Getting into Standard more this week, will have match details soon ! :)
So initially, I put this together as a joke. Although because it has held its own against so many decks in the format, I have begun fine tuning it to actually win games. So far, so good. Against good matchups: ~70% win rate and against bad matchups, it can still win 1 in 3 games.
Before we go in depth, yes. Yes Jace, VP, Jace, UoS and Thing in the Ice are probably all good here. But this is a budget build for the moment. I'll be upgrading as I pick up the cards.
IN DEPTH:
LAND:
8 Island
4 Plains
4 Prarie Stream : Best mana fixing right now.
3 Port Town : I don't think I've played one untapped yet, but still great mana fixing for the moment.
4 Evolving Wilds : Try to get Islands more than the Plains because they're more relevant to Engulf the Shores. You almost never need more than 2 White sources, and it shouldn't be hard seeing them without fetching one.
2 Blighted Cataract : Hold these as long as you can. If you can play and crack them the same turn, it can occasionally combo-win through Tutelage + Archive.
PLANESWALKER :
1 Narset Transcendent : Early game = card advantage, late game = rebound glory. If you somehow get to ultimate her, it shuts down control decks. If you have a Jace, Unraveler of Secrets, use him instead. He comes down later, but his +1 will always draw you a card and 2 cards with Archive out.
ENCHANTMENTS:
4 Sphinx's Tutelage : The win condition. Don't be afraid to use it's own ability late game, and be cautious in games two and three casting it.
1 Starfield of Nyx : Just to get back your dead Tutelage's. A decent amount of decks are mainboarding cards against enchantments in my meta, so this could be trade for Narset/Jace, UoS easily.
ARTIFACTS :
2 Alhammarret's Archive : Obvious goodness. I'd like to put a third one in, but I always draw them in a pair, unfortunately.
1 Orbs of Warding : Mainboarding one protects you from: late game Duress, Transgress, Dromoka's Command, Kolaghan's Command, almost all burn spells, most aggro builds (assuming you can wipe the board the turn before or after), most token builds, and various other goodies. I can't tell you how often I was happy to see this in game one.
INSTANTS:
1 Clash of Wills : Early game counterspell for usually 2-3 mana.
2 Immolating Glare : Hard removal against an annoying big dude.
2 Grip of the Roil : Tap-down isn't super great, but being a cantrip is.
3 Hydrolash : Helps push you into mid game territory, cantrips, and is even good against control matchups where you both sit there and wait for the other to make a move.
3 Scatter to the Wind / Void Shatter :Personal preference.
3 Engulf the Shore : The reason Tutelage is going to survive at all. Instant speed. Usually wipes a whole board with 3-4 Islands out. Like, wow.
4 Ojutai's Command : Mode 1 is useless without little Jace. Mode 2 will get used in "I'm going to die" moments. So modes 3 and 4 will usually get used together, but the versatility is amazing.
SORCERIES:
3 Healing Hands : It might seem like a do nothing card, but I've found it stronger than Dazzling Reflection or Silver Strike because it doesn't need a target and still helps you curve out against aggro while drawing a card. Pretty good, just wish it was an instant.
3 Planar Outburst : The best white board wipe right now, in my opinion. Awaken is sometimes relevant.
2 Descend upon the Sinful : Exile is almost always relevant to board state right now. Especially against B/x decks. The Delirium isn't too hard to get, but I don't think I've ever been able to swing with the Angel because she turns on so many dead cards in the opponent's hand.
SIDEBOARD:
1 Starfield of Nyx: For when you know they're going to gun for Tutelage.
2 Supression Bonds: Our only thing against Planeswalkers and Ulamog.
2 Silkwrap: To help take care of aggro.
2 Fate Forgotten: And underrated card. Hits Archive, Tutelage, Hangarback, Demonic Pact, etc. At Instant speed.
2 Negate: I should main board these. I always side them in.
2 Disperse: General "slow you down a little" card and also good versus PWs, Enchantments, Thing in the Ice and our another answer to a flipped Westvale Abbey.
2 Dispel: Mostly against CoCo and control.
2 Invasive Surgery: Always comes in against Black. You can usually tell Duress and Transgress "no" and it's fantastic.
Moral of the deck: Stall. Don't die. Draw cards.