to do that rather then trying to deal with say a hexproof creature, or Gods Willing, or the Whip. I most certainly want some spot removal, but I'd rather have a few more counters in hand.

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Posted 21 January 2015 at 20:38

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Oh yea I get where you're coming from I just prefer the Vault because of the exile factor. If it worked in the first place then I don't see why black would switch to Crux Of Fate just because of how situational Crux is. When you board wipe you want to take out every creature and not have to deal with the possibility that you can't.

On the lands, if you can get away with running 24 by all means. I used to run 24 and every time I did I would end up getting screwed over on the land on one game or another and I hate losing games due to mana issues

I still don't mind the 2/2 in Reality Shift at all. It doesn't bother me, especially late game when Elspeth is out and she's providing me chumps to block. I saw Interpret the Signs in a MB deck and fell in love with it instantly because it allows you to scry 3 and not to mention you have the support of the scry lands, and scry spells, and in thise case, Jace. You'll probably know what your top card is before you cast it.

I used to love having counter spells but I felt that they didn't help as much as actual removal would. They do help, but too many of them limit your removal abilities. Guess it's just personal preference. I do still need to find a replacement for Sandblast. I'm thinking maybe Last Breath.

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Posted 21 January 2015 at 21:08

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I think you hit the nail on the head there- I think we're just disputing personal preference. I prefer a few more counterspells, you prefer more spot removal. That being the case, with your build looking to swap out the Sandblast, I'll suggest 2 main deck EH. :-)

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Posted 21 January 2015 at 21:24

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Well when I run it I'll let you know how it runs. Hehe. I made the changes to the deck, took out the Archangel which I didn't want to do but 3 big creatures might be too much. I may put her in the sideboard in case red is a problem.

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Posted 21 January 2015 at 21:31

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Meh- you'd probably be ok with the Ram, Last Breath, and EH... not likely you'll get to 7 mana against red anyway... at that point, you've probably already won- well, more like they won't be able to beat you

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Posted 21 January 2015 at 21:35

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Agreed. I'm liking the 3rd Divination as well.

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Posted 21 January 2015 at 21:36

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I've run UB Control since a week after PT Khans and have been doing a lot of testing with Crux and will say I'm not going to be running it at all. Has major issues due to its cost messing up the curve and not having the effect that vault has on the game which damage the deck significantly. So I wouldn't rule out UW running it over EH with similar effect. I would suggest running 2-3 Fountain, cutting Jace and running at least 27 lands and cut the second Evolving Wild. 4 Dig and 3 Ingenuity are a great balance for draw so might try that over what you have now. Plus they're both Instant unlike Divination and Interpret.

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Posted 21 January 2015 at 23:30

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Fountain..? The land you mean?

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Posted 22 January 2015 at 01:30

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Yeah, Radiant Fountain. Interacts with PLA well.

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Posted 22 January 2015 at 04:14

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Wanted to drop in and let you know that I saw Interupt the Signs run as 1 of's in several decks at the SCGDC event and to say that I was impressed with the tech. Good catch for you! And something for me to consider in my building :-)

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Posted 28 January 2015 at 19:25

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