This is my plan for a deck to play after rotation in September. The deck plays out like a normal UB control deck would and plans to drop a Metallurgic Summonings somewhere between turn five and turn 8. The reason that there is only one Torrential Gearhulk is that Metallurgic Summonings dodges a lot of the removal that is very common in my local metagame such as Cast Out and now Abrade that Torrential Gearhulk does not.
Card filtration/Card Draw
This is very important as you need to find specific answers and dont want more than one Metallurgic Summonings
Glimmer of Genius : sees four cards and sets up later turns, all around a great card.
Hieroglyphic Illumination : can cycle early to find removal, lands and counterspells while still being a good card in the late game and a respectable Torrential Gearhulk target.
Censor : Good tempo play early and can be pitched for something else when the ability is no longer relevant
Supreme Will : its like a three mana Mana Leak early and a Impulse late, all around a strong versatile card.
Fetid Pools : you can play it early and get a land drop or when you dont need it cycle late
Counterspells
Keep problamatic cards from hitting the board or instants/sorceries from resolving while you build up to the late game.
Supreme Will : its like a three mana Mana Leak early and a Impulse late, all around a strong versatile card.
Censor : Good tempo play early and can be pitched for something else when the ability is no longer relevant
Negate : Good situational counterspell
Essence Scatter : another good situational counterspell
Disallow : Very strong and versatile counterspell that has applications against almost everything
Discard
Picks apart opponents hand and gives us information on how to play out the game.
Lay Bare the Heart : Gets most things in standard right now but is a two drop competing with counterspells so there are only 2
Harsh Scrutiny : can mess up an aggro decks curve and give you information, I think its pretty good for a turn one play with no other one drops outside of cycling.
Doomfall : kills a creature late and takes a card early three mana is a lot and it competes with counter-spells so I'm only running one but it is a strong versatile card.
Removal
Deals with problem creatures and planeswalkers very important
Fatal Push : a great card against everything but the control mirror and really helps survive a early Heart of Kiran
Never : A strong spell that deals with lots of problematic cards that I otherwise would be unable to beat
Doomfall : It is good early and late game and is the decks only answer to a resolved indestructible creature
Win consTorrential Gearhulk : a very good card that provides value and sadly dies to removal, If there were less removal heavy decks in my meta I would play four
Metallurgic Summonings : a good value engine that eventually wins the game and can replenish you hand
Any suggestions are appreciated and on a final note I am hoping for a better Evolving wilds replacement
(I am aware that the links for evolving wilds and Lay Bare The Heart don't work, I'm trying to fix them but may not be able to)