Intro
This is my attempt on a blue control deck in MTG- Arena (that is not UB-Scarab God), that is fun and easy to play, even for people new to MTG and somewhat cheap to build ingame (as free to play - player).
Cost
It is relatively easy (and early) to build in Mtg Arena as you only really need 4 Rare Wildcards for Drake Haven. Jace, Cunning Castaway and Curator of Mysteries are totally optional sinks for your spare Mythic and Rare Wildcards and can be replaced by any cycling card, so you can start playing this during the whole construction progress (as soon as you got at least 3 Heavens). The Rest of the deck is build out of many commons, a few uncommons
Strategy
The Strategy ist to stack your Drake Haven and produce lots of Drakes via Cycling and Jace, Cunning Castaway while countering opposing key-cards.
Plan B is Nezahal, Primal Tide, a devastating drop in combination with your always-full hand (due to just cycling).
Strengths and Weaknesses
Strengths
The main advantage of this deck is being able to play nearly everything on the opponents turn and therefore having the ability to flash drakes into attacks or counter important threats at any time, giving a very classic mono-blue-control feel to the deck.
Unlike my first estimates this deck is not at all vulnerable to board wipes like Fiery Cannonade, because you can counter those with ease and even if they hit your board, you can often immediately recover with like 6 Drakes.
Additionally this deck is mono-colored making the mulligan-decision way easier for newer players.
Weaknesses
The deck literally does nothing till turn 4 (when your first Drake Haven is ready to act), unless you get some lucky early game counters with Essence Scatter or Censor. If your opponent does well in those important turns you first have to stabilize the board (which sometimes is not that difficult at the rate we are dropping drakes, but get used to a very low life count when playing this Deck).
Matchups
Vs. Aggro
If the opponent knows what he's doing using Hazoret-Aggro or BR-Pirates and starts off good to perfect there is not much we can do about that. Otherwise if we can stabilize the board it is possible to turn those matchups around
Vs. Midrange
Normally this is where the Deck shines as it can generate high value from each card and can consistently play out its strategy once Drake Haven is out.
The only real problem comes with Dinosaur decks with Forerunner of the Empire and alike, which can consistently whipe your board on each and every turn.
Vs. Control
If you are able to drop one to two Drake Heaven uncountered you can build up continuous pressure forcing the control player to play Bombs like The Scarab God early without protection directly into your counter.
Also Drakes are able to jump block just about any finisher the opposing deck would want to play e.g. Nezahal, Primal Tide.
Bottom Line
10/10 would cycle again