0-2x
Unsummon
I've become very down on this after a few matches.
Brazen Borrower
typically gets the job done, and typically creating a threat such as
Wildborn Preserver
is a better answer than bouncing a creature. You may include this if you wish, but you really don't need
Unsummon
when you can pay 2 mana instead to get a 3/1 flier on the back end.
0-3x
Anticipate
This spell is simple: it gives you card selection. If you're stuck on three lands and need a forest for
Nightpack Ambusher
, you can grab that. If you just need a threat or
Brineborn Cutthroat
, you get that. It's a very versatile spell you can use at EOT if your opponent doesn't play anything worth countering or if you need to dig for an answer in the late game.
0-4x
Once Upon a Time
This spell can be used to replace
Anticipate
and a land (you can afford to drop a land since having this early lets you dig for one and curve out). The pros for this are that it digs deeper and basically guarantees that you get a T2
Wildborn Preserver
or
Brineborn Cutthroat
due to its free casting clause. The downside is that you cannot grab a counterspell with this. I've found that this deck is light enough on counterspells that it is worthwhile to use
Anticipate
so that you can grab a counter in a pinch when you have 4 mana up. However, I think you can create a build with
Once Upon a Time
0-2x
Quench
I'm not a huge fan of
Quench
, but it's a necessary card for game 1, especially in a BO1 world. You cannot guarantee that you'll have the right answer for a given matchup, so this provides
Sinister Sabotage
5 & 6 while being slightly cheaper. This is a rough topdeck later in the game, but fortunately most late games tend to involve tapping out Dance in the Manse or
Hydroid Krasis
, so control decks are surprisingly susceptible to soft counters such as this one.
2-3x
Negate
This spell is pretty straightforward: stop removal, planeswalkers, and impactful artifacts/enchantments. Adventures make me willing to push up my
Negate
count because even mono-color aggro includes some creatures such as
Murderous Rider
that come with an adventure to counter. Note that if you counter an Adventure spell, the creature goes to the graveyard, so the back end cannot be cast, making
Negate
very good with Eldraine.
2-3x
Essence Capture
This is color intensive, but very worthwhile. With big Teferi rotating out along with checklands, I expect few creatureless decks in this Standard. Even Field of the Dead decks run
Arboreal Grazer
and
Golos, Tireless Pilgrim
. Additionally, the +1/+1 counter turns our flying creatures into big threats.
4x
Sinister Sabotage
This card is your go-to hard counter. It comes down on T3, gives some ability to manipulate your topdeck, and on T5+ still leaves mana for a minor spell. It's also important that this fills the 3-drop slot since this deck is heavy on 2- and 4-drops, so it can be awkward to have an odd number of lands without
Wildborn Preserver
.
0-1x
No Escape
This is worth mentioning since
Essence Capture
is color-intensive, but the scry is less useful than the counter, and the extra mana is prohibitive. I would like to be able to double-spell on T5, which requires a good number of 2-drops. This is an option though.