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I took the Challenger deck, Second Sun Control, and modified it slightly. I took it to a 3-1 (7-3-0) finish, losing to U/B Control on the final round. First off, Shielded Aether Theif was actually great. I was skeptical at first, but he shined as a great blocker and card draw engine, usually grabbing me two to three extra cards a game. He could definitely go down to 3 copies, but I think I will stick with 4 copies for now. Aether meltdown is meh on its own, but with Aether Hubs, Glimmer of Geniuses, and Shielded Aether Theif it gets much better. The extra energy off meltdown is great in conjunction with the thief. The deck needed some hard counter and I had Admiral's Order so I used those. I added the two remaking Ipnu Rivulets as well as dropped the Settle the Wreckage to utilize the energy mechanic. The side board is still in progress. This deck is super fun and the original list can be tweaked in so many different ways for many different play styles. If you want to dip into Control, then this is the right place to start.With Aether Meltdown and Cast Out to deal with opposing creatures and permanents, it makes it a lot easier to survive. Especially combined with Fumigate and Shielded Aether Thief. The had counter spot that I have Admiral's Order in could easily be Essence Scatter to give an even stronger Game 1 matchup against Aggro or midrange strategies.
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