I'm not sure if this Deck is listed elsewhere. (The same or slightly different)
This deck, for me, has evolved from many games of MTGA ranked standard.
I think it's pretty common of most control decks to run fairly similar sets of spells.
Counter Spells and Bounce Effects.
not being a question of "if", but of how many.
I prefer to have lots of bounce effects as the MTGA meta seems to be fairly aggro.
I've been going up against a lot of:
Mono
and
+color lifegain
It pays to have those Unsummons for turn 1 and 2.
Avoiding early damage (3-5 points).
You might need a few extra life points to be safe from the aggro.
For: if you hit a shockland and need it to be untapped that turn.
A perfect first hand would have you start off with:
And If you didn't Mulligan
It's nice to have
1 Azorius Locket
For the potential ramp or card draw.
(to be used to ramp and quicker pop out a Dream Trawler or after Trawler is out, to draw cards and pump him.
Mulliganing isn't the worst, especially if your on the draw.
If your going first, it's a bit more of a disadvantage.
Later in the match, after you get a Dream Trawler out, your going to want 2 cards in hand to protect your Trawler till it can attack and draw you the card you need to continue to protect it.
You do NOT want to start a match with ANY Dream Trawler OR Parhelion II in hand.
They are a waste of opportunitys in the begenning of the game. And it will take you 5-8 turns to be able to play them at all.
The object of this Deck is to make it to , including atleast
Trying to play Parhelion II first and then a Dream Trawler to crew and attack.
It is a bit of, what I consider, a flaw of the deck... You need to pump or draw an extra card when you play Parhelion first and Trawler second as Parhelion II requires 4 power to crew.