Welcome to America gentlemen, where we shoot from the hip, and keep it real. No holds are barred in this exciting twist on a popular down home favorite, U/W/x control.
So, for those of you FoB to control, you may be wondering, how does a 60 card deck win, when all it runs is a measly ~20 points of burn, and a single 4/5 6 drop? Well men, here, it's all about the long game. This deck wins by sheer force of legislation. You'll soon have your opponents gingerly shifting card in their hand, wondering which creatures citizenship application will be rejected next. Cards like Syncopate and Dissolve are the anal-retentive bureaucrats of this cardboard county. And when push comes to shove Counterflux simply can't be beat for the amount of paperwork it pushes at your enemy. Counters constitute phase one of our Red, White, and Blue battle plan
Phase 2 of the battle plan is set into motion after you've run out of counters, or have an opposing, threatening field presence. Your opponent, without a doubt, has elbowed into play some unwanted aliens, or 'permanents' so to speak. In such an event, you will find yourself staring at cards such as Detention Sphere, and the new, ultra-versatile Banishing Light. With them, you can push away any obstacles, until you can initiate phase 3 .
Well, now you're thinking, trading cards one for one may be all well and good, but what on earth happens if the enemy takes an early offensive, and storms my beaches with an aggressive plethora of high power one, two, and three drop beaters? Look no further than your best friend, your oft-called-upon fail-safe, Supreme Verdict. With it in hand, you can smile as you pay X life for an N-for-one trade. Unfortunately, there do exist fringe decks, which often trade high toughness beaters, for low toughness, hasty slashers, gnashers, and bitters. As an alternative battle plan against these violent, unstable decks, we employ our reserve armament; Anger of the Gods. A powerful counter to Xarthid Necromancer based strategies, this card puts away small baddies for good.
Phase 4 is an intermediate phase. Once you've begun to slow your opponent down with N for one trades, you have begun to run out of "answers" yourself. While it is considerably unadvised to play the following cards on your turn, it has been found helpful to use these to boost your own ends along, at the end of your opponents. Magma Jet, to remove a threat and stack for lands, Opportunity+Sphinx's Revelation to draw cards, and repair the damage dealt by burn, and Warleader's Helix, an excellent 2 for one trade with burn, and a heal/trade against countless mid-range strategies. As you glance over the decklist, you may chance upon a gem of a card called Quicken. It acts as an excellent deck thinner, and a powerful engine for instant speed draw with Quicken+Divination. Also, enrage a hex-proof player with it and Supreme Verdict, as you take away their board for only a single card investment.
Stage 5 of the plan is the endgame soldiers. By now, we've surrounded their capital, and have them scrounging the bottom of the barrel for threats. With careful deck manipulation by the likes of Jace, Architect of Thought, and our aforementioned fuel-like draw spells, we have one of three cards in hand, ready to execute our killing order. Elspeth, Sun's Champion, a versatile, high powered endgame condition, pumps out conscripts, and well trained minute men at the speed of sound. She is also a healthy deterrent versus large, top-decked monstrosities. Or, as an alternative, you may reserving AEtherling. He generally swings as an unblockable, untouchable 8/1, ending mirror matches, stalemates, and uphill battles faster than an f-22.
Any questions, private?
(sideboard review coming soon)