Modern UB control, budget.Utilize counters and removal to control the board. Land a threat and protect it for the win.
Planeswalkers:
Ashiok, Nightmare Weaver - If this lands on an open board on turn 2 it can easily swing the game. Add a nasty creature to your board or slowly remove your opponents library. Use counters and removal to protect it. Otherwise wait until the board is safe or you have open mana to protect it before casting.
Jace, Memory Adept - If he goes unanswered you can easily mill your opponent. Can also allow us an extra look for an answer if needed. with is +1.
Creatures:
Delver of Secrets
- Provides an early attacker. If he flips early he represents quick damage. Often requires an early answer.
Vampire Nighthawk - A little slower than Delver. But he provides a very effective blocking body with deathtouch. Acts like pseudo removal. Life gain helps as well and flying provides evasion.
Silumgar, the Drifting Death - Flying and hexproof, requires an edict effect to kill. He is our late game finisher and a good blocker. His power is a little low but its usually enough. When attacking his -1/-1 trigger wipes all 1 toughness creatures on the opponents side.
Tasigur, the Golden Fang - This guy can come out as early as turn 3 and represent a fast clock with a 4/5 body. His ability offers card advantage and can often put opponents in a tough spot.
Artifacts:
Lashwrithe - Comes into play with an extra creature attached to it. Use it as an attacker or blocker or simply equip it to another creature. Attached to Vampire Nighthawk or Silumgar, the Drifting Death you can have huge fliers and some significant lifegain, especially when you have Urborg, Tomb of Yawgmoth on the field. Being able to equip for phyerexian mana allows us to equip right away.
Perilous Vault - This is our 1 answer to everything. Exiles anything we cant answer. Though it is a little slow. Once it hits the board your opponent must play around it or remove it.
Instants:
Jace's Ingenuity - Late game re-filler or use it to find answers.
Blue Sun's Zenith - Late game re-filler or use it to find answers. Gets reshuffled into deck so use it to draw 1 or draw a bunch. Can also be used to finish milling our opponent. This is especially good with a charged up Dreadship Reef.
Thought Scour - Used to fuel early delve for Tasigur, the Golden Fang and Logic Knot. Can draw into an answer or threat. Can also be used to finish milling out opponent and messing with their scry if they put cards on top of their library.
Into the Roil - Can be used to remove a threat we don't have an answer for. Allows us to setup a counter for next time it is cast. Allows us to avoid a lethal attack and can also be used to protect something of our own. Can be kicked to draw a card. Kills tokens.
Condescend - Early game counter. Can also be used late game to counter something huge. Scry 2 allows us to setup our next draws, dig for answers or flip delver.
Logic Knot - Typically a late game counter but can be used early as well. Delve in the casting cost can make it act much like a Counterspell.
Mana Leak - Good early game counter. Has it's moments in the later game too.
Spell Pierce - Good early game counter. Has it's moments in the later game too.
Victim of Night - Kills most everything without hexproof or indestructible.
Silence the Believers - Exiles indestructible creatures and the 3 types missed by Victim of Night. Also helps keep creatures out of the graveyard for reanimate decks and stops persist creatures. Used later in the game to exile 2 or 3 creatures. This is especially good with a charged up Dreadship Reef.
Sorceries:
Mutilate - Acts as a board wipe if things get out of control. Can be cast with fewer swamps in play leaving our creatures alive. Gets around hexproof and indestructible as well as fog effects. With Urborg, Tomb of Yawgmoth it is essentially a Damnation.
Serum Visions - Fuels delve for Tasigur, the Golden Fang and Logic Knot as well as allows us to set up our next draws with scry 2. Can also be used with Thought Scour leaving cards on top we don't wish to draw, but instead adding more fuel for delve. Can also be used to setup a delver flip.
Lands:
Island - Blue source .
Swamp - Black source .
Urborg, Tomb of Yawgmoth - Strengthens our Mutilate and Lashwrithe. makes all lands produce black mana .
Drowned Catacomb - Blue or Black Source. Easy to play untapped.
Sunken Hollow - Blue or Black Source. Minor downside but due to ETB requirement, but easy to play around.
Dreadship Reef - Charge land. Fuels our large late spells. Also allows us to fix our mana or play an extra spell if needed in a pinch.
Sideboard:
I've had moderate success against many of the tier decks. I know this can be better with upgrades to sweepers like Damnation and fetch lands like Polluted Delta. Also Oblivion Stone is far better than Perilous Vault. As my budget allows i will be upgrading cards.