Creatures:
1 AEtherling
Planeswalkers:
4 Jace, Architect of Thought
1 Elspeth, Sun's Champion
Enchantments:
4 Detention Sphere
1 Assemble the Legion
Sorceries:
3 Divination
4 Supreme Verdict
Instants:
3 Turn // Burn
2 Azorius Charm
3 Counterflux
3 Warleader's Helix
4 Sphinx's Revelation
Lands:
4 Temple of Triumph
4 Sacred Foundry
4 Steam Vents
4 Hallowed Fountain
1 Azorius Guildgate
1 Izzet Guildgate
6 Island
3 Plains
Sideboard:
4 Gainsay
2 Negate
1 AEtherling
2 Last Breath
1 Warleader's Helix
1 Trading Post
2 Mizzium Mortars
1 Counterflux
1 Wear // Tear
Finally in a position where I feel this is pretty much the deck I'll be playing until Born of the Gods, except when I feel like playing White Weenie, especially now with 2 of the Counterfluxes, my third foil DKA Divination and a bunch of full art Zendikar lands in the post.
There are multiple reasons I prefer this deck to Esper and U/W right now. The deck has more basics over Esper, simply enough, as its spells are easier to cast, with no double red spells in the 75, this helps the deck both casts spells on curve less painfully and allows for the deck to better combat Burning Earth (as does Wear // Tear out of the board). When it comes to trumping both of them there's the be-all-end-all counterspell in Counterflux. Counterflus makes control mirrors so, so much easier since there's only one relevant spell ever being cast in AEtherling. If they can't resolve it then they can't win, and since they can't counter your counter they can never resolve it. Assemble the Legion (considering running a second in the side) is also the best spell any deck has to offer vs Mono Black. Simply resolving it wins you the game immediately against them since they need a lot (and I mean a lot) to go right to beat it. Finally, the last important reason to be UWR is Warleader's Helix. It seems relatively innocuous; "Well, Esper has Hero's Downfall. UW still has all the Counters and Detention Spheres." Which is true... partially. The life gain and cheap yet versatile removal UWR has puts it in a fantastic place against aggressive decks, with Warleader's Helix being able to generate massive amounts of tempo and even kill a lot of Planeswalkers. Every Planeswalker in the format except Ajani, Elspeth and Garruk all die immediately to a Helix (Jace is only ever going -2 against me). The removal is rounded out with Turn // Burn, which is what I believe to be just the flat out best removal spell in the format, it literally kills everything efficiently. It even wipes away a Master of Waves' token army.
The sideboard was slightly modeled off of Cifka's top 8'ing list from Vienna, with the 4 Gainsays. Our sideboard basically wins us the control matchup allowing us to go up to 10 counterspells and a second AEtherling. However, the sideboard will definitely need refining with testing. It seems like a good enough base for now.
Any suggestions, questions or comments, I encourage you to fire away. The more I'm forced to justify card choices and numbers, the better I feel I will be able to perfect the deck.
1 AEtherling
Planeswalkers:
4 Jace, Architect of Thought
1 Elspeth, Sun's Champion
Enchantments:
4 Detention Sphere
1 Assemble the Legion
Sorceries:
3 Divination
4 Supreme Verdict
Instants:
3 Turn // Burn
2 Azorius Charm
3 Counterflux
3 Warleader's Helix
4 Sphinx's Revelation
Lands:
4 Temple of Triumph
4 Sacred Foundry
4 Steam Vents
4 Hallowed Fountain
1 Azorius Guildgate
1 Izzet Guildgate
6 Island
3 Plains
Sideboard:
4 Gainsay
2 Negate
1 AEtherling
2 Last Breath
1 Warleader's Helix
1 Trading Post
2 Mizzium Mortars
1 Counterflux
1 Wear // Tear
Finally in a position where I feel this is pretty much the deck I'll be playing until Born of the Gods, except when I feel like playing White Weenie, especially now with 2 of the Counterfluxes, my third foil DKA Divination and a bunch of full art Zendikar lands in the post.
There are multiple reasons I prefer this deck to Esper and U/W right now. The deck has more basics over Esper, simply enough, as its spells are easier to cast, with no double red spells in the 75, this helps the deck both casts spells on curve less painfully and allows for the deck to better combat Burning Earth (as does Wear // Tear out of the board). When it comes to trumping both of them there's the be-all-end-all counterspell in Counterflux. Counterflus makes control mirrors so, so much easier since there's only one relevant spell ever being cast in AEtherling. If they can't resolve it then they can't win, and since they can't counter your counter they can never resolve it. Assemble the Legion (considering running a second in the side) is also the best spell any deck has to offer vs Mono Black. Simply resolving it wins you the game immediately against them since they need a lot (and I mean a lot) to go right to beat it. Finally, the last important reason to be UWR is Warleader's Helix. It seems relatively innocuous; "Well, Esper has Hero's Downfall. UW still has all the Counters and Detention Spheres." Which is true... partially. The life gain and cheap yet versatile removal UWR has puts it in a fantastic place against aggressive decks, with Warleader's Helix being able to generate massive amounts of tempo and even kill a lot of Planeswalkers. Every Planeswalker in the format except Ajani, Elspeth and Garruk all die immediately to a Helix (Jace is only ever going -2 against me). The removal is rounded out with Turn // Burn, which is what I believe to be just the flat out best removal spell in the format, it literally kills everything efficiently. It even wipes away a Master of Waves' token army.
The sideboard was slightly modeled off of Cifka's top 8'ing list from Vienna, with the 4 Gainsays. Our sideboard basically wins us the control matchup allowing us to go up to 10 counterspells and a second AEtherling. However, the sideboard will definitely need refining with testing. It seems like a good enough base for now.
Any suggestions, questions or comments, I encourage you to fire away. The more I'm forced to justify card choices and numbers, the better I feel I will be able to perfect the deck.